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, Wed, 08 Jun 1994, part 3 Sender: Henk.Langeveld@Holland.Sun.COM Content-Return: Prohibited Precedence: junk --------------------- From: ROBERTSON@delphi.intel.com (Roderick Robertson, SC1-5, x52936) Subject: Re: RuneQuest Daily, Tue, 07 Jun 1994, part 2 Message-ID: <6BD370A1E00A7D3D@delphi.intel.com> Date: 7 Jun 94 16:58:00 GMT X-RQ-ID: 4417 James Wadsley asks: >I haven't played RQ in ages ( left my players back in Australia ), >but I read the daily now and then. There always seemed to be hints that >the Orlanthi were going to put up some serious opposition to the >Lunars, but everything I read seems to put all the cards in the Lunar >hand. I just read a snippet about the Crimson Tears and I got to >thinking that with the Crimson bat, Lunar magic and so on the Orlanthi >might as well all migrate south. While I'm here, I might as well put >in my vote for the Crimson Bat being obscene. Glorantha has a way of dealing with things that get too successful. (no, NOT Greg! Ahhhhh). King of Sartar (publ. Chaosium) explains "what goes wrong" for the Lunars. Sam (Scotland (or Andorra) Not Sartar (or Boldhome) writes: >If Sartar is like Scotland then it is mostly sheep with a few cows. However, >I suspect it may be like the limestone hills of the south of France. You >certainly can't grow grapes up here! I'll need to find out which region I mean >- full of very Sartarian looking mountains and spectacular ridges ala Starfire. >I also like the idea of Sartar being made of limestone 'cos then you can have >lots of nice caverns and the like.. Lots of sheep only since the Highland clearances you mean. C'mon Sam, you must have seen those great shaggy Highland cattle. Used to be the foremost export of Scotland. Of course, once the English decided that Sheep don't rebell every 5 or 20 years... >Well, Scotland is an incredibly rainy place. Though not "lush". It just >doesn't get enough Sun to grow large amounts of fruit'n'veg etc. I suspect >Sartar may have this problem, what with all those Cloud Callers. Quite how >they *do* grow grapes is a mystery - A secret pact with Yelmic types?.."you >supply the sun - we'll supply cheap wine. Oh, I forgot - you don't drink". >And as for all those orchards - no way!.. How about the Rhine area of Germany? Produces sweet wine. Unfortunately, I know nothing about the geography there, nor how long its been a wine-producing region. Anyone? >the ground's so steep a cow'd roll off -Arf! Thats why haggises have one pair of legs longer than the other.. Haggis? it's everything a civilized person feeds to the dog. Liver, lungs, intestines and oatmeal. Stuff it in a stomach, boil or steam until it all runs together, and season to taste. :-P >White Dwarf - Before it died the death of a thousand Warhammers published >Stats'n'info on different kinds of horses - including Wingana and Rockwood >Mountain pony - We used this a lot. I could dig it up if you fancy. Roleplayer (The old Gurps rag) had a long article a while back about horses, including advantages and disads based on horsey psychology. >Surely domestic dogs act as they do due to the fact they have been bred by >humans. Wouldn't this stand for cats? Wolves don't hunt radically differently >than, say, lionesses. Do they? If a wolf can be bred to round up sheep then >why not cats? Dogs, ptoo! Why not have lots'n'lots of different kinds of cats >all to serve different purposes. Big, small, hunting, fishing, herding.. Oh, and domestic cats are models of loyalty and dedication? I think not (having had many (20+) cats and dogs (~10) in my life). Big Cats and dogs *do* have different hunting patterns. I'd go for most of the cat types, but not Herding. As far as someone else's question about using boys to herd, it takes a heap of boys to do it. I lived out in the California hills (near Yosemite); prime ranching country. When the neighbor's cows came through the fence, we'd go out and herd them back. For five cows, it would take at least five of us to get them moving in the right direction without dogs. When me & my dog went out, we could do it by ourselves. Now maybe it just was because I was getting better at it, but somehow I think the dog helped too. Also note that, at least in Scotland, the cattle and sheep tended to scatter when startled, instead of staying in a clump. Independent little brutes! Sorry to have chopped up your article Sam, but it was a bunch of stuff I had been meaning to comment on, all in one place. Roderick Robertson@Delphi.intel.com --------------------- From: DevinC@aol.com Subject: Re: RuneQuest Daily, Tue, 07 Jun 1994, part 2 Message-ID: <9406071509.tn926822@aol.com> Date: 7 Jun 94 19:09:14 GMT X-RQ-ID: 4418 Devin Cutler here: Harald Smith offers: "Since the journal focused on the quest through Balazar and the Elder Wilds (across Blank Lands in the current terminology) it will not see the light of Yelm in any other fashion." Yes, please post it, either to the Daily or to me personally. I would love to see anything you've done for Imther and Balazar. " I will refrain from posting anything more on her until the dust settles and I can get the cult writeup reworked." Could I get a private copy of the current writeup? Sam writes: "White Dwarf - Before it died the death of a thousand Warhammers published Stats'n'info on different kinds of horses - including Wingana and Rockwood Mountain pony - We used this a lot. I could dig it up if you fancy." OK, Others expressed interest in this, and since White Dwarf RQ is out of print, I will risk copyright problems and reprint the relevant points of the Horses article from Runerites. This article was authored by Graham Cobley and Runerites was edited by Oliver Dickinson. Horse Types: ADARI (Far Point, Adari, and human-occupied areas in between) Cost: 4000L. STR: 3d6+18; CON 2D4+10; SIZ: 3d6+12; POW: 3D6, DEX: 2D6+6. Highly favoured by dwarf adventurers, due to their low height (most of their size is bulk) and ability to adapt to harsh climates. BREVAN (Native to Grazelands, also bred in Sartar) Cost 4500L. STR: 3D6+18; CON 2D4+10; SIZ: 2d6+24; POW 3D6; DEX: 2D8+2. Grazelanders must buy this horse, if they want a warhorse. CHURIAN (Far Point) Cost 3500L. STR: 3D6+18; CON: 2D6+6; SIZ: 3D6+12; POW: 3D6; DEX: 2D6+3. Short, stubby-legged horse, not very fast; charging rate 21 (RQ2 rules). DUNSTOP (LUnar Empire). As in RQ rules; the LUnar equivalent of the standard-bred. GRAZELANDER (Grazelands). STR: 4D6+12; CON: 2D6+6; SIZ: 4D6+6; POW: 3D6; DEX: 3D6. Small, hardy horse, given to barbarians only; charging rate 10 (RQ 2 rules). JALDON'S HORSE (No Man's March, Better Place) Cost 3500L (free to barbarians). STR: 3D6+18; CON: 2D6+6; SIZ: 4D4+10; POW: 3D6; DEX: 2D6+2. Charging rate 10 (RQ2 rules). KIANG DONKEY (Barbarian Town and area, e.g. Sounders River) Cost 3000L (free to barbarians). STR: 4D6+12; CON: 2D6+6; SIZ: 2D6+12; POW: 3D6; DEX: 2D6+6. Larger than modern donkey, fast for its size (Move 12) [RQ2 rules], exceptional swimmer. KLEPPER (any major city) Cost 10,000L. STR: 1D6+30; CON: 2D6+6; SIZ: 2D6+24; POW: 3D6; DEX: 2D6+6. Riders must be SIZ 14+ and have 50%+ Riding ability to get on! After a charge, the Klepper must carry on for 20m before stopping. A veritable tank. ROCKWOOD MOUNTAIN PONY (Rockwood Mountains) Cost 3750L. STR: 3D4+18; CON: 2D4+10; SIZ: 4D4+10; POW: 3D6; DEX: 3D6. Ridden by dwarf adventurers of these mountains, also by many ducks; charging rate is 10 (RQ2 rules). SARTARITE (Sartar, Dragon Pass generally) Cost 6000L. STR: 2D6+24; CON: 2D4+10; SIZ: 3D6+18; POW: 3D6; DEX: 3D6. A very good fighting horse. STANDARD-BRED (any city). As in RQ rules; the result of much cross-breeding. TARPAN or KONIK (Defenders Shore, Head Acres, River of Cradles). STR: 2D6+18; CON: 3D4+6; SIZ: 2D6+12; POW: 3D6; DEX: 3D6. Barbarains only; same breed called by different names; charging rate 10 (RQ2 rules). WINGANNA (any large city) Cost 8000L. STR: 2D6+24; CON: 2D4+10; SIZ: 2D6+24; POW: 3D6; DEX: 2D4+10. Riders must be SIZ 10+ and have 60%+ Riding ability. An exceptional fighter, much sought-after. Horse Breeds Notes: 1. Where a horse or pony is specified as barbarain only, this means that any barbarian from the area concerned will ride one (if not an animal nomad, obviously). 2. All the animals move at 12 (RQ2 rules), but their charging rate varies as shown (to model the obvious point that a Winganna can easily beat a donkey in a race). 3. The prices cited asre for warhorses; the Klepper, Sartarite and Winganna can only be bought as warhorses, but the other breeds will provide cavalry and riding animals, at respectively 30% and 2% of the price of the warhose; Cults sometimes give Runelords money for a warhorse; I suggest this is 5000L, the price of a standard=bred, and that the Runelord finds the extra cost for, e.g., a Klepper. 4. Areas and places where available are cited after each breed name. 5. For the excellent fighting breeds (Klepper, Sartarite, Winganna), their attacking chance with all modes will be natural bonus +5%, or 25%, whicever is higher. All other breeds are purchased with attacks at 25%. Devin's Notes: 1. Remember, all stats and everything else is RQ2. The stats may not be comparable to RQ3 (e.g. CON scores). 2. Costs are out of line with RQ3 3. My apologies to Graham or Oliver if I've stepped on any toes by reproducing the article, but it was agood one and is extremely hard to find! Sam also writes: "I am also looking for ideas about; the Cinder Pits, Tarndisi's Grove, Larnste's Table etc.." I have written up some info about these places (short snippets, actually). I will post these to the Daily. "I have been writing up my Sartar Campaign. Anyone want a copy? A fair bit of the background has been filched but the characters and adventures are all original (well, with a few apoligies to Goscini & Uderzo)." Yes, I'd love a copy! Regards, Devin Cutler devinc@aol.com --------------------- From: DevinC@aol.com Subject: Re: Sartarite Location tidbits Message-ID: <9406071510.tn926861@aol.com> Date: 7 Jun 94 19:10:08 GMT X-RQ-ID: 4419 Devin Cutler here: Sam asked for info on various locations around Sartar. These tidbits are entirely unofficial and in use for my own campaign: Black Altar: This altar is a large piece of obsidian shaped as a perfect cube, and measuring 3m by 3m by 3m. Its surface is perfectly flat and smooth, with no faults, except for runes of every type, which are carved in random patterns over every face. They are presumably carved over the bottom face as well, but the cube resist any and all attampts to move it or to dig under it, and many a persistant Lhankor Mhy has been slain by freak collapses and strange diseases when he attempted to undermine the structure. What is known is the following, and these are commonly known to all within the area: 1) Soul Sight, Mystic Vision, and Second Sight show an aura around the Cube of a Power greater than any spirit so far tested. 2) The cube exists on the spirit plane, and cannot be discorporated into. 3) The cube will accept Magic Points, but to no effect 4) No Divination to any deities will provide information Burntedge: This small village lies about 1.5 km from the Cinder Pits. Its 125 residents are mostly farmers, working the fields near the pit, which are fertile from the ash blown from the pits by Orlanth. The villagers worship Lodril, attending the shrine at the Cinder Pits, and a few also worship Orlanth and Ernalda, although they must travel to Clearwine to worship. Cinder Pits: This place is a vast depression between 5m and 10m deep filled with ashes, cinder, and slag. Occasional bits of raw glass can also be found here. This place is the cite of a battle between Lodril and a Chaos being who is now forgotten, and it is here that Lodril's fiery spear struck. The cliff face above the pit is shear (the spear clove through the rock) and glass coated to a depth of about 3m-5m. Nothing grows within the pit, and the ash is so dry that any water touching the cinder is immediately absorbed. No one knows how deep the pit goes, but the pit is a fine source of sand, ash, and cinder for metallurgy and glass making. Some persons have speculated that gods' blood (i.e. crystals) may be present here, and this view is especially held amongst Lodril worshippers, for it is unthinkable to them that their god could have struck such a mighty blow and missed his target. In any event, the Lhankor Mhy point out that none have yet been found and any crystals that were found would likely be flawed and/or chaos-tainted. A Shrine to Lodril is here, tended by a single Priest. Larnste's Table: Larnste was the god of travel and change, the originator of the Mobility Rune, and although no longer worshipped, this structure remains. It is a huge table, actually a square slab of stone with a top that is slightly wider than its base. The stone is of a strange marble that shimmers with hues that seem to dance and shift wildly depending upon the angle of view, the time of day, etc. The whole radiates an aura. The table will accept Magic Points, although these go to Larnste, who is now beyond reach. Anyone who stays atop the table during all of Sacred Time, however, and sacrifices 3 POW and all but one Magic Point on the final hour of the final day, will be contacted by Larnste and allowed to become a devotee of Change. This procedure has rarely occured, since devotees must keep the origin of their powers an absolute secret. Suffice to say that it only happens by accident or by those lucky enough to stumble upon the secret. Note that if even a single Pow is sacrificed during Sacred Time on the proper day, the marble will begin to pulsate. Also, when on the table during Sacred Time, the world outside becomes hazy and indistinct, but goes completely black on the last hour of the last day. Devotees of Larnste gain the following abilities: 1) Shapechange (per the Trickster Runespell) once per week for each additional POW sacrificed at this Table. Each form changed into must be sacrificed as well. Thus if a person has sacrificed 4 points of Pow, he could pick 4 forms 1 per week or 2 forms twice per week. Such decisions must be made upon sacrifice, and become permanent. 2) Movement speed is doubled without increasing fatigue use. 3) Teleport (per the spell) once per week 4) Immunity to Glue Spells, Webs, Nets, Grappling, Slow spells, Holdfast, Binding Spells, etc. 5) May automatically Bless Graves as per Ty Kora Tek Tarndisi's Grove: This collection of trees is the last remnant of a huge forest which once covered this area during the Green Age. The Forest was defoliated over the ages, but an elf friend and hero named Tarndisi used great magicks to preserve this grove. There is a temple to Aldrya here, and although it has only a few adherents, it qualifies as a major temple through Tarndisi's magick. As such, its status has allowed it to flourish and survive despite constant Troll raids from tribes like Sazdorf. Many dryads and pixies haunt the area, along with some elves, totalling almost 250 initiates. The bulk of the worshippers are wandering elves and wood spirits. Because of Tarndisi's friendship, the elves here are friendly to humans, and this is one of the few spots known where humans are accepted into the cult of Aldrya if they are completely sincere. Failure to qualify still means death. Major Temple to Aldrya Shrine to Flamal teaches Bear Fruit Shrine to Voria teaches all spells Shrine to Tarndisi/Horned Man teaches Ward Troll (double strength Warding vs Trolls) Tink: This smallish village is important simply because it is outside the boundaries of all kingdoms, yet retains a strategic place between them. Tink has been conquered and/or owned by the Sartarites, the Tarshites, the Lunars, and the Wintertop Rebels. The town itself is certainly built upon the ruins of an ancient EWF city, but these ruins have been scoured and combed long ago. The city is now remarkable as a main stop for travelers attempting to reach the Dragon's Eye, and as the dwelling place of an ancient spirit from the EWF who used to dwell in the city that was before Tink. This spirit possessed a body, and now offers lore and advice to worthies who approach him seeking knowledge of the EWF and/or Dragons and things Draconic. It is known that dragonewts pass through the village and often visit the spirit. The village itself is squalid and rundown, and has a reputation for being an open town, with no rules and no law enforcement. Murders and fights are hourly occurrences, and he who has the most protection usually prevails in this place. As such, Tink is mostly filled with nervous travelers, adventurers down on their luck, rogues, murderers, etc. A saying is common amongst Sartarites: "I wouldn't give a Tink for that!" Which means that something is worth nothing. Shrine to Lanbril teaches Divination Block Occasionally, a brave Issaries merchant will set up a Market here Trade-Think: This small village is entirely dedicated to a group of scholars who seek to plumb the depths of Dragon Lore.The scholars found that this was the closest point to Dragon's Eye that the Inhuman King would let them settle (the dragonewts never said anything, they just kept attacking each preceding settlement, which was then moved a bit further away from the Dragon's Eye. Eventually, the dragonewts stopped attacking when the current location was reached). With the scholars came their families, and then a few others to tend to their needs. Later, as trade was established with the dragonewts, daring merchants came to treat with the lizardmen. Now, the town is used as a place to speak with or trade with dragonewts, and they are known to come here often, although entirely on their own whim, it seems. Currently, a dragonewt named Kumico permanently resides here and often delivers messages or sets up parleys with the Dragon's Eye. Some citizens of Tradethink belive that Kumico is actually a human who somehow became a dragonewt, although this is not confirmed. Minor Temple to Lhankor Mhy Minor Temple to Issaries Shrine to Ernalda teaches Bless Crops The town is officially outside the realm of Sartar, and is ruled by a council of scholars and traders elected by the resident Lhankor Mhy and Issaries Initiates. All of these places come from various sources, including the map of Sartar from Apple Lane, the TOTRM maps, etc. Regards, Devin Cutler devinc@aol.com --------------------- From: gadbois@cs.utexas.edu (David Gadbois) Subject: Re: Newspeak Message-ID: <19940607194537.3.GADBOIS@CLIO.MCC.COM> Date: 7 Jun 94 09:45:00 GMT X-RQ-ID: 4420 From: 100270.337@CompuServe.COM (Nick Brooke) Date: 7 Jun 94 01:49:02 GMT X-RQ-ID: 4401 Lunar calligraphy is beautiful: think of Arabic manuscripts; all those cursive flourishes, compared to the rigidity of a primitive (all-capital) alphabet... I thought the Lunars had movable-type printing presses. That would seem to necessitate some blocky script. There could be several resolutions to this quandry: o The script is cursive, and the type slugs have tails at standard points on the vertical edges to facilitate connections. Sort of like old-fashioned "cursive" typewriters. Of course, if you have lots of Danfive Xaron cultists to do typesetting for the state-run presses, I suppose you could just have zillions of different slug types. o There are two scripts, one cursive for handwriting and one block-form for printing. o The printing technology is actually xerographic, using a bound fire elemental as the fuser. Arbitrary patterns can be "programmed" into the elemental with a sufficiently hairy Command spell. Or perhaps they teach the critter to speak something like PostScript first in order to simplify page descriptions. o The Lunars use Form/Set Bronze as a sort of linotype machine. Come to think of it, why isn't Gloranthan art considerably more sophisticated than it is usually portrayed? The implications of having arbitrary long duration Form/Set Stone spells in sculpting are pretty profound. --David Gadbois --------------------- From: jdegon@vega.iii.com (Jim DeGon) Subject: Gonn Orta = Genert Message-ID: <9406072004.AA05600@enrico> Date: 7 Jun 94 06:04:00 GMT X-RQ-ID: 4421 Has anyone ever wondered if there is a connection between Gonn Orta the giant of the Rockwoods and Genert the giant god of Prax? KOS refers to Genert as a giant. I'm not sure if any myths specify exactly which chaos beast took him down. Is is possible that say, Kajabor or whoever defeated him and stripped him of his domain and godhood while allowing him to remain embodied as a giant? Gonn Orta would certainly never admit to having been beaten and chased out of his inheritance. He is reputed to be the largest giant, right? Jim DeGon --------------------- From: 100102.3001@CompuServe.COM (Peter J. Whitelaw) Subject: Harald's Journal. Message-ID: <940607201658_100102.3001_BHJ34-1@CompuServe.COM> Date: 7 Jun 94 20:16:59 GMT X-RQ-ID: 4422 Harald, I enjoyed reading your campaign overview and certainly agree that a Heroic campaign is more likely to evolve from the 'microcosmic'. >Incidentally, if anyone is interested in seeing a >posting out of this journal let me know Yes please. ***** Regarding the passing of the much missed RuneRites in WD: I also seem to recall seeing some tables in one Runerites column for randomly determining how PC's feel from time to time, i.e. catching colds and the like. Not a matter that is often given much thought I would think, but it added a little fun to some sessions when we were using it... 'If you want to go off gallivanting about after Broos then be my guest but count me out. I've got a headache. Now, sod off and let me get back to sleep.' All the best, Peter :-%