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, 09 Jun 1994, part 4 Sender: Henk.Langeveld@Holland.Sun.COM Content-Return: Prohibited Precedence: junk --------------------- From: alex@dcs.gla.ac.uk (Alex Ferguson) Subject: Re: pilgrimages and misc Message-ID: <9406081029.AA09649@carcass.dcs.gla.ac.uk> Date: 8 Jun 94 10:29:40 GMT X-RQ-ID: 4439 Joerg: > I'd rather have the magician make two (or even three) rolls: one to > determine is success in sleight, an independent one to see whether the > spell goes off. Involved spells could require a concentration roll as > well if they are to be cast during conversation. > This would also be usable for the current AiG draft sorcery rules. I think this is a good idea, too: the current sorcery rules mean that using "extra" manipulations on a spell doesn't make casting it any harder, as long as they're at at least the level of the one you're already using. However, this then leaves open the question of what should happen if some of the manipulations fail, but the spell (and other manipulations) succeed. Should the spell take effect without the failed manipulations, or should it fail entirely? > Bill Robertson in X-RQ-ID: 4314 > > Is the difference between pilgrimage and Heroquest physical and > > metaphysical? > IMO this isn't a fully fledged heroquest, although in the critical moment > a heroquest-like situation came up. Pilgrimages, like worship services, > are reenactments of myths. They are first of all symbolic. Only when the > symbols get mucked up, the reenactment doesn't confirm the myth, but opens > for new possibilities. I think this sort of thing is what Chaosium have referred to as "practice HeroQuests". They are begun with some form of the HQ entering ritual, but you remain on, and conscious of, the mundane plane. Nevertheless, one still interacts with the heroplane, and adversaries corresponding to the ones that would be met on the "full" HQ turn up in the flesh, by some strange coincidence. One also can get some of the magical benefits (or detrimental consequences) of the HQ, this way. I think the difference between a purely mundane journey as a pilgrimage, the above kind of "practice HQ", and a "full HQ" is one of degree, and of the pragmatics of how, and where the reenactment is carried out. > > There's not just a word for uncle. There are words for your fathers > > older brothers and words for your father's younger brothers. [...] > The Dara Happans, of course. They are so enmeshed in formalities that > this is the very stuff they live upon. Note that Latin has distinct words for paternal and maternal relatives (such as patruus and avunculus for uncles); it seems likely that Dara Happan, and possibly other Pelorian languages, make distinctions at least this fine. > > I'd imagine that any sort of death sentence would have be quick. Hate to > > see those thugs using DI to get out of their fate. Although it COULD > > be a great plot device. > There is no way to DI out if the execution is performed on Sacred Ground > of a deity not of the character's creed. Not true, actually. Doubtless there are area enchantments used by executioner cults to prevent this, though. But unless the character is a foreigner, it's not likely to be a problem, since he's probably been excommunicated prior to execution. One might also question whether a god would answer a DI in most such circumstances, assuming the character really is guilty of some hideous problem. > Subject: Dragon related material for Free INT 9 wanted > This is a call for authors and/or cooperation. We plan to make issue 9 > of Free INT a draconic special, presenting material about true dragons, > dream dragons, dragonewts, wyrms, dinosaurs, draconic magic, and > possibly the EWF. I may well have some things to throw in here, or could at least dredge up some of the nonsense I've posted on the subject of 'newts in the past, but mainly I'd like to encourage people to post whatever they have on the subject, including Joerg, if he has time to Tradetalkise material from his German cohorts that we've not previously seen. (Yeah, I know, I should raise my German to 20% and subscribe...) > I hear this for the first time. I would have thought that the > father-son relation would have been a too nice parallel to > Mithraism (the real contender with Christianity in Constantine's > era) not to be exploited in conversions. Never mind parallel, Mithraism was effectively merged with the cult of Invictus Sol some time before Constantine, and this was, I think, the official state religion for a while. When Christianity took over that job, whole swatches of iconography, feast dates, and heaven knows what else were cheerfully Liberated from the former. I'd make a corny joke at this point about the Son and the Sun having the same birthday, but it loses something in translation (to Latin). Alex. --------------------- From: alex@dcs.gla.ac.uk (Alex Ferguson) Subject: Lo- (or indeed,, sa-)metal. Message-ID: <9406081030.AA09653@carcass.dcs.gla.ac.uk> Date: 8 Jun 94 10:30:29 GMT X-RQ-ID: 4440 Harald Smith: > Lo-metal in one form (as sa-metal) is green, not red, and > would be appropriate for a metal of Lorion or that worn by > Gnydron. Yah, kinda runny, though. Elder Secrets appears to imply that lo-metal is the solid form of sa-metal, but I suppose that one could hypothesise a solid, green form obtainable by alchemy, or more likely, that the relevant Enchant spell also solidifies the material directly. Alex. --------------------- From: finelli@cs.unibo.it (Michele Finelli) Subject: Subscribe again Message-ID: <199406081039.AA18018@jago.cs.unibo.it> Date: 8 Jun 94 10:40:54 GMT X-RQ-ID: 4441 Subscribe Finelli Michele finelli@cs.unibo.it --------------------- From: Mike.Dickison@vuw.ac.nz (Mike Dickison) Subject: More Wenelians (Henk, please forward) Message-ID: <199406081046.AA22312@rata.vuw.ac.nz> Date: 9 Jun 94 10:47:59 GMT X-RQ-ID: 4442 Joerg makes some good points about my take on the Wenelians: >Royal lineage amongst the barbarians: Do you mean native barbarian royalty, >or imported Ralian royalty? Ralian. I make a distinction between Royalty (Trader Prices, Ralian, quasi-civilised families) and Barbarians (unwashed, Vorlani(Orlanthi) peasants). The Royalty rule in name, not in practice. Actual power is possessed by commoner clan or tribal leaders, whom I call Warlords (not Kings) to avoid confusion. Succession of warlords I think is not as democratic as in Sartar and KoS, though most probably come from a few families or totems (ie: post-Hsunchen lineages). Joerg cites the Heimskringla example, which is good enough for me. I guess I think the Trader Princes are about as powerful as the British royal family are today (and we're still Monarchists down here in NZ!) I bet the barbarians just adore them to bits, dote on their fancy clothes, and gossip about their liaisons. >Don't the Trader Princes a) keep up the caravans as a religious duty.... Yes, to some extent, though Esrolia has placed an embargo on trade with the barbarians (though there's some "gun-running" going on). The caravans still travel between the four Vorlani nations, and some overland trade comes from Ralios via Pralorela. > ...and b) (evil thought) don't they sponsor the Wenelian pirates? VERY evil thought. I like it :) In my campaign, there's a conspiracy to break the Handran dyestuff monopoly by helping some guild members defect to Kaxterplose (the PCs have the hard job, natch). It's basically backed by Nimistori procurators. We know the Nimistori have a pirate navy, which they used against the Esrolians in 1616 (RQ Companion p16), and I'm sure freelance privateers are common. However, I really like the idea of the trader princes sending aid (food, ships, warriors) incognito to the Wolf Pirates, to help endanger the sea trade, and perhaps even to sack Handra (now THAT'S a nice campaign twist...my thanks, Joerg. Good thing my players aren't on the Net.) >Script: Being the "Issarian heresy" in my discussions, what script do >they use? Tradetalk? Western? (I think that written Tradetalk is a crude >form of Western....... And since Issaries' "son" Garzeen >roamed Seshnela (where he wed the daughter of King Froalar), I think it >likely that written Tradetalk could have used this as the base of its >script.) I actually don't use Trade Talk, though your suggestion makes perfect sense. In my campaign, Western is the (written) language of culture and learning, and Coastal/Cityspeech is the spoken lingua franca. It's a creole of the Esrolian and the Barbarian tongues (vocab of the former, structure of the latter). If you're educated enough to write, you probably write Western and speak a little Ralian. >What about the coastal cities: Who are their citizens? Survivors of >Slontos, mixed with some native elements plus immigrants from Ralios? What >are the religious practises of the city-dwellers? A henotheist combination >of Wenelian deities, city gods and the Invisible God? Yeah, I think so. I think probably more Esrolian influence than Ralian, since they're nearer, they have a merchant fleet, and there's lots and lots of them. I'm not sure how much they mix IG and other gods; I think there's a noble, educated, Westophile class (which includes sea captains - remember, these guys have to be literate and know at least some sorcery), and a cosmopolitan, sailor class (which worship the city god, Dormal, the Lightbringers, Earth gods etc.) I think the plain Issaries worshippers get squeezed out a little, but that's personal taste. But the coastal cities are a problem. I'd like to make them more interesting than the standard anonymous "free port" that spawns backgroundless characters. So: *Peelo has an "Old City", ex-Slontos faction manipulating trade and politics. *Fay Jee is a sprawling mess, with three incompatible city gods slugging it out. *Kaxterplose is a fortified cliffside holy place, and thus a sanctuary. And there really should be a couple of other smaller towns. I want the PCs to try and start one. Any suggestions? By the way, Nick, I'd love to hear more about Wenelian gods. I use Wild Boar as a Storm Bull analogue, and the germ of an anti-monarchist, Robin Hood type movement, there being a dearth of chaos nests and Lunars. And here's some more paste-bombing from my campaign: trying to differentiate between the barbarians without mapping them one-to-one onto Earth stereotypes. Remember, this is just my opinion. Comments welcome. #### The How-To-Tell-The-Barbarians-Apart Table #### Solanthi Ditali Nimistori Bastisi Weapon 1 Axe Sword Sword Axe Weapon 2 Dagger Hand Axe Shortsword Hand axe Shield Target Target Kite Kite Missile Self Bow Self Bow Composite Bow* Thrown Axe Clothing Cloaks Cloaks Trews Hoods Shirts Jerkins Hoods Kilts Colours G, Y, W B, Y, W P, G, R R, Y, G Music Pipes, Horn Pipes, Harp Horn, Harp Horn, Flute Skill Ride Track Boat Climb Famed For: Poetry Singing Sagas War Dances Sagas Tracking Woodcraft Storytelling Greed Gluttony Drinking Laziness Whistling Talking Taciturn Shouting [* I make the Pralorelans expert horn crafters, and that's who the Nimistori get these from. But I agree, it's a bit non-standard. BTW, my Damali have non-lethal status battles with pairs of "hornspikes" (read Sai), in which the aim is to grapple and disarm.] And a stereotypical male from each [people? nation? folk? I still haven't worked out what to call them.] This is what one lot would say about the other three (if they were being polite): Hurrolt is a wealthy and refined Solanthi warrior, rich on Esrolian plunder, with a good horse, a white shirt, and a fine bronze sword. Well spoken and noble, honourable and good with the ladies, and makes his pigs go outside to void. Like most Solanthi, he's somewhat lacking in common sense, but makes up for it in his dedication to the gods. Harral is a quick and witty Ditali hunter, always bringing home the finest deer for the village feast. Later he'll sing loud heroic songs with the other men of the village, and argue about their last raid on the Esrolians. Has a fine plaited beard reaching almost to his waist, which he keeps meticuously greased to stop anyone grabbing it in battle. Hirrold, a dark-cloaked riverman, is as proud of his boat as he is of his two gleaming swords. Quick to anger and suspicious of strangers, he is loyal and steadfast to a close friend or captain. Hirrold whittles spirit fetishes in his spare time, and wears his clan cheek tattoos with pride. Like most Nimistori, he consumes great quantities of their foul grain mash liquor. Hirra is a hearty hillman, woodcutter and village elder. In his youth a feared Bastisi warrior, he is now content to tell stories and play the flute by the fireside, although he can still scale the cliff to the watchcrag as fast as any young blood. His faded red headband, still worn over long greying hair, tells all of his skill in the hatchet toss. Mike Dickison \ If an infinite number of rednecks, in an infinite number Science writer \ of pickup trucks, fire an infinite number of shotgun Wellington, N.Z. rounds at an infinite number of highway signs, adzebill@matai.vuw.ac.nz \ they will eventually produce all the world's (Thanx to J. Banker, Ariz.!) \ great literary works in Braille. --------------------- From: PMichaels@aol.com Subject: Gargoyles Message-ID: <9406080708.tn955936@aol.com> Date: 8 Jun 94 11:08:39 GMT X-RQ-ID: 4443 Greetings! I'm about to start reading my back load of Daily's, but I first wanted to ask this question to all of my fellow Gloranthophiles. I hope this new format works. Again, I apologize if it doesn't. What do you think gargoyles are? From the Gloranthan Bestiary, we know that there are actually several mountain- or forest- dwelling species. All species are crudely shaped humanoids with hideous faces and rock hard flesh. All are stupid, and most are winged. Most types live in Genertela, with another species native to Slon, and one species imported to Vralos. I think there is one wingless species of gargoyle which are troll-gnawed statues animated by a summoned dark earth spirit, rather like the way ghouls animate corpses. Perhaps the spirit is connected to Asrelia, and the gargoyle is used as a guardian for treasure. I also think that at least two of the Genertelan gargoyle species are actually the remnants of Genert's Army. My theory goes like this: When threatened by the Devil, Genert raised an army of Earth Warriors. The intelligent officer gargoyles were the Copper Command, and looked to be made of metal instead of rock. The Greater Horned gargoyles were the heavy shock troops, with the Lesser Horned gargoyles making up the rest of the army. Perhaps there were other types also. As he was dying, Genert gave (what survived of) his army the command to "protect his people." This resulted in the Copper Command sacrificing themselves in a holding action against the chaos hoards, allowing Genert's allies to scatter and escape. The remains of the Copper Command are the Copper Sands. The rest of the gargoyles scattered into the Rockwood Mountains. In an effort to obey their last command, they looked for things which reminded them of Genert's Garden. Thus, some settled in forests. Others found buildings which were in some way reminiscent of Golden Age structures. (Or, that the stupid gargoyles _thought_ were reminiscent.) Unfortunately, most gargoyles considered any inhabitants in a building or forest to be intruders, and so sought to slay them. Some found Earth Temples, and actually aided them against Chaos. Eventually, some figured out that "the War" had been lost, and sought out their own fortunes. Others continue attempting to obey their last command, and usually end up attacking innocents. Occasionally, a gargoyle might actually end up protecting someone who inhabits a building, such as happened with the tusk rider tower in the _Borderlands_. And, while I'm asking, to what degree do you all think gargoyles are "alive"? (ie. do they eat meat/veggies, do they breathe, do they breed?) Personally, I don't think they breed. Nor do I think they age. If they eat, it's rock and minerals. For some reason though, I think they breathe. I'll have to give this more thought... Anyway, please let me know what _you_ think. Peace, Peter --------------------- From: SMITHH@A1.MGH.HARVARD.EDU (Harald Smith 617 726-2172) Subject: of horses and postings Message-ID: <01HDALOU44YEQ82FNT@MR.MGH.HARVARD.EDU> Date: 8 Jun 94 03:51:00 GMT X-RQ-ID: 4444 Well, I see I forgot to fix the margins again. Obviously, I my mind was clouded by the evil trickster, Orlantio. Must be because I've unmasked him in his true guise. - horses Besides the assorted breeds listed in White Dwarf (which Devin kindly posted), another center for horse breeding is Sylila/Jillaro. Both Hwarin and, particularly, her husband Ingkot, have strong connections to horses and horse breeding. While I haven't explored the nature of these breeds, I certainly picture a strong Lunar warhorse coming from this area as well as a fast courier horse for travelling the roads of the southern provinces (including the Daughter's Roads) and keeping the Lunar bureaucracy running smoothly in areas unreachable by boat. - postings I've received requests for both my current Conquering Daughter writeup and for my Balazar journal. I think unless the demand is overwhelming that I will pass these on to those that request them directly instead of filling up the daily with lots of material. If you do want it, just get a message to me. --Harald --------------------- From: jclannom@mathlab.mtu.edu (Joe Lannom) Subject: Re: Hero Plane surfing Message-ID: <9406081620.AA10690@mathlab.mtu.edu> Date: 8 Jun 94 16:20:05 GMT X-RQ-ID: 4445 Alex did scribe: |> David Gadbois: |>> I have a notion of the RuneQuest Sight attributed the the GLs as viewing |>> the Godtime events as the areas formed by the intersection of strands in |>> Arachne Solara's web. The ends are held down by the runes (not |>> necessary by some particular god), and the portions of strands between |>> the events are the heroquest paths. |> |> This is not so different from the picture I posted a while ago, though |> I put the creation myths round the edge (and Arachne herself, with her |> compromise, in the centre). The creation of the runes would therefore |> be some way in, along at least some of the paths. |> |>> Heroquesting consists of moving the strands and so reshaping the events. |> |> Most HQing, I think, just consists of "moving along" the strands, or at |> most, changing them from within. This does, however, point up the |> distinctiveness of what the GLers did. |> Please endure a few wild musing on my part. Particularly if it has been mused before: The above brings an interesting image to mind. With Arachne Solara's involvment in the compromise, perhaps she really does act like a spider. When her web is disturbed, she progresses towards the source of the movements and catches the 'bug' that is entangled in the web. Since she's in the center of the web, the root of it, and most heroquests would probably occur towards the outer/middle areas (nowehre near the compromise/center... messing with that would be silly and foolhardy, hence her position to protect the web), it takes her a while to get there. This gives most questers a chance to do their thing and get out before any 'really incredible nasty' things happen to them, leaving them blind, for the most part, to this facet of the danger of heroquesting. The God Learners spent a LOT of time on the mythic plane, studying, tweaking, writing their names on the walls, etc. Giving her enough time to eventually triangulate in on them and... NAB! They're now firmly cocooned (removed from the mundane plane) and being drained by Arachne who will eventually drop their dried and brittle husks out of the heroplane to remind the mortals on Glorantha of what happens to those who "fool mother nature". joe "just thinking out loud" lannom