Bell Digest v940807p1

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, Sun, 07 Aug 1994, part 1
Sender: Henk.Langeveld@Holland.Sun.COM
Content-Return: Prohibited
Precedence: junk

X-RQ-ID: Intro

This is the RuneQuest Daily Bulletin, a mailing list on
the subjects of Avalon Hill's RPG and Greg Stafford's 
world of Glorantha.  It is sent out once per day in digest
format.

More details on the RuneQuest Daily and Digest can be found
after the last message in this digest.


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From: ddunham@radiomail.net (David Dunham)
Subject: adventures in female violence
Message-ID: <199408060738.AA17940@radiomail.net>
Date: 6 Aug 94 07:38:17 GMT
X-RQ-ID: 5488

I find the term "adventurer" most useful in the rulebooks. The game _is_
about adventure, even if you're playing Orlanthi farmers, and the
terminology makes more sense than the generic "character."

Sam found
>Funnily enough, I have found that new female players want to play Stormbullers
>and other Mega-Violent types 

In my Ralios game, the two women with the least roleplaying experience
really got into the Vinga role, especially spiking their hair (I don't know
if they'd have been excited about dyeing it red, if I'd been running in
Dragon Pass).


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From: johnston@brithos.demon.co.uk (nigel johnston)
Subject: TOTRM 12
Message-ID: <143@brithos.demon.co.uk>
Date: 5 Aug 94 09:02:51 GMT
X-RQ-ID: 5489


-- 
Groove Requiem...

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From: Steve@viridian.demon.co.uk (Steve Harmsworth)
Subject: Shaman & Ritual Magic
Message-ID: <17@viridian.demon.co.uk>
Date: 6 Aug 94 10:18:04 GMT
X-RQ-ID: 5490


Hello everyone,


After eaves-dropping on the Daily for a while now, I'm finally sticking
my head above the parapet to break up the worthy Gloranthan material with some
game questions :-).


Has anyone got any views on the following problems/issues to do with
Shaman and the use of Ritual Magic?  Normally, I'd not be very interested
in rules issues (I've got my own ideas on limiting character actions),
BUT I'm keen to get other people's views on preserving the balance of magic
(items) in the game ...


I've been GMing for many years now but only in the past few months have
characters in the game begun to achieve Rune/Shaman levels.  Enterprising
players are now keen to turn away from the path of adventuring (for a year
or two) and turn into magic item manufacturers.


Consider the Shaman ... his POW is 16, his Fetch has POW 15.  He has access
to Spirit Screen 5 and MP Matrix Enchantment spells.

When discorporating his uses MP sources to avoid depleting his own MPs,
leaving the sources in contact with his body.  He then can cast Spirit Screen
when necessary, again without using his own MPs.  He stays in the Frontier
Region (GM Book p15 indicates he doesn't have to change region even if
the encounter rolls indicates a move).  In the FR, he has nothing to fear
as the absolute worst he can encounter is a Wraith with POW 4d6 - and 
offensively he has 16 MPs, defensively 26 MPs (with Spirit Screen 5).  In
addition he can use his POW to modify the encounter roll away from nasties.


So what the Shaman wants to do is gather POW spirits.  Having got one, he
returns with it (in his Fetch).  He can then conduct a Ritual Enchantment
to create an MP Matrix using up all the POW of the POW spirit to do so (and
contributing nothing himself).  The shaman is thus able to create MP
Matrixes at no cost to himself except for time!


What have I missed?  What do you change/do to prevent this?

At the moment he doesn't have any other ritual spells - but he's looking for
them!  Do you severely restrict access to these spells (including access to
spells on the Spirit Plane)?

It gets worse ... ritual spells are Common Divine magic, and as the Shaman is
a Shaman/Priest of Daka Fal, he should be able to get hold of any of the
spells easily.  Once he's sacrificed for a divine ritual spellonce , renewing
is easy.  Then he starts armouring himself, stengthening himself and binding
POW spirits!


All suggestions gratefully received ...


-- 
Steve Harmsworth
Viridian Limited

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From: 100102.3001@compuserve.com (Peter J. Whitelaw)
Subject: Missing the Daily
Message-ID: <940806104313_100102.3001_BHJ30-1@CompuServe.COM>
Date: 6 Aug 94 10:43:14 GMT
X-RQ-ID: 5491

Hi all,

It appears that I have only received Sat Aug 06 part 3.

Am I alone?

If so, I would be grateful if someone would e-mail me parts 1&2.

All the best,

Peter


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From: DevinC@aol.com
Subject: Tidbits
Message-ID: <9408060653.tn709850@aol.com>
Date: 6 Aug 94 10:53:41 GMT
X-RQ-ID: 5492

Devin Cutler here:

Some tidbits from the heroquest I ran for my campaign in which I used those
Riddles that I had posted some time ago. The campaign, briefly, involved the
Party ascending Stormwalk Mountain in order to acces the Makastos centre of
power thereon and, via that place, gain acces to a magic road which runs from
Stormwalk Mountain to the top of Kero Finn. At the top of Kero Finn is a
sacred temple complex to Orlanth, Kero Finn, and Inora. Therein was hidden
the Windsword, left there in secret when the Lunars overran Sartar.

A VERSE KNOWN BY THE INSANE ADHERENTS OF FLESHMAN:

The mortal hand knows
that that which was brought
into the world by gids
and spread by Time
is duty bound to visit
all such.

But it is the manner
more than the timing
that secures one's place
in the heavens.

These are the ways
of honour and respect:

Sharpened blade or point or crush
endured in the battle's sweep and rush

or a peaceful fall from some high place
assures and end of wind and grace

Some a leather cord prefer
too tight to breathe, but not sever

Others know their mortal role
and give the divine their very soul

Forget not the beastly means to an end
with teeth that bite and claws that rend

And still indeed this list's not through
when one can savour the secret brew

Indeed be welcome if it please
to sample any exotic disease

The faint of heart can merely sleep
and drift away in dreamy deep

But int he end though life should rage
it'll find you yet, in your old age!

THE EVERGONE 

The Evergone is a strange creature reportedly encountered by some who have
wandered the heroplane.

It stands on three stumpy legs placed evenly around a greyish, wrinkly,
cylindrical body. Two thick arms sprout from the upper sides of the cylinder,
and in place of its head it has a long tentacle-like appendage with a single
white eye at its end. The Evergone is a being that "feeds" off of the
memories of anything it encounters. This feeding is not noticeable by those
from which it feeds, but since its feeding has no lasting detrimental
effects, it doesn't matter. What is noticeable is the fact that the being has
a psychic link to the collective memory of all of Glorantha. This means that,
in a sense, the Evergone knows everything that ever was.

However, the entity is unintelligent or unconcerned with the affairs of
Glorantha. When it feeds upon the memories of those it encounters, it also
excretes, as waste product, images of the stronger memories upon which it has
fed. Usually, these are hte memories associated most with loss or regret and
mainly involve dead or missed loved ones or companions. Memories consumed by
the Evergone are not erased from the victim's mind, since he simply replaces
them with memories of the memories.

So strong is the beiong's effects that, like a True Dragon, these memories
take on a life of their own. Thus, a person encountering the Evergone will
also meet any lost companions or loved ones. These will simply step out of an
orifice in the lower part of its body and will likely converse with those
nearby. These simulacrum will exhibit all of the same personality traits as
in their former lives, and will smell and feel and sound the same as well.
These manifestations will also have all knowledge that the real perosn had,
up to the point of its death. Calling out for someone to appear will likely
have that effect, since that will be a new memory for the Evergone to feed
upon.

The Evergone will certainly sit around feeding off of memories for at least
D6 minutes per person. After that, allow a 5% per MR that it leaves. Leaving
involves crouching down for 5MR, building up a palpable amount of potential
energy, and then leaping quickly into the sky, out of sight. If it is feeding
and its food moves, the Evergone will follow as best it can, although it will
likely give up if its food keeps leaving the area.

The Evergone is not chaos.

THE EVERGONE - AN ENIGMA OF GLORANTHA

Strength        1000
Constituion    3500
Size               30
Intelligence   ??
Power            1000
Dexterity       16
Appearance     2

Hit Points   1765

Eye                    20                    75 / 283
Tentacle            18-19              275 / 442
R Arm                16-17              275 / 442
L Arm                14-15              275 / 442
Body                  7-13                340 / 883
R Leg                 5-6                  275 / 442
C Leg                 3-4                  275 / 442
L Leg                 1-2                  275 / 442

No Attacks

Regenerates D20 HP per location per MR

It is not known if this entity can be slain

Note: This creature was created to be an enigma, much like those presented in
Elder Secrets (e.g. the Giant Egg of Kostomobor [spelling?]). It's practical
use is that it might allow the characters to question a dead comrade or loved
one about something that that dead one knew but the characters do not. For
example, if Sunray the Yelmalian met the Evergone and wanted to know who slew
his beloved Dorgea, he could think upon Dorgea's memory and ask her
simulacrum who slew her).

I created stats only because Terrors in Elder Secrets have stats, and I
wanted to let myself and other know that this thing is truly unslayable.

I have found that it makes for an interesting encounter. Stormbull think it
is chaos. The reappearance of dead people precious to the party causes much
consternation. Just when the party has learned to like this creature and its
abilities, and start to use it to gain info, it finishes feeding and leaps
away.

For those of you who hate enigmas as cheap creations without
backgrounds....the Evergone was a construct given to Lhankor Mhy by Mostal
during godtime. This was essentially a recording device for Lhankor Mhy.
Whenever he encountered new knowledge, this device would absorb the knowledge
and, at any time requested by Lhankor Mhy, spit the knowledge out. In its
original form, the Evergone was definitely a non-living thing.

Unfortunately, while Lhankor Mhy was away, searching for his long lost love,
Eurmal stole the device, for purposes unknown. The Trickster never got a
chance to use the device though, for he was approached by Porcharngo and his
hordes. Seeking to flee, he dropped the device and ran away to hide.
Porcharngo passed near the device, not sensing it, but his malign powers
warped it, and it became the living thing it is today.

More later.

Regards,

Devin Cutler
devinc@aol.com


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From: DevinC@aol.com
Subject: More Tidbits
Message-ID: <9408060653.tn709851@aol.com>
Date: 6 Aug 94 10:53:51 GMT
X-RQ-ID: 5493

Devin Cutler here:

This encounter was from a HQ I ran and is basically a small cameo. I imagine
that it can be a side encounter of a trip along one of the magic paths in
Sartar or could be the object of an HQ (i.e. a Lunar wants to obtain that
recipe book).

A SMALL HUT:

Alongside the pathway is a smallish hut of thatched wood with a roof of long,
thick, bronze shavings that end in curly-cues at the eaves. This hut is the
lair of a demigod who has left the hut for reasons of his own. This demigod
is Geo, the patron of travelers, revelers, and taverns. Within are homey
furnishings which fill the 10m by 10m structure. A hearth is herem with runes
of Harmony on the mantelpiece. The hearth burns with the flames of a bound
fire elemental (2 cubic metres).

The entire hut radiates comfort and peacefulness, and in fact an effect
similar to City Harmony (i.e. a Tavern Harmony spell) is present. A fan is
attached to a corner of the room and it is slowly waved by a 1 cubic metre
sylph. Also in the hut is a feather bed that will cause anyone laying in ti
to sleep until awoken by being shaken or slapped very violently or dragged
from the bed. A large table and a number of chairs (always equal to the
number of the party plus one) is in the centre of the hut. Along one wall is
an oven and counters filled with foodstuffs for the recipes in the book on
the table (see below)

Upon the large  table are the following:

A golden lute which plays any song commanded and which is a divine matrix for
Illusory Sound 6 and Illusory Sight 6 (Donandar-based)

A goblet made from the horn of a unicorn which contains nectar wine. A drink
from this goblet will cause the imbiber to fall into a deep slumber for D8
hours, during which time pleasant dreams will be had

A fork, knife, and spoon of gol for each place at the table. Each of these
utensils will hum softly and contentedly when used

A mug that is always full simply by uttering "fill up with _______". If
poison of something not drinkable is stated, then the mug will shake for a
second or two and thereafter, only rancid water will come forth, no matter
what is named.

A map showing the locations of all Geo's around Sartar and Pavis, including
the names of Patrons, some wiht gold stars next to their names and some with
unhappy faces drawn thereby

A recipe book for various exotic dishes (some consummable only by Uz or gods)
written in Storm Speech

A small golden statue of a dog (Size 3) which will animate and bark at anyone
touching any of the items on the table (including it). The dog radiates
magic, and it will attack anyone attempting to steal anything from this place
(i.e. they attempt to leave the hut with it). The dog's attack will break the
Harmony spell temporarily, until the conflict is over.

GOLDEN DOG OF GEO (Lesser versions of these are likely also creatable by Geo
members in great favour of the demigod)

Strength          27
Constitution    34
Size                 3
Intelligence     (8)
Power              33
Dexterity         21

Hit Points   19      Move   10     Fatigue   61      MP  33   ENC 0

Head    24 / 7           HQ      24 / 9
LFL      24 / 6           LHL    24 / 6
RFL      24 / 6          RHL    24 / 6
FQ        24 / 9

Bite   SR 8     107%    D6+D4
Bark    SR1     Auto     Fear

The dog's bark is worse than its bite. The bark causes fear in all who hear
it. Victims must succumb to a MP vs MP rolls and then, if the person
succumbs, he must make a POW x5% roll and consult the following:

Critical      No effect, person immune henceforth and becomes fanaticized for
25 MR
Special       No effect, person immune henceforth
Success       No effect
Failure       Demoralized
Fumble      All items in hand are dropped in fear. Roll Con x5%. If
successful, person flees. If failed, person faints for 3D6 minutes.

Skill: Dodge 123%

The dog can be defeated by throwing him onto the bed. In addition, a recipe
for dog food can be found in  he recipe book which, if prepared (a
craft:cooking roll need be made), will create a meal that the dog will eat.
While it is eating, the characters can attempt a devise roll to secret an
item.

In addition to the listed effects, the dog's barking will close and lock the
hut door, which has a resistance of 55.

Finally, if the dog is attacked or attacks the party, the salamander and
sylph will become unbound and will attack the party as well.

Anyone in the hut after D8 days will find Geo has returned, and he will be
none too pleased if thieves are still around. Non-thieves (i.e. anyone who
simply fell asleep in the bed and never woke up) will be greeted warmly and
entertained by Geo for as long as they desire.

 Regards,

Devin Cutler
devinc@aol.com


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From: DevinC@aol.com
Subject: And more Tidbits
Message-ID: <9408060654.tn709854@aol.com>
Date: 6 Aug 94 10:54:05 GMT
X-RQ-ID: 5494

Devin Cutler here:

Some excerpts from treatises in Glorantha, which I handed out to players
before they embarked on their Stormwalk Mountain heroquest:

1) From a Lhankor Mhy text on the Storm Hills:

...of that mountain known as Stormwalk Mountain, or the Holy Mountain, or the
Twisted Mounatin, it is said that the number of spirals which the path up its
side makes differs depending upon some unknown circumstances. Certainly, the
report of Hugushus the Learned, a Grey Sage of some repute from Kathaela
cannot be doubted when he writes in 1523:

     ....and the count of the spirals of the mountain were five,     
    each being estimated at 400m apart. Therefore, the sacred 
    mountain is 2000m tall.

And this same worthy notes in a passage of his journals in 1550:

    ....today we reached the town and slept within sight of the 
    mountain. A count of the spirals reveals seven such spirals, 
    one for each of the Lightbringers. I seem to remember a 
    different count some time ago when I last passed here, but 
    my recall is not what it once was. I shall check my notes 
    when I return.

It may be noted that Hugushus never was able to compare his notes, as he met
an untimely death at the hands of Uz near the Troll Woods. Curse the darkmen
for their ignorance and lack of appreciation for the benefits of pure
knowledge.

2) From a Lhankor Mhy treatise on heropaths:

...It is known that many magical paths crisscross Glorantha, especially in
the Dragon Pass area, which seems to be a nexus for much of this continent's
remaining magic. Many of these paths are used exclusively by Dragonewts (see
Perscip's learned text on these plinth-marked roads). Other paths are
accessed by way of magical entrances or rituals and these can be used to
travel quickly and unseen from sacred site to sacred site. It is not known if
all such sites connect to all such other sites, but if so, access is limited
or hidden or both.

It has also been reported that, as these paths abut the heroplane, certain
rituals are often required. Mostly, these rituals mimic the actions of some
god or great hero who first blazed a similar route. These rituals then allow
the traveler to follow in the hero's mystic wake.

It is also known that ritual enemies will often be found on these paths.
First, because the original hero liekly encountered such an enemy, and so the
new encounter is perhaps necessary in order to continue the trek. Also, it
makes sense that powerful enemies who know that members of a certain cult use
a certain path would likely lie in wait, in order to gain glory.

3) From an old Orlanthi Folk Chant:

Who can climb the Holy Mounatin?
Who can find himself worthy?
He who proves himself Virtuous
in all respects

4) Mastakos Lore as recited by a Priest (including Sage's Notes):

We know that the Feet of Orlanth (Mastakos) has his home atop the Moving
Mountain (I believe this to be Stormwalk Mountain, as it was twisted or
"moved" into its present shape), and that from his abode can all places, near
or far, be reached. It was from here that Orlanth began the Lightbringers'
Quest upon the Westfaring Path,a dn it is from here that Mastakos took his
eight steps to reach across the world in the service of Orlanth.

5) A section from the Book of Quests:

Those attemting to scale the Twisted Mountain are usuallu unable to reach its
peak, due to fierce guardians which prevent unholy beings from passing.

However, those who have undergone the proper rituals may ascend to their
ultimate fate.

Many are Uroxi, who seek to meet the Bull and regale him with their deeds in
the hopes that he will gift them with the means to defeat even greater chaos.
They take a different path.

Some are Orlanthi, for the way to the realm of Air and Orlanth's Castle is
also that way. Also atop the peak is Mastakos' home, where the gift of travel
or where movement spirits may be gotten.

of course, those who attempt to reach the top must prove themselves worthy,
for Orlanth and the Bull require to test their worthies' mettle.

Of the Bull's path, see the next chapter.

But of Orlanth's path, if the ritual of entering is properly done, then the
way may be taken. The way is awlays different, and involves at times a short
journey, with few spirals, and at times a long journey, with some reporting
nigh infinite length until a certain thing was realized. It is certainly true
that Orlanth tests the virtues of his supplicants.

These are the virtues of Orlanthi:

Provision
Justice
Defense
Hospitality
Obedience
Honour

The supplicants do well to keep all of these in mind.

It is also true that, upon this path, Orlanth regards all supplicants as
member of one clan...Orlanth's own clan. In fact, a portion fo the ritual of
entry adopts the questers into the sacred ring or clan of Orlanth himself.

Jadon the Windlord, who dwelt in Karse and is now lost from census reported
that he was given a hcoice between saving his chieftan from raiders on the
mundane plane or helping a wind spirit who was being attacked by a ritual
enemy. He wisely chose to save the latter, even at the cost of his kinsmen,
since a clansman's first priority is to defend the clan, and while on quest,
his clan was that of Orlanth's ring, not of the clan he had left behind on
the mundane plane. Alas! Sometimes Orlanth requires hard choices to be made
of his supplicants.

6) Notes on the Kero Fin Temples:

The tempoles atop Kero Fin are little known. What is known has been collected
and distilled, for I have only included that information that is verifiable,
corroborated by reliable sources, et al. I shall not include rumours or
opinions, or anything else which might compromise Truth.

The temples atop the mountain are three:

A Great Temple to Prlanth
A Major Temple to Kero Fin
and a Minor Temple to Inora

The Temple to Orlanth is joined to the other temples, for Kero Fin was the
mother of and Inora the niece of Orlanth. A group of monks tend the place,
and it is believed that they always number 24. It is said that when one monk
is about ot die, Orlanth sends him a sing, and the monks scour the lands to
find the babe chosen by Orlanth as a replacement.

It has also been said that the monks mate with wiond spirits to create their
offspring. I include both of these rumours because one or both must be true.

The monks are all Priests, Fourteen of Orlanth, Six of Kero Fin, and Four of
Inora. The temples are attended by Mountain Nymphs, Gnomes, Sylphs, Wind
Spirits, Kolati, and the occasional Windlords or Windchildren who can fly up
the mounatin face.

No report of the temple interiors exist, except for the audience chambers,
which are said to be magnificent, and larger on the inside than on the
outside. The monks allow none to pass beyond. However, an account by Horrus
of Alda-Chur, who swears that he flew up to the temple to escpae Lunar
justice and seek asylum, told me that even the entrance to the audience
chamber is hidden, and that to gain acces to the temples, one must search for
"a cursed place, a blessed place, and that which lies but tells the truth".
He would not elaborate further.

Regards,

Devin Cutler
devinc@aol.com


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From: DevinC@aol.com
Subject: Thunder Delta
Message-ID: <9408060654.tn709856@aol.com>
Date: 6 Aug 94 10:54:10 GMT
X-RQ-ID: 5495

Devin Cutler here:

Been thinking about the Dragon Pass boardgame counters and realized that not
much has been printed baou tthe Thunder Delta Slingers. We know generally
where they came from, their large scale combat abilites, and how to generate
a RQ3 Thunder Delta character, but that's it.

Anyone ever posted anything else on them? Otherwise, I am starting to get
some ideas about htese people that I'd like to post in the near future.

Regards,

Devin Cutler
devinc@aol.com