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, 10 Aug 1994, part 3 Sender: Henk.Langeveld@Holland.Sun.COM Content-Return: Prohibited Precedence: junk --------------------- From: jacobus@sonata.cc.purdue.edu (Bryan J. Maloney) Subject: The Beer Spirit Message-ID: <9408091923.AA17089@sonata.cc.purdue.edu> Date: 9 Aug 94 09:23:46 GMT X-RQ-ID: 5582 The Burrrruphti The Burrrruphti are a specific sort of craft/household spirit that is held in very high regard among Orlanthi and other worshippers of air-imbued alcoholic beverages. They are rumored to be the illegitimate offspring of Kolat and any number of nymphs, fathered at various Divine parties before the Greater Darkness. Burrrruphti love sweet things and water. They can be found inhabiting any number of sweet liquids that have been exposed to air. Some Burrruphti have a preference for malt extracts, and it is these who are called upon for brewing. Most households simply make a malt extract, boil it down to concentrate, and leave it out with a small prayer in hopes of attracting an appropriate Burrrrupht. Most of the time, this works. Unfortunately, this sometimes attracts a Burrrrupht who is more hungry than particular, and the results are less than ideal. On rare occasions, a chaos-tainted Burrrrupht is attracted, and the resulting brew is actually toxic (and chaotic). In general, a "wild brew" can expect a proper Burrrrupht about 80% of the time and a "farty Burrrrupght" about 15% of the time. The tainted Burrrruphti infect about 1-4% of all other brews, depending upon the location of the brewer. A special summon spell can remedy this problem to a great extent. See below. Note: The frequency of tainted brews does not necessarily represent the actual frequency of tainted Burrrruphti. Honest, respectable Burrrruphti are just usually busy because of being summoned, thus leaving the tainted and farty Burrruphti little recourse other than to try to sneak into a wild brew. Spirit Magic Spell: Summon Burrrrupht Ernalda Orlanth Steadkeeper Lodril Argan Argar Eurmal Pelora Rice Goddesses Eiritha Pamalt Seriously High King Elf This is a typical spirit summoning, except that one's Craft (Brewing) skill can substitute for the Ceremony roll. It also requires a minimum of one liter of a fermentable liquid on hand for the Burrrrupht to inhabit. Many casters get a random Burrrrupht from the neighborhood, but repeated castings often attract the same one. Some master brewers know the true names of several different Burrrruphti and can summon specific ones to get specific brewing results. Knowledge of this spell is sometimes enough to get a free meal and bed for the night in return for casting it in the kitchen the next day. A fumble on the Craft (Brewing) or Ceremony roll summons a farty Burrrrupht. This spell guarantees against a tainted Burrrrupht even if fumbled. Note that Trolls do not consider a farty brew to be flawed, and may even consider it to be a very lucky thing to get hold of. Sorcery Spell: Summon Spirit of Spirited Drink. This is identical to "Summon Burrrupht" except that the great scarcity of spiritual life in the West requires that this spell be cast for any fermentation to occur at all. There are no wild fermentations in the West. Furthermore, a brewer may have legal rights to a particular Burrrrupht that can be defended in court. Many villages have community Burrrruphti that they rotate from kitchen to kitchen much as they share large farm equipment and grain storage. A fumble on the roll summons a farty Burrrrupht. Chaotic Burrrrupht are so rare as to be virtually unknown in the West. --------------------- From: jacobus@sonata.cc.purdue.edu (Bryan J. Maloney) Subject: Argan Argar and the Only Old One Message-ID: <9408091841.AA16758@sonata.cc.purdue.edu> Date: 9 Aug 94 08:41:19 GMT X-RQ-ID: 5583 I had thought that the Only Old One was the son of Argan Argar. I don't remember where I got this impression, though. --------------------- From: jacobus@sonata.cc.purdue.edu (Bryan J. Maloney) Subject: Heroquests Message-ID: <9408091902.AA16970@sonata.cc.purdue.edu> Date: 9 Aug 94 09:02:53 GMT X-RQ-ID: 5584 Okay, I ran a heroquest a few months ago. I didn't need a whole packet of new rules and I didn't need my players to rewrite their character sheets for it. I'll post the entire quest, probably after I get back from GenCon. I made the following alterations to the RuneQuest rules: All magic cast upon the hero plane has a duration of the quest. (No time) MP cannot be regained outside of a temple or other appropriate holy area. "Natural" healing or recovery of fatigue does not occur (No time passes for it to occur). Stepping off your particular road leads to unknowable and unforseeable consequences. That's about it. The quest worked, without need for any other rule changes than this. --------------------- From: ddunham@radiomail.net (David Dunham) Subject: rune spell recovery Message-ID: <199408100421.AA07981@radiomail.net> Date: 10 Aug 94 04:21:28 GMT X-RQ-ID: 5585 Colin Watson asked >What was wrong with the old rules anyway..? 1) priests spend their entire time on their knees regaining rune magic, in between dashes to their congregation to use it (at least that was the experience of the Ernalda acolyte in our game). A priest with one Bless Crops spell can cast it once a day (assuming fields close enough). A priest with 10 Bless Crops spells can cast all in one day, but then has to spend 10 days regaining them, so can effectively cast one per day. 2) initiates have access to rune magic, but almost never use it, since a) you need to accumulate 10 points to become an acolyte; b) when it's gone, it's gone. I've been using a similar system, and my players know they can use Sunspear and get it back. It's still not something to do lightly, since it takes 3 years to regain. I think a way for initiates to actually use the POW they've been sacrificing is more fun. (I've heard second-hand that it's closer to how Greg runs things, too.) Elias Kadri points out >If several priests were participating >in the service, they would have to split up the magic somehow This has always bothered me slightly about even the current RQ3 rules. How can a Great Temple, with its dozens of priests, function? By joining a Great Temple, a priest is suddenly cut off from his normal POW gain. Presumably he gets other benefits, but if the cult goal is to increase available rune magic (which it probably isn't), they'd be better off with more but smaller temples. Jonas Schiott asked >Don't certain cults have _weekly_ holy days? I give out RQ3 priestly POW checks only on seasonal holy days. Every Windsday is holy to Orlanth, but some are more holy than others. --------------------- From: rune@ace.com (Rune) Subject: Interregnum APA Message-ID: <9408100032.0.UUL1.3#25274@ace.com> Date: 10 Aug 94 05:32:54 GMT X-RQ-ID: 5586 * David Dunham wrote: > Devin Cutler e-mailed me for information on The Wild Hunt, the > long-running APA which has had RQ information. My reply: > It's still semi-active, tho it may be dying (Peter Maranci's > Interregnum is either the usurper or the heir apparent). I hope that we're neither. However, I should take advantage of this opening (thanks, David!) to post a small and much-delayed update about Interregnum APA: Issue #5 has just been published; we've maintained a monthly publication schedule. Back issues of #1-4 are still available in small quantities. Contributors to the RQ Daily who have appeared in Interregnum include David Dunham, Curtis Taylor, Virgil Greene, Scott Ferrier, Gil Pili, Mark Sabalauskas, and myself (I hope I haven't forgotten anyone). More would be welcome. Each issue has had some RuneQuest material; Interregnum #4 included a large and handsomely DTPed Gloranthan scenario for RQ by Gil Pili and Dan Johnson. Prices for subscribers and contributors have just gone down thanks to a reduction in printing costs. The cost per issue for subscribers is now $1 per issue plus the cost of postage, down from $2+. Postage is typically $1.67 for 1st class US mail, for a total cost of $2.67 per issue. Slower and cheaper rates are available. The cost for contributors has also been halved: it's now $1 per page of the zine (plus postage). Sample issues are $3 in the US, $4 in US funds for overseas mailing. Please feel free to email me for more information. -->Pete ---------------------------------------------------------------------- Peter Maranci Malden, Massachusetts Editor, Interregnum RPG/science fiction APA -- send email for info. maranci@max.tiac.net, pete@slough.mit.edu, rune@ace.com --------------------- From: davidc@cs.uwa.edu.au (David Cake) Subject: Re: Strangers in Prax Message-ID: <199408100645.OAA03135@cs.uwa.oz.au> Date: 10 Aug 94 22:56:31 GMT X-RQ-ID: 5587 Someone was complaining about the Barran the Monster Killer scenario being too much like Captain Ahab - I do not agree that this is necessary a big disadvantage. In fact, I have to admit to a pang of disappiontment that somebody used the idea first, as I originally planned a 'Moby Dick in Glorantha' scenario myself, though I never ended up running it. It was to the last in a long series of confrontations with various hostile sea worshippers, all something to do with the Waertagi ruins near Sog City and their immanent return. After fighting the Magasta, Wachaza, Drospoly, etc. representatives, they have wiped out all the savage warriors of the tribe, but must still take on the nurturer of all the trouble, a Triolina priestess. Nominally a peaceful cult, but she has used meld form to take on the body of a sperm whale, a whale still capable of a variety of Rune magic. The players must go a hunting, with the PCs as Ahab. I intended for there to be a parallel to the books harpoonist as well - an ice troll hunter - appropriately barbaric and strange, and known to use harpoons. Also appropriate for the place, as all this takes place near Yggs Isles. Cheers Dave Cake --------------------- From: davidc@cs.uwa.edu.au (David Cake) Subject: How do Talars maintain their power? Message-ID: <199408100645.OAA03122@cs.uwa.oz.au> Date: 10 Aug 94 22:56:25 GMT X-RQ-ID: 5588 I think that one of the important reasons why Talars maintain their power is that people who deviate from the true way of the Brithini (such as by disobeying Talars) age. So any rebellions that occur generally take care of themselves in only fifty years or so. Of course, the Talars incredible skills at leadership and intrigue help contain any such rebellion, and quickly quash them if they can. Even if disobeying a Talar does not always lead to loss of immortality (we do not really know much about the precise parameters to maintain it) I bet that the Talars have the rest convinced that it does! Cheers Dave Cake ---------------------