Bell Digest v940723p2

From: RuneQuest-Request@Glorantha.Holland.Sun.COM (RQ Digest Maintainer)
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Subject: RuneQuest Daily, Sat, 23 Jul 1994, part 2
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From: SMITHH@A1.MGH.HARVARD.EDU (Harald Smith 617 726-2172)
Subject: of maps and magic
Message-ID: <01HF0F17MOLYQZGMN7@MR.MGH.HARVARD.EDU>
Date: 22 Jul 94 10:00:00 GMT
X-RQ-ID: 5271

Hi all--just some quick comments today.

- Joerg (x-rq-id 5186) asks about geography of the southern provinces.

I experienced the problem of inconsistent mapping as I worked out the 
geography for Imther and the roadways of the Conquering Daughter.  The 
maps (such as the HotB map which originally appeared in DW 28, the edge 
of the old Griffin Mountain map, and the Lunar Empire maps from the 
Genertela pack) have some significant variation which are difficult to 
pull together.  I use the interior Lunar Empire maps as my maps of 
preference.

On my personal hexgrid map (which covers Filichet to Raibanth and the 
edge of the Elf Sea to Jillaro and Cafol), I have done the following.

Filichet lies as shown on the G:G interior maps between the Black Eel 
and the Oslir.  For the 1st Daughter's Road to run a straight line from 
Jillaro thru Mirin's Cross to Filichet (which it is supposed to do), 
that is where it has to be.  The city of Fyllich Kwan (sounds like a 
nomad named city) is some 45 km north-west just off the Daughter's Road.

The spot called 'Filichet' on the HotB map looks like a good spot for a 
Sun Dome temple, but it looks like it is either in Holay or along the 
Tarsh-Holay border (applying the provincial boundaries from G:G to the 
HotB map).  My guesses for the Tarsh Sun Dome Temple are either Goldedge 
or a location in the hills just north of Copper Town.

I place the Whitefall River as joining the Black Eel about 40km west of 
Tarshford.  Farther north, the Red Wyrm River runs west out of the Dog 
Hills of Balazar, joins a river I call the Isildon flowing straight 
south out of the Imther mountains, and the combined river flows west to 
join the Oslir about 20 km after the Oslir-Black Eel junction at Mirin's 
Cross.

As for the Sylilan and Aggarite cities, Cafol would be approximately 
under the 'S' in Swamp and Marsh on the Dorastor map legend; Massansakar 
would under the 'Old Wolf Fort' on the profile cutaway; and the City of 
10000 Magicians would be under the 'L' in Lunar Trade Route on the map 
legend.

Of course, none of this is official.  I have heard that Chaosium used to 
have a map showing the official locations of the provincial Sun Dome 
Temples.  There should be 13 through the southern provinces exclusive of 
Dragon Pass and Prax.  I've assumed one in Imther (which is now the 
Great Temple of Khelmal) near the Imther-Holay border (and in my current 
campaign is in fact governed by Holay).  We know there is supposed to be 
one in Lunar Tarsh.  That would leave 11 for Holay, Vanch, Aggar, Saird, 
and probably Sylila.  There is not supposed to be one near the Hill of 
Gold, so the Vanch temple(s) should be in southern Vanch.  Other 
thoughts?

If anyone is interested in some of the geographical detail that I have 
done for Imther, I could try to post it in my rather limited word 
processing format.  Let me know.



- Barron (x-rq-id 5229) on the lowering of Gloranthan magic.

I agree that the current RQ feels lower in magic than RQ2 era.  For a 
long time, I continued to use a higher level of magic in my campaign 
(frex: battle magic at 100% if focused; magical artifacts frequently 
uncovered).  I have myself moved away from some of this because I found 
that certain magics were too readily available (and thus I adopted the 
RQ3 spell rules).  I still find that spells such as Heal 2 (or 6) have 
far too much effect--there simply was not the risk of dying that I feel 
should be present (and thus too much emphasis on combat in scenarios).

I do feel that magic should still be quite prevalent, but just not quite 
so readily available to characters.  I like a world of wonder and try to 
incorporate that in my campaigns.  My investigations into the dwarf 
realms under Imther have turned up some fantastical effects and 
artifacts, as have campaigns into the haunted and forbidden Plain of 
Stones (a small area tucked between Imther and the Balazar wilds.  One 
of these days I'll have to venture into Tork.

In a recent effort to elaborate on Imtherian rural life, I have been 
trying to put together the structure of rural magic.  The area is 
pantheistic and people are initiates of several cults.  The villages are 
small, though, and only support shrines unless several villages get 
together for a big festival.  Local priests and initiates must go to 
larger cities to gain more unusual divine magics, including 
Spellteaching rituals.  Also, city priests must make tours of the 
villages to provide additional magics.  It thus becomes important to be 
around when the priests come with their spells and be prepared to make 
the appropriate sacrifices.  I also like the idea of making those 
priests take on divine spells that those adventuring types might 
otherwise avoid.  The Sanctify, Worship, and Spellteaching spells all 
become critical for maintaining the fabric of magic in the world.

I also believe that the rural areas are filled with a variety of 
spirits.  I like the methods included in the Viking book to gain spirit 
magic or special deity spells and think that including those methods 
goes some of the way to restoring a certain magical vitality to the 
world.  Of course, these local spirits may be hostile instead of 
friendly depending on the cultic associations of the character (and not 
because they can read the characters mind, but because of what they 
wear, how they've acted towards creatures the spirit is associated with, 
etc.).  I think these local spirits may create or endow small artifacts 
with pieces of their power which then become available to those locals 
in need.

I guess through all of this I'm trying to forge a balance that makes the 
world realistic (since large magical availability does alter the way 
humans interact with the world) and yet wondrous at the same time.

--Harald



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From: ddunham@radiomail.net (David Dunham)
Subject: Playing a Yelornan
Message-ID: <199407230606.AA12081@radiomail.net>
Date: 23 Jul 94 06:06:11 GMT
X-RQ-ID: 5272

Another look at the different cults:

In my PenDragon Pass campaign, each cult would stress the following virtues:

Chalana Arroy (Orlanthi): Forgiving, Generous, Merciful, Modest, Trusting
Storm Bull: Proud, Arbitrary, Indulgent, Suspicious, Valorous
Yelorna: Chaste, Valorous, Vengeful, Energetic, Honest

A good initiate would exhibit all five traits. Of course, not everyone is a
perfect initiate, and these are just ideals.


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