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, Thu, 14 Apr 1994, part 3 Sender: Henk.Langeveld@Holland.Sun.COM Content-Return: Prohibited Precedence: junk --------------------- From: WALLMAN@VAX2.Winona.MSUS.EDU (Close friend of Little Elvis) Subject: Western Civilization 101 Message-ID: <01HB54HTWRO2003PBP@VAX2.Winona.MSUS.EDU> Date: 13 Apr 94 17:09:50 GMT X-RQ-ID: 3631 Because TOTRM says it will have a Malkioni issue sometime soon, I have some comments on just that. In general, I find the western civilizations to be much more difficult to use for a game setting than good old barbarian settings. What follows are some of my complaints, meant not just to complain but to hopefully get responses that will help me and others who find western civilization perplexing. I also hope the TOTRM issue will enlighten me further. Western civilization is too complicated. Background sources mention Duke so and so and Count so and so, but exactly what is the organization of the nobles and their powers are rarely mentioned. I researched some heraldry for a campaign once, but the whole campaign could have been spent figuring out why Baron so and so had a boar's head and Bishop so and so had an oak tree in their heraldry. Western civilization is stagnant. We had two Malkioni soldiers playing once and no one could tell them apart. True, better role-playing solves this, but really, where is there to go in a caste system? Orlanthi can rise to rune lords, rise to priests, and explore subcults. In earth's middle ages Europe wealthy merchants would purchase nobility and priesthoods. Does this happen in Glorantha's west? Western civilization is too codified. This is sort of like my stagnant complaint. In earth's middle ages Europe, the great conflicts came from nobody really agreeing what each other's powers were. Popes claimed to make kings. Kings claimed to make popes. The Malkioni had much of their social laws pretty much layed down for them from square one. For example, does a growing wealthy middle class threaten the nobility in Glorantha? Western civilization is too monotheistic. Yeah, I know that is the idea. The problem I see here is that in most of Glorantha conflicts between good and evil mostly are conflicts between X worshippers and Y worshippers. If everyone in the land worships the same thing, then good and evil reduces down to believers and unbelievers. I do not see unbelief being too common in Glorantha. Do primitive cults pervade western civilizations? Please enlighten me. My complaints are mainly about pure Malkioni societies which seem to have great background information when supplied, but always seem to be full of holes when attempted to be used. IMHO. Ed Enough about the great Elmal/Yelmalio debate. Wallman@vax2.winona.msus.edu What about the great Peterson/Petersen debate? --------------------- From: timbee@timbee.rnd.symix.com (Dogs Playing Poker) Subject: Chariots of the Clods Message-ID: <9404140340.AA08141@timbee.rnd.symix.com.symix> Date: 14 Apr 94 03:40:23 GMT X-RQ-ID: 3632 Subject:Mostakos does Ralios David Dunham sez: >There will of course be Orlanthi chariots somewhere in Ralios because I as >GM will decree so, but I was hoping to find a reason why Orlanth's >Charioteer is still quite well known. And even has a cult (a small one, but >worth describing in Gods of Glorantha) that does teach Drive Chariot. I played a Mostakos Initiate in a campaign (along with Styx, Wachaza and some other non-normal cults). In this campaign the reason Mostakos was popular was a matter of status. Several times I was made to carry into battle in my war chariot pulled by Praxian Bison the local chieftan in spite of my bad driving skill. Even though my driving efforts resembled a roller coaster the Orlanthi riding in my chariot still looked better than the Orlanthi without a chariot. If Orlanth is driven about in a chariot then the big shot Orlanthi wants to be driven about in a chariot. If your Orlanth character learns Trident because of combat advantages then when your tribe goes to war you get to be the lone trident in the sea of spears and whatever else. While the local Orlanthi are concerned with Orlanthi affairs I was working on bigger and faster chariots (sort of like a teen drag racer) and getting out and seeing Glorantha (couldn't be bothered to settle down). A lot of fun to play. Also because a Mostakos is always on the move they also serve as a source of information from places they have been. --------------------- From: ddunham@radiomail.net (David Dunham) Subject: Dragonewts; Mastakos Message-ID: <199404140611.AA04347@radiomail.net> Date: 14 Apr 94 06:12:00 GMT X-RQ-ID: 3633 In the boardgame Dragon Pass, if the Inhuman King is killed, dragonewts aren't reborn when killed. Since there's no Inhuman King in Ormsland (in Ralios), does this mean that Ormsland dragonewts don't resurrect? Do they still have the chance to be reborn as a "higher" dragonewt form? (Or for that matter, as a dinosaur?) Alex "uses accent grave instead of left apostrophe*" Ferguson said >I don't think Mastakos is `obscure', he just happens to be a de facto >Orlanth subcult. I personally think he has more magic than described >in GoG, when worshipped in specialised sub(sub?)cults in his roles as >Charioteer and Runner, usually in the service of some Big Noise Orlanthi. >His billing as one of the Major Gods of Glorantha takes some swallowing, >though. He owns the Motion rune, that's why he's "Major." I'd be interested to see your subcult ideas, since Mastakos is going to be more prominent in my chariot-riding Ralios. (According to KoS, he's no longer a Runner...) Remember that if Mastakos only has shrines, there can't be more spells. (The fact that he only has shrines does suggest that there are few chariot-using people in Glorantha.) * (Since in most fonts an apostrophe is straight, accent grave looks really silly as a left apostrophe.) BTW, I've finally found a reference to an Orlanthi charioteer! KoS.169 mentions Orlmarl the Charioteer as Argrath's Movement Companion. --------------------- From: garydj@ditard.dit.gov.au Subject: Cult Intiation and other stuff Message-ID: <9403147663.AA766367727@ditard.dit.gov.au> Date: 14 Apr 94 14:55:27 GMT X-RQ-ID: 3634 Hi! As a recent Initiate to the RuneQuest Daily, I've noticed quite a few comments on the difficulty of initiating fifteen year olds into cults given the tough (for starting characters) skill tests required. [I'm sorry about the vague reference, but I haven't worked out how to do the natty copy and paste from other messages.] I consider the skill tests are requirements for a stranger to join the cult. I think the tests would be treated differently for an adolescent who is presumably well known to the cult hierarchy (generally the clan/village/tribal elders). I ran a campaign for fifteen year olds some years ago. One of the tests to join Orlanth involved lining up all the aspiring initiates on the bank of a stream. The stream was wide, but not deep. The soon to be adults had to jump from one bank to the other. If they failed, they could try again or simply wade across. As the candidates were all well known to the clan, it was not essential they successfully jump across the stream on their first attempt. What was more important was the chance to demonstrate their mettle in front of the whole clan. Thus, the candidates could repeatedly attempt the jump to show off their courage and determination. One player decided to dive into the stream and then try to swim (read: flounder) across. Another got a tree branch and tried to vault across. For the clan, it was a chance to take pride in their sons and daughters as well as the opportunity to enjoy a laugh at their expense. In contrast, the Healer would initiate anyone into Chalana Arroy who would take the cult's vows of pacifism and non violence. The test to enter Storm Bull/Urox required the candidate to stand before the Storm Kahn who would swing his greatsword at the candidate's head. If the candidate didn't flinch, they were in. The Humakti required a demonstration of the youngster's ability with the sword. If a candidate showed aptitude but lacked skill, they would be taken on as lay members and given the opportunity to develop their sword fighting prowess. The point I am trying to make is I don't think it would be difficult to join a cult within one's own community provided the candidate is acceptable to the cult. I see rigorous application of tests being used where the candidate is unfamiliar to the cult. In this context, I think sponsors would have an important role to play and may have responsibility for a new cult member until they become well known in the community. On broos... I find the argument there are no female broos difficult to swallow. Considering the nature of chaos, I think any gender would be possible for a broo. I read somewhere, it may have been in Cults of Terror, that broos are the offspring of Thed and Ragnaglar and like them, they were not originally associated with chaos. If so, it would seem plausible they would retain those features common to all humanoid races as a basic pattern. The overlay provided by chaos is likely to change many common features, but unlikely to completely eliminate whole characteristics such as a gender. After all, chaos revels in variety. It's an interesting proposition whether broos can mate with each other. I agree with the points made by Paul Reilly and others about the implications of a race who WORSHIP the Goddess of Rape. It would seem likely they practice rape as part of their normal "social interaction". Given they can produce viable "offspring" by parasitizing stoves and trees [I think impregnating is the wrong word when talking about broos], I think they would have no problems parasitizing each other. Does this mean most of the broos in any plague are carrying larvae? Can a broo parasitize itself? Gary James --------------------- From: joe@sartar.toppoint.de (Joerg Baumgartner) Subject: Gloranthan names Message-ID:Date: 14 Apr 94 07:03:37 GMT X-RQ-ID: 3635 David Dunham in X-RQ-ID: 3619 > Michael O'Brien (who should talk, naming people after Earthly geography) said >> However, we don't (or shouldn't) just assume Lunar = Roman, Kralorelan >> = Chinese etc., nor are such bald assumptions ever spelled out in RQ >> publications. >> I just don't think specific terrestrial >> locations should be mentioned in RQ publications. > True. But I plan to use pictures of Celtic "cone-houses" and hill forts to > show the players in my not-yet-started Ralios campaign where they live. If > I didn't know the Orlanthi had Celtic attributes, I couldn't do this. The > geographic equivalencies are also handy. It's possible to get photos, and > it can give you an idea of what kind of vegetation and wildlife you'd find. > Even if this is wrong, it's better to have a definite idea than to say "I > don't know." I could contend that the Orlanthi are a lot like the northwestern Slavs, only the number of heads they put on a god is lower. This doesn't change either housing, nor riding, nor chariot habits... Especially with regard to daily life and everyday habits I don't see a chance to get rid of Real Earth parallels. Fantasy writers and players might show ingenuity with regard to weapons, fighting styles, clothing, gouvernment, names; but I fail to see any fantastic description of everyday affairs on a different tech-level which did not lean heavily on real earth examples. (Apart from total spoof, which diesn't help in a game trying to get about atmosphere or suspense.) > What's the difference between the Stygian Heresy and the Henotheistic > Church in Ralios? They're the same thing, depending on who's doing the > naming, right? Wrong. At least, if you take a closer look. Outsiders' names, including God Learner taxonomics, for cultures rarely justify the nature of the culture they describe. Stygian Heresy is a derisive term, much like Krjalki in western use of the word (including anything humanoid but not (western) human, but not stopping there). Seriously, if there was a church of St. Ehilm in Galin (pushing a pet idea here), to call it Stygian, which is Greek for Dark, is a joke. Not a good one. Also, the so-called Stygian Heresy is about as internally united as is the Malkioni Church as a whole. The Otkorion Henotheist Church seems to be the single largest "Stygian" organisation, extending its influence over large parts of Ralios, the same way the Loskalmi Hrestoli church influences most of Fronela. In Fronela, however, there is mention of the Jonating Church, subservient to Southpoint, but essentially a "Stygian" sect of Malkionism. The 2nd Age Carmanians were another Stygian sect (here the name applies to about 50% :-) which must have been in the see of Southpoint before the Return to Rightness crusaders arrived here, spreading the Empire of the Middle Seas. -- -- Joerg Baumgartner joe@sartar.toppoint.de ---------------------