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. --------------------- 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). --------------------- 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... --------------------- 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 --------------------- 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 --------------------- 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 --------------------- 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 --------------------- 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 --------------------- 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