Bell Digest v940606p3

From: RuneQuest-Request@Glorantha.Holland.Sun.COM (RQ Digest Maintainer)
To: RuneQuest@Glorantha.Holland.Sun.COM (Daily automated RQ-Digest)
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Subject: RuneQuest Daily, Mon, 06 Jun 1994, part 3
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From: joe@sartar.toppoint.de (Joerg Baumgartner)
Subject: Unusual beasts
Message-ID: 
Date: 5 Jun 94 21:03:42 GMT
X-RQ-ID: 4386

Sandy Petersen in X-RQ-ID: 4354

Me:
>>a world that spawned so many different intelligent life should have  
>>a few unique unintelligent beasts.
> 	I'm as responsible for this state of affairs as anyone, since  
> I wrote the RQII Bestiary, the RQ III Creatures Book and the  
> Glorantha Bestiary (okay, perhaps I'm a little MORE responaible for  
> this state of affairs than anyone else). 

No accusation, just wondering.

> 	Here's my defense of my actions. There is a vast chasm  
> between encounters with intelligent creatures and mere animals. With  
> animals, all you can do is be attacked by them, or attack them.

Just to have these beasties, make them scurry along, and have the PCs 
admire them now and then, would be sufficient to create a sense of 
wonder. I really loved the way Lovecraft collected a few almost trivial 
facts (like ebony docks of ...) to make a city in the Dreamquest to 
Kadath memorable. I don't cry for new stats, but for interesting and 
inspiring variants. Things that make seeing such a beast memorable.

Although I'd like to know more about the iron and bronze deer of Estali.

> 	D&D is packed chock-full of unintelligent monsters with HUGE  
> variety, in dozens of sizes and shapes. To me, fighting an allosaurus  
> or a giant praying mantis is MORE interesting than taking on some  
> lame made-up thing like a neo-otyugh or a stench kow. I can at least  
> make some predictions about the possible behavior, fighting style,  
> etc. of the mantis or dinosaur. But when faced by a dracolisk, what  
> the hell am I supposed to do? 

Point taken. But a stag with a few fantastic extras can make a hunt more 
exciting than the same beast I can watch behind fences in every second 
park.

I'd like to see more of the softly different kinds, like the variations on 
deer for Griffin Montain/Island, or the horned bear. Lots more of 
herbivores one might be able to hunt, or maybe not. Small furry or 
feathery beasties, hushing away and maybe betraying a sneaking PC or enemy.

Unique songbirds or (unintelligent) waterfowl. There are one or two 
mentioned in Elder Secrets for trade items via Jrustela.

More of these, please.

Not just from "official sources", but to be included in these, too.

-- 
--  Joerg Baumgartner   joe@sartar.toppoint.de

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From: ddunham@radiomail.net (David Dunham)
Subject: kinship terms; East Ralios; Elmal
Message-ID: <199406060234.AA08596@radiomail.net>
Date: 6 Jun 94 02:34:58 GMT
X-RQ-ID: 4387

The Vinga "Wind Run" spell I posted last time is like when you were a kid
and it was winter and it was really windy and the wind almost lifted you
off the ground. As long as you run with the wind at your back, it's almost
like flying.

>> There's not just a word for uncle.  There are words for your fathers 
>> older brothers and words for your father's younger brothers. [...]
>
>> This makes me wonder about the importance of the clan in Orlanthi society.  
>> I don't think the Orlanthi have this sort of mode of address because 
>> of their, "freedom lovin' nature."  I wonder what cultures in Glorantha 
>> might address their family members like this?  Any suggestions?

I bet the Orlanthi have more kinship terms than are in English, because
kinship is so much more important. I suspect that in Delelan, there are
different words for uncle depending on whether he's your mother's or
father's brother. It matters, because one uncle is related to you and the
other isn't, and you inherit from one.

Jonas said
>I can see an argument for something like Golden Bow

As I see it, Golden Bow=Jardan, the Grazer Warrior age group god, who's
also Yu-kargzant's son. I wouldn't expect this among the Galanini.
Something similar, maybe.

>In our EW, there isn't much cattle (no real reason, it's just designer
>fiat). No dogs, either (we're cat people, all three of us). BTW, do you
>_have_ to have dogs to herd sheep? Can't you just have a lot of young boys
>running around (gives 'em some exercise...)?

Just for the record, in _my_ East Wilds, there's not much agriculture. But
you won't be seeing David/Jonas wars on this, I think either approach is
valid. And I'm sure you're right, it would take more people to herd the
same number of sheep without dogs, but obviously it's feasible.

>We've been thinking that _all_ Ralian horses are ponies. Well, relatively
>small and sturdy horses, at any rate. Native ones at least - the Safelster
>states will of course have imported breeding stock from the West.

I agree. They're all like Celtic Ponies in Pendragon terms. The Galanini
are better breeders, and do have a horse large enough to be considered a
Charger, though this is exceptional. Safelstran states have larger horses
which are equivalent to Pendragon Chargers, and imported Destriers are not
unheard of. But they don't do well in the hills of the East Wilds.

>the Storm Bull and Humakt
>cults were only introduced into the EW (still talking about _our_ version
>here, remember this is _not_ official) very recently (Third Age). Why?
>Well, Humakt is much too close to Arkat for comfort. The SB (SoB?) probably
>made people very nervous back in the Golden Empire days, and the dislike
>has lingered, though the reason for it is forgotten.

But if Humakt was unknown, why would everyone know that Arkat betrayed
them? (The popularity of the cult may have plummeted after Arkat became a
troll and people decided Humakti weren't quite as honorable as their
reputation.)

Kuri summarized RQ90s, which sounds very interesting.
>Myth, maps, runes, clans, magic items, etc

I'd be interested to know what clans are presented -- I can always use more
Sartar clans.

Devin asked
>I don't suppose anyone has written up the cult of Elmal or at least can tell
>me what the differences between Yelmalio and Elmal are?

Here is my short version of Elmal as worshipped in the East Wilds. It's
heavily based on the short version in the Adventures in Glorantha draft,
and uses Pendragon terminology.

ELMAL   [Truth, Fire]
God of the Sun & Horses, Orlanth's Housecarl
Worshippers: Warriors, guards, housecarls, horsemasters.
Skills: Animal Lore, Awareness, Bow or Javelin, Religion (Elmal), Riding,
Ritual, Spear or Craisech, Stewardship.
Duties: Warfare, guarding steads, raising horses, blessing crops.
Virtues: Energetic, Honest, Pious, Trusting, Valorous.
Cult Magic: Coordination, Detect Enemies, Farsee, Firearrow, Fireblade,
Ignite, Light, Lightwall, Protection, Repair.
Divine Magic: all common, Bless Crops, Catseye, Enchant Gold, Enchant Iron,
Shield, Sunbright.
Suncarls (Rune Lords): 18 in Awareness, Bow or Javelin, Spear or Craisech,
and two of Battle, Stealth, Stewardship.
Associated Cults: Hippoi (Bless Horses).
Miscellaneous: Initiates start a Loyalty (thane) passion. The cult
maintains a rivalry with the Sun Dome Temple.


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