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, 28 May 1994, part 2 Sender: Henk.Langeveld@Holland.Sun.COM Content-Return: Prohibited Precedence: junk --------------------- From: joe@sartar.toppoint.de (Joerg Baumgartner) Subject: Another Earth parallel for Ralios Message-ID:Date: 27 May 94 07:57:55 GMT X-RQ-ID: 4208 Gary Newton in X-RQ-ID: 4157 > Linked with this is Graeme Lindsell's interesting comment about Tsarist > Russia. As I tried to say previously, I'm not wild about "Earth in Glorantha", > but a couple of interesting parallels struck me - One Earth parallel for Ralios which seems to have escaped note is the late Frankish and early German "Roman" Empire. The north Italian city states of the Lombard union still were squabbling among themselves, as were the clerically ruled city-states of Germany. From the north, Saxons, Vikings and Danes threatened the safety, from the east Slavs, and horse nomads. While the Saxon/Viking parallel for the Orlanthi is well reported, the Slav parallel has been ignored. The western Slavs had been christianized slowly by German efforts, often by force, much like Rokari Malkionism was spread in Ralios. Heretical deviations blossomed among these, one of the most important, the Hussites', to break open a few centuries later. Slavic housing and lifestyle isn't too different from the other earth parallels for Orlanthi either, although the more shamanistic Slavic nations which coexisted later with urban German culture had something of Hsunchen. The Awars and Magyars could have been the horse-riding Galanini and/or Dangkim of earlier ages, or the rests of these still living their traditional lifestyle. Another (admittedly crooky) parallel to the eastern invaders could have been the Halikiv trolls. > OK, enough of the Earth parallels. I'm afraid they're a good jumping off point > for hang-glidings of the imagination, but Gloranthan "reality" dictates the > way things unfold... (erm... possibly...) Just so. That's why we use them. And the more the better, so we don't become too fixed in our perception. -- -- Joerg Baumgartner joe@sartar.toppoint.de --------------------- From: JARDINE@RMCS.CRANFIELD.AC.UK Subject: RE: RuneQuest Daily, Thu, 26 May 1994, part 5 Message-ID: <9405270934.AA14942@Sun.COM> Date: 27 May 94 09:35:00 GMT X-RQ-ID: 4209 --------------------- From: pyspas@midge.bath.ac.uk (Paul Snow) Subject: Re: RuneQuest Daily, Fri, 27 May 1994, part 2 Message-ID: Date: 27 May 94 12:02:45 GMT X-RQ-ID: 4210 Pam Carlson in RQ-ID #4186 says that we need more dogs in RQ. I say where are the horses? ( Yes, I know - Pent) But we keep hearing about Orlanth's Stead but what about his Steed? In general characters treat there mounts like motorbikes as was recently pointed by someone whose name I have forgotten. Don't let them! I went pony trekking recently and found that horses are quirky, have personalities and are not motorbikes. One pony insisted on paddling and playing in the water each time we came to a stream and another pony wanted to lead so kept nipping up to the front of the line. This all presumably occurred because with horsemanship 1% we ponytrekkers were not in control. It showed me though that this was an important part of ancient/fantasy life that we ignore in most games. Are there ant true equestrians (?) / horse riders out there who have worked on rules or have more detailed comments on horses and their welfare? After all motorbikes don't get colds. Paul Snow ( Zebra/Ostrich riders can also reply if they happen to be reading) --------------------- From: JARDINE@RMCS.CRANFIELD.AC.UK Subject: True Dragons Message-ID: <9405271210.AA26405@Sun.COM> Date: 27 May 94 11:55:00 GMT X-RQ-ID: 4211 Hi All Someone (Devin maybe) asked about True Dragons. Sandy gave a concise reply to the effect that a True Dragon could do just about anything it could THINK of and that they were ALL GOING TO DIE. For those who would prefer a slightly more mechanistic varient: TRUE DRAGON STR = SIZ + or - d100 CON = SIZ + or - d100 SIZ = length in metres times 10 INT = 4d6 base (remember Dragonewts) usually maxed out to 28 or more! POW = SIZ + or - d100 DEX = 3d6 (Remember mountains are not reknown for moving fast!) APP is like a Geological feature; very impressive but hardly beautiful! Armour --> 1 point of skin armour per metre length. Hit Points --> as normal (thus a 1km long Dragon has about 10,000 HP) Move: Dragon's move deceptively slowly and ONLY cover their length in a Round thus move = length divided by 10. For a 1km dragon this is 300kmh! SPECIAL ABILITIES: See and Reach into the Spirit and Hero planes. Energy Control in an area with radius equal to the Dragon's length. The Dragon can absorb, reflect, manipulate, twist or just ignore any magical energy within this area. This is limited to spells with MPs less than or equal to the Dragon's POW! Limitted Omniscience: Dragon's know pretty much what they want to know especially if it concerns them or dragonkind in general. Strange Behaviour: Dragon's are always unpredictable and act in strange and peculiar ways and are almost always inscrutable. ATTACKS: Most attacks are as a suitably scaled Dream Dragon (Note the Damage Bonus!) However there are some exceptions: Firey Breath: Anyone caught in the area of the Braeth must make a POW% in order to find some cover within dodging distance. Then must attempt a dodge with the results given below. Fumble --> Character is spontaneously vapourized together with ALL equipment appart from one personal item chosen by the GM (eg. smoldering left boot) also Truestone and Adamant are unaffected but will be too hot to touch for days! Failure --> Character and all non-metalic equipment is burnt to a cinder, metals and glass are melted. Success --> Character takes 10d10 damage and all non-metal equipment is automatically burnt away. Metals may melt (see Lodril Heat Metal Spell for more details and equate 5 points of damage with each dice). Special --> As above but character miraculously survives and is left unconcious on 1 HP even if damage would have killed them. Critical -> Character leaps down handy foxhole, pops the handy flat rock over the top and seals the edges with mud from the bottom of the hole. However there is too little time to make a perfect job of it and some super heated gases leak past the seal. The character takes damage equal to the dodge percentage roll and their hair and clothing are singed. Poison Breath: Produces a poisonous cloud. Characters are attacked by poison of POT d100 each round they are in the cloud. A POW% allows the character to *see* the danger coming and attempt to avoid it! The character is affected by poison of POT equal to the dodge roll as they leave the area. If they fail the dodge roll they are still within the area next round! Acid Breath: Produces a small lake of acid. As usual a POW% allows the character to try to leave the area. The dodge roll is the number of points of damage they take anyway as they flee. The GM should distribute the damage between locations as they see fit. If the roll is a success they get clear that round otherwise they are still in the soup! The acid does d20 points to each location per round, magical protection helps but it is eaten through just like normal armour! Stomp: Allows the Dragon to flatten anything with its foot provided it is smaller than the dragon's SIZ divided by 10. The area flattened is equal to one twentieth of the dragon's length in diameter (thus a 1km long dragon stomps on a 50 metre diameter area). Everything under the foot takes damage equal to the Dragon's damage bonus. A normal dodge halves the damage, a special dodge divides the damage by 10 and a critical dodge allows the character to avoid being stomped on! A Dragon may make one stomp per foot per round. Over Run: This is the classic steam roller attack from Dragon Pass. The Dragon moves at double speed in a straight line forwards, but drags its belly along the ground. Everything caught under the Dragon takes 2d100 plus double the Dragon's damage bonus (ie. it is dead). However at the end of the round the Dragon also suffers this damage due to impaling itself on trees and hills etc. The Dragon's armour naturally helps to protect it. Dragons may not attempt any other attacks when making an over-run attack, but they may still manipulate energies mentally. All in all the above results in exactly the same thing as Sandy's few well chosen words, but if your players insist on Dragon baiting this will allow you *to kill them off according to the rules*! Not TOTALLY Tongue-in-Cheek Lewis P.S. Nick - where were you yesterday? --------------------- From: niwe@ppvku.ericsson.se (Nils Weinander) Subject: Campaign stories Message-ID: <9405271457.AA06658@ppvku.ericsson.se> Date: 27 May 94 18:57:33 GMT X-RQ-ID: 4213 Nils Weinander writing Devin Cutler wrote: >Would the Daily be an appropriate place for people to tell us about there >campaigns? By this I mean a short narrative of the current situation or of an >interesting antecdote. I would like to see such stories. Sandy on the power level of our campaign: > *wow* I don't know if that's meant as awe or disapproval :-). Anyway, the campaign has been going for some years now and we DO like high-powered epic stuff. Pam Carlson: >THERE SHOULD BE MORE DOGS IN RQ! Yuk! I hate dogs! :-) There was a lot of dog stuff in Griffin Mountain. /Nils W --------------------- From: jclannom@mathlab.mtu.edu (Joe Lannom) Subject: NPC personaliy for others to use... Message-ID: <9405271521.AA00147@mathlab.mtu.edu> Date: 27 May 94 15:21:54 GMT X-RQ-ID: 4214 'lo Here's one of my favorite NPC's that I've used in my campaign. Feel free to use it, no stats included, just a background and basic sketch. I'll have to find something else to send Greg as a trade for his ghost scenario... Hmm... I used this guy to introduce the group to the more bizzare, absolutely NON-HUMAN side of Trolls. Some things seem natural to us, but not matter how hard someone else tries, they just can't get it right... -=-=-=-=-=- Garthink Laughtooth, Argan Argar initiate. Garthink Laughtooth is a great troll with artistic leanings and a small brain. Being a little on the frail side, for a troll, he spent more time listening to the tales of his ancestors than learning to fight. He never acted unthinkingly like those destined to follow the path of Zorak Zoran and fancied himself to be unto Eristi the doubter who travelled and saw and thought about many things and understood much. Joining the cult of Argan Argar as soon as he could, he set out to learn much about the world both in and out of darkness. During his travels he saw one thing that made him feel very happy. A stage play. THIS was the way to bring stories of the world back to his people! All the tales of the story teller's were flat and two dimensional... they could describe the characters as "big as mountains" or "hungry as oakfed" but never could their descriptions be as rich as what he saw on stage. These plays had scent, and taste and texture so rich it made him drool! He set out to learn as much about plays as possible. None of the actors he talked to were able to communicate or, for that matter, hold their water (I think it was his drooling and that hungry look in his eye...) Dissapointed, he wandered back home determined to somehow bring "plays" to the people of Uz. He met derision and scorn when he tried to explain "plays" to the members of his clan. They already -had- story tellers, and they did well enough. Why bother with "plays" when they had other things to do. The mushroom harvest was imminent and they needed all the free hands they could muster. Garthink took what goods he had procured on his travels and bought some trollkin, ostensibly for supplies for his trip, and left the clan after the harvest. Doing the best he could with his limited knowledge and the poor materials he had, he wrote several plays each of which represented a story that he had learned from the truth speakers in his clan, and attempted to find an audience. He knows that an audience is supposed to pay for any play it sees, but does not really understand that audience memebership is usually voluntary. He also does not understand that audience participation is also voluntary. So, many of his audiences have been awkened from slumber and slaughtered by value trollkin in "costume" acting out a variety of troll battles. Undaunted, Garthink roams the edges of Shadows Dance leaving calling cards (chewed on squares of wood) that proclaim his availability for initiation celebrations, school assemblies, and weddings. "Laughtooth Acting Tromp, Tales to make you scream with wonder." (Remember, never yell CUT! to a troll actor...) -=-=- joe lannom --------------------- From: sandyp@idcube.idsoftware.com (Sandy Petersen) Subject: various Message-ID: <9405271652.AA01346@idcube.idsoftware.com> Date: 27 May 94 04:53:08 GMT X-RQ-ID: 4215 Pam Carlson rants: >THERE SHOULD BE MORE DOGS IN RQ! Where are the big dogs who guard >caravans at night? how could so many cultures fail to keep such a >fabulously useful beastie? er... (embarrassed shuffling) ... I guess it's really because neither Greg nor me nor Steve Perrin have ever been particularly "dog people". In my defense, I included Dog stats in RQ III, as well as Wolf stats (suitable for big dogs). I think that dogs are nigh-ubiquitous among most Praxian herdsfolk. I picture Praxhounds as lean, mangy, ill-fed, mean, cowardly things. One of their jobs is to slink around the campsites and bark when something or someone shows up that they don't like. And to eat offal. I'm sure other cultures have them too. And I concur with Pam that alynxes are no good for herding sheep. Dave Dunham whines: >But, but, I thought the Orlanthi are herders because they live in >comparatively poor upland areas. Really? I've always thought of them as farmers, myself. I realize they do some herding, and that some clans subsist almost entire on herding, but my picture of the basic Orlanthi is that of a yeoman farmer with plow, ox, and maybe some pigs out back. I guess it's Petersen/Dunham culture clash. I know the Orlanthi brew beer and wine, so obviously they have grain and grapes. You must be from some lush rainy place like Washington state, Dave. Come visit Utah some day, and you'll see that "comparatively poor upland areas" are able to grow some crops, too. The land in Utah that is considered only suitable for cattle and sheep is REALLY bad -- more like Prax than Sartar. I figure Dragon Pass is more like Scotland or Wales. You can farm there, can't you? (Sam?) Cullen O'Neill and Boris are having a discussion on multiple-deity initiation. Technically, most cults are multiple-deity. Take Chalana Arroy for instance. Arroin is an integral part of the cult. No doubt at least one of her seasonal holy days is entirely centered on him, while another one is probably shared between him and her. I bet almost all CA temples have a big statue of Arroin somewhere (not as big as CA's, but what the heck). In an Issaries temple you'll find Garzeen, Goldentongue, etc. Orlanth's big carved log will show him holding all five Sacred Weapons, at a minimum. If by "multiple-deity" you mean only "cults in which all participating deities are absolutely equal", then such cults ARE rare, but I think that sub-cults should count as "gods worshiped by the initiate". For that matter, associate cults deserve a mention. I bet the High Holy Day prayer for Storm Bull includes lengthy mentions and evocations of Ernalda, Eiritha, Zorak Zoran, etc. For that matter, in my own campaign, my solution to the problem espoused at great length by Joerg and Alex is that I permit "switching" of one's initiate status from one cult to an associate once in a lifetime, if you haven't become an acolyte or Rune level. Hence, Orlanthi children growing up in my campaign are initiated to Ernalda or Orlanth when they reach adulthood, but they then can change over to Storm Bull, Issaries, etc. as they please without having to pay double tithing. I have always felt that this was workable in game-play, culturally acceptable, and simple. Graeme Lindsell opines: > My worry about the "wide open oppressed spaces" view of Ralios >is I believe that such territories, with no natural boundaries >to conquest, tend to form or be part of large empires. Like Russia, >for example. Or Poland, that wonderful land where everyone goes to >fight wars and devise new atrocities. Ralios on the other hand seems >to be many small principalities over most of its domain. Russia wasn't a big monolithic empire until fairly late in time. Look at Germany -- it doesn't have what you'd call impenetrable interior barriers, but wasn't a single state until 1871. Even France and Britain in Roman times weren't a single country: well, France was after it was conquered -- but after the Romans left, France spent plenty of time being separate countries, with Burgundy, etc. floating around the corners. In any case, the "wide open oppressed" rule only needs to apply to Safelster itself. The Orlanthi to the North and East aren't particularly oppressed. On Malkioni Castes: >One interesting thing to note is that tecnically only the men belong >to different castes; all the women belong to one of their own. At >least among the Brithini. This is true. I think that the Hrestoli have women join the regular four castes, but they probably interpret the caste strictures _very_ differently for men and women, as I picture Malkioni in general as rather male-dominated. But I'm open to suggestions. How about the Rokari? Do they have a separate Female caste? Does it make chauvinistic sense for a woman to take on the caste of her husband? Other suggestions? Devin Cutler describes a practical joke he played on his players, having them attacked by three times their number of (fake) broos. What a great idea. I'm stealing it at once. Paul Reilly sez: >Short comment: I view the Malkioni religions as having more kinship >with the various Hellenistic philosphies than with any Earthly >religions per se. I'll buy this, but with a strong dose of jingoistic monotheism poured into the pot. Put me on the Malkion mailing list, if one develops. --------------------- From: cullen.oneill@thuemmel.com (CULLEN O'NEILL) Subject: Associates Message-ID: <940527042501305@thuemmel.com> Date: 27 May 94 13:07:49 GMT X-RQ-ID: 4216 Alex in X-RQ-ID: 4160 A> I think Joerg's model, in seeking to liberalize worship in A> broadly laudable ways, does serious damage to the established A> significance and importance of cultic initiation. Happily, my presence in this debate becomes superfluous... since this is precisely the point I was attempting to make. I agree totally with what is said here, and have tried to state the same in my posts. A> I agree that individuals worship, in some sense, more than one deity A> from the pantheon. Have been agreeing, loudly and seemingly A> ignoredly. I just think it's a great mistake to devalue the meaning A> of the status of Initiate so that "everyone gets to be an initiate of A> everything". A much more profitable avenue, IM(NS)HO, would be leave A> initiation (mostly) unmolested, and ask: In order, I will attempt to start in on these questions: A> "What magical benefits should accrue to a person not an initiate of A> any cult, or to a person belonging to a different cult in the A> pantheon?" As I see it, what is needed is a broadening of the concept of associate (or whatever term anti-GL'ers would prefer), I think maybe anybody who is an initiate and participates in the rituals of a god can get the spell that god gives to associate cults... as single use only. A> "How do they take part in the worship of the given deity?" (IMHO) they would take a mythologically defined role, if possible, otherwise... uh temporary myths? I'm not really sure... Orlanthi could probably come up with a story, they're loose enuf... lunars have even more freedom with creative mythology... perhaps to become an associate initiate, a myth would be devised by the leaders of the cult??? A> "What do we call them?" Associate initiate, or in character... "Our Orlanth initiate," (of a Orlanth initiate associating with Barntar cult), etc... well its an idea. A> Yes, I see that analogy. Sounds like associate A> worship to me. At least _some_ form of associate worship, even if A> there are serious problems in the current rules. Are there? Well, I've basically suggested making any non-hostile god a potential associate... in my opinion the current rules are too rigid... I'd like to take them as guidelines, and make permission of the leaders of both cults the requirement, (ie: GM desicion). A> I'm certainly not buying. If the local LM site or shrine is located A> in the Barntar temple, then they are de facto associates whether the A> rules say so or not. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~ This is where I got my idea... just to give credit where its due. --------------------- Loren J. Miller in X-RQ-ID: 4176 L> thing at the RQ-Con Heroquesting seminar.) With constant worship L> there must be constant minor adjustments to the cult. These minor L> adjustments have to be local in effect, or it would get a lot uglier L> than regional variations as the cult would change precipitously every L> year. This would fit in well with my suggestion that associte cults should be very flexible... Great info, Thanks! Cullen