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, 21 Sep 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. X-RQ-ID: index 6279: = - Styx and other random questions 6280: = - a dreamquest 6281: = - Prais, pissers & provocation--Mike Dawson 6282: = - Red Army ideas wanted 6283: = - Really Heavy (metal) Gloranthan stuff.. 6284: = - RuneQuest Daily, Mon, 19 Sep 1994, part 1 6285: = - totrm #12 6286: = - Truestone, Violence 6287: = - Re: Sandy On Herd Animals 6288: = - Oops! Mea Culpa.. Too much *POW*ZIE!* Pavis stays put 6289: = - Granite Phalanx, Bloggom Marsh 6290: = - Chump of the Year Award Goes to... 6291: = - Gustbran shrines; PenDragon Pass 6292: = - Re: RuneQuest Daily, Fri, 16 Sep 1994, part 2 6293: = - Chalana Arroy, Resurrection, and Vinga 6294: = - The Ice Lorry Cometh. 6295: = - A fertile line of discussion. 6296: = - Pelandans, not dead, just forgotten. 6297: = - The Sinking of Sandy. 6298: = - RQ2 taints. 6299: = - Aldryami; Pol Joni; Warhamster 6300: = - Vinga and associates. 6301: = - Fatigue; Codex answer 6302: = - RuneQuest Con 2 Update 6303: = - Mps and broos. 6304: = - Rune magic/power, and questing. 6305: = - Land/Grain Goddesses --------------------- From: davidc@cs.uwa.edu.au (David Cake) Subject: Styx and other random questions Message-ID: <199409200836.QAA04920@cs.uwa.oz.au> Date: 21 Sep 94 00:48:10 GMT X-RQ-ID: 6279 I seem to have little luck generating topics lately. People obstinately refused to talk about the Issaries Desert Tracker quest, despite having great conversation about many closely related topics, and no one wanted to talk about the Kitori except Joerg, who mostly agreed with me. So here goes some more random questions, in the hopes that I will eventually hit on a subject with the potential to generate conversation on the moose level. Several HeroQuest entry points land you on the river Styx or its shore. The most notable are the Styx's Shore spell of the Jeset the Ferryman cult (mentioned in Troll Gods) and the Puzzle Canal during sacred time. What can you do once you are sailing on the Styx? What is a sample HeroQuest path from that point, or is it a standard generalised entry point to multiple heroquests? What would be a nice quick way out once you end up in that situation? To get some Styx water (ever popular with those plagued by vampires) can you just dip a bucket over the side, or do you have to pay some sort of toll to Styx or some other guardian? Other HeroQuests I would like to know a little bit more about are the Stormwalk mountain heroquests. There are two, and I cannot remember the proper names or founders of the paths, but there is a Storm Bull quest that involves climbing the mountain and capturing a Sky Bull for a steed. There is also an Orlanth quest that involves attacking the herdsman for the Sky Bulls, a giant, and subdueing him using a stick and rope. This quest emphasises Orlanths mastery over Storm Bull (as king Storm) and grants the ability to bring Uroxi out of their Berserk rage. I would like to know more about these quests, just enough for me to be able to run them. I may even be confusing different parts of the same quest. Cheers Dave --------------------- From: GBailey@aol.com Subject: a dreamquest Message-ID: <9409191836.tn175755@aol.com> Date: 19 Sep 94 22:36:57 GMT X-RQ-ID: 6280 I ran an adventure where the group was asked to retrieve an item, a dragon mask, stolen from dragonewts. My main goal was to establish one of the PCs as a dragonfriend (one of Kallyr's companions), and it has come down between two PCs. The PCs' chieftain was given the task of deciding which one it was. I thought about it for awhile then had an idea: have the PCs write down what they think the mask means to them. They both wrote down something similar (*sigh*) so I decided that a divination was to be held (next playing session). My idea is that all the PCs, Kallyr (an NPC), and a few others would take part which would become a dreamquest. They all would sit in a circle in the central large hut and each would go separately in this dream which would have several different possible paths. The dreamquest would do damage or grant powers but nothing is permanent, a dreamer who "died" would reawaken in the hut. I'm not sure if a guardian is needed, or what it would be, but it would be fairly easy to overcome. The first choice would be to either leap off a cliff (Kero Fin) into the air (Orlanth) or go through a wall of loose rich "earth" (Ernalda). Going through the wall would gain you 1 armor point on all locations (all the dreamers wear regular clothing, no armor), like a stone skin. Then either walk through a tunnel of gems representing wealth (taking 1D6 1D3 attacks) which would lead to an Issaries test, or lie in a bed of dirt. Lying in the bed of dirt would have a small shrub grow from the groin with thorns (Chaos) and fruit (apples?). In one leather-gloved hand would be a small scythe, you either trim thorns (1D6 1D3 unhealable attacks) or heal the fruit being brushed up against the thorns from a wind (Chalana Arroy's test, also taking damage that is healable). Not doing either would have a season pass and start the growth all over again. I haven't figured out where to go from here. Maybe nowhere and the PC awakens. Jumping off the cliff would have you falling. You see two flying creature below and you can fall on either one, or continue falling (which would give you wings and claustrophobia, like a Wind Child). The two creatures are a gryphon (or should that be a hippogrif?) and a dragon (I think all will choose the dragon). I haven't figured out where to go from here, either. But probably all would land on some structure. So what I'm asking for is any ideas of simple tests or tasks to accomplish (like Lhankor Mhy's quest for knowledge), and a way to decide who is to be dragonfriend (both could be, but that could complicate matters). I'd like to have a test or task relating to each of the Lightbringer dieties. By the way, what does it mean to be a dragonfriend? How would someone become one? Glen P.S. thanks for any help or suggestions. --------------------- From: eco0kkn@cabell.vcu.edu (Sog University) Subject: Prais, pissers & provocation--Mike Dawson Message-ID: <9409192106.AA20908@cabell.vcu.edu> Date: 19 Sep 94 21:06:23 GMT X-RQ-ID: 6281 Mike Dawson here, not Kirsten Niemann First off, the Praise: Hoooray to Henk for getting the headers into the Digest system. Now perhaps I have some hope of clearing out the 140+ backlog of messages in my mailbox. All digests, too. I suggest that people posting to the daily use their subject line wisely by including a (brief) useful description, and adding their name to the end of the subject. Note that Henk's headers do not currently capture the ID of the person posting. Of course, if you are afraid no one wants to read YOUR stuff, then leave your name off. (OR consider rewriting.) Pisser: I hope I never see another posting like the deradful "Rubba Duck." A waste of band width that would peeve me even more if I had to pay for my digest access, as many subscribers do. I had hoped the RQ community had gotten over such stuff back with the publication of the cult of "Indlas Somer." Things like that deserve, AT BEST, a line or two for the joke, not a full cult write up. Provocation: An open question to all: Where is the place of the "bug hunt" or dungeon crawl in the RQ line? Keep in mind that many people have fond memories of their time spent in Snakepipe Hollow, and I happen to love the idea of an adventure set inside a dead dinosaur ala Trollpak. Granted, in a perfect world all the publication energy available would be aimed at classics like Borderlands or large scale peices like Sun County. But what if AH got a submission that was just a gloranthofied dungeon? --- Other news Codex 3 is nearly done. I am scraping around crazily for a few bits of art. If you are artistic, email me if you feel like volunteering. Mike -- ------------ Gloranthophiles need to contact me at codexzine@aol.com for information about Codex Magazine. UK Gloranthophiles write to cphillips@blue.demon.co.uk "Inquiries into the nature and secrets of Glorantha" . ------------------------------------------------------/_\ --------------------- From: lipscomb@vax.ox.ac.uk Subject: Red Army ideas wanted Message-ID: <00984B6D.29D25B70.2@vax.ox.ac.uk> Date: 19 Sep 94 18:34:28 GMT X-RQ-ID: 6282 Hi there Having been reading the Daily for a while now I figure the time has come take a less silent role. I'm currently considering a campaign in which the PCs are Lunar soldiers in a decade assigned to a border fort somewhere or other (but not Sumware Orother), the idea inspired by finding a drawing of a typical Roman border fort. What I'm looking for is any info on life in the Lunar army. The Granite Phalanx write-up in Totrm was useful, as were the scant and tantalising notes posted a few days ago about the individual 7 Mothers branches. The concept I have is something like the Riskland campaign, only from a Lunar rather than an Orlanthi viewpoint, therefore roleplaying within the fort is just as important as any combat encounters. I'd also like the possibility for the PCs to end up "going native" a la Dances with Wolves. Any info, plus any suggestions for NPCs and duties would be welcome. Either post them in the Daily or send 'em directly to me (lipscomb@vax.ox.ac.uk) Thanks Si --------------------- From: mmorrison@VNET.IBM.COM (Michael C. Morrison 8-543-4706) Subject: RuneQuest Daily, Mon, 19 Sep 1994, part 1 Message-ID: <1994Sep19.145047.79161@vnet.ibm.com> Date: 19 Sep 94 21:50:47 GMT X-RQ-ID: 6284 *** Reply to note of Mon, 19 Sep 94 09:15:17 +0200 *** by RuneQuest-Request@Glorantha.Holland.Sun.COM Tim Leask gives a good theory for disease. I like the idea of the disease spirits coming in numbers to a victim, but not necessarily all at once! The markers area great way of explaining why we shun broos and other disease carriers, but yet don't always get a disease when we're around them. I think it's a Malia cult-special skill to "leave mark". And Chalana Arroy Treat Disease identifies type of mark and removes it -- I've always had difficulty with curing a disease simply by using a Treat Disease skill ... So, broos and others leave marks; disease spirits see the marks and come to attack victim within a certain amount of time (5 minutes? 1 hour?); before marked person is attacked by spirit, Treat Disease will remove the mark; after the person is attacked, Treat Disease will only identify the disease and remove the mark, but not cure the disease; Cure (Disease) Rune Spell evicts one disease spirit per casting; Healing Spirits attack disease spirits one-on-one, so one Healing Spirit could evict several weak disease spirits, or be itself evicted by a strong disease spirit; Healing Spirits can mask any marks from being visible to disease spirits, but Chalana Arroy priestesses must physically remove a mark; disease spirits can leave new marks for future spirits. I plan to use this system. I hope I didn't mangle it too much, Tim ... Michael ----------------------------------------------------------------------- Michael C. Morrison IMS Information Development Tieline 8-543-4706 Santa Teresa Lab, San Jose, California (SWS) Phone (408)463-4706 Bitnet ID: MCM at VNET Fax (408)463-4101 Internet ID: MMORRISON@VNET.IBM.COM or USIB47H4@IBMMAIL.COM IBM Mail Exchange ID: USIB47H4 at IBMMAIL or USIB4MCM at IBMMAIL X.400 Address: G=mcmgm; S=morrison; P=ibmmail; A=ibmx400; C=us ----------------------------------------------------------------------- --------------------- From: SMITHH@A1.MGH.HARVARD.EDU (Harald Smith 617 724-9843) Subject: totrm #12 Message-ID: <01HHARFQLY3US5W07V@MR.MGH.HARVARD.EDU> Date: 19 Sep 94 08:37:00 GMT X-RQ-ID: 6285 Hi all-- Kudos to all on the great 'colour' special. In terms of use and personal interest, I would put it in the top 3 issues. The timing of Granite Phalanx was particularly good since my players are just in the process of establishing a Lunar colony along the Elf Sea and will be recruiting good lunar veterans to help it along. I can picture the Granite Phalanx veterans arriving now. Of course, that raised one immediate question--do retirees retain any access to their rune magic or are they considered totally cut off from this once they leave the regiment? I noted that Devin has already run Queen Ozcag's Hall and asks about the Bloggom Marshes. Given that the Gates of Dusk can be heard nearby, I would assume these marshes are somewhere in the midst of Luathela (shown only on the old RQ 2 world map) and thus well north-west of Slon (more or less straight west from Magasta's Pool/Jrustela). Perhaps the marshes are along one of the coasts (purple salt water?) and kind turtle gods or Yggs Island raiders can rescue them (or the Luatha take them on board one of their nice purple ships?). Or since the Bloodbirds noted in the Puzzle Canal in the Big Rubble pack are supposed to be from the west, maybe your characters can encounter a nice 'friendly' flock? Both Warhamster and Runepower were worthwhile additions. I think I'll find the mass battle rules quite useful. Harald --------------------- From: klaus@diku.dk Subject: Truestone, Violence Message-ID: <199409201051.AA23698@rimfaxe.diku.dk> Date: 20 Sep 94 14:51:10 GMT X-RQ-ID: 6286 Truestone """"""""" joe@sartar.toppoint.de (Joerg Baumgartner) writes: If a user of divine(-like) magic finds an unset Truestone, he feels the overpowering urge to transfer all his divine magic into it. The spells are permanently lost to the provider, and they are permanently set into the Truestone. Magic Points are not involved at all under RQ3 rules. The way I understand it, spells can be regained once cast from the stone. Otherwise Biturian would not have filled his spells into that stone. Even a CA healer can not demand that a priest give away all his divine magic permanently. Spells in a set Truestone may be cast by the person holding it. Afterwards the Truestone knows the spell in the same way a priest knows a reusable spell he has just cast - it can be renewed at a temple by performing the spell renewal ritual (a day's worth of prayer). As I understand it, a spell must be cast into the stone to recharge it. If the spell was reusable to the caster, it can be regained after it is cast from the stone. If a set Truestone is found, in all likelyhood the spells will have been cast, and to use it they first have to be refreshed. Realistically, yes. However, a truestone is a plot device, a way for a GM to give the PCs one-use access to any spell he wants them to have. In actual play, found truestones will usually be charged. This far the picture is clear. Now come possible solutions for the bags of worms: - If a one-use (for priests) spell is set in a Truestone, the same amout of POW must be spent to reactivate the spell. There is no reason to treat one-use spells differently from any other. If the spell was one-use to whoever (re)charged the stone for any reason, it is lost permanently when the stone is charged. - Truestones set with magic of different religions: Refilling the stone. For the maximum game fun I would rule that anybody can refill the spell, regardless of cult rank in whatever cult, but that this person would have to do so in a place holy or sanctified to the cult which gave this spell. Imagine a group of Orlanthi sneaking into a Lunar holy place to refill their Mindblast spell... This is how spell matrixes work. I would say that an extension spell is an extension spell, and can be recharged by anyone able to cast it. A worship Kygor Lithor spell is of course different from worship Thed. A few spells might need special rules. Is there one excumunication spell, or a set of excommunicate from cult of [deity]? One or many sanctifies? - Emergency refilling of set Truestones: This seems to have been the case in Biturian's encounter with the Chalana Arroy priestess: Biturian's stone must have been set with his repertoire of Rune spells already, but they had been cast from the stone. To activate the stone, Biturian cast his spells into the "slots" of the stone, and so gave her access to his magic. Biturian very carefully kept the blank truestones he had obtained blank. He filled the stone for the first time at the request of the healer. That is my impression anyway. Violence """""""" Several posters have used the proverb "violence is always an option" as proof that Orlanthi society is a very violent one. Am I the only one to think that this proverb cuts both ways? Yes, of course it means "you always have the option of violence," but it also means "violence is only one of your options." Klaus O K --------------------- From: CryptoMatt@aol.com Subject: Re: Sandy On Herd Animals Message-ID: <9409200948.tn225406@aol.com> Date: 20 Sep 94 13:48:14 GMT X-RQ-ID: 6287 Sandy, I for one would be more than happy for more information about Praxian wildlife. -Matt (aka CryptoMatt@aol.com) --------------------- From: T.J.Minas@soton.ac.uk (T.J.Minas) Subject: Oops! Mea Culpa.. Too much *POW*ZIE!* Pavis stays put Message-ID: <199409201353.OAA02619@willow.soton.ac.uk> Date: 20 Sep 94 15:53:48 GMT X-RQ-ID: 6288 (Humble cough) Umm, yes, well, I have to own up to a great boo- boo in my last message, in which I (incorrectly) placed Pavis on the North and east of the Zola Fel. All I can offer in mitigation is that I had composed this secion after an evening at the Geo's Shadows Dance Inn, and several glasses of a fuming Trollish brew! Please therefore ignore my comments about Pavis teleporting etc, I was looking at the map upside down......... (Fumble on my mapmaking roll/world lore/Prax lore etc!) Abject squirming apologies Tim --------------------- From: SMITHH@A1.MGH.HARVARD.EDU (Harald Smith 617 724-9843) Subject: Granite Phalanx, Bloggom Marsh Message-ID: <01HHBZ1DCFHCS5WJ4L@MR.MGH.HARVARD.EDU> Date: 20 Sep 94 05:34:00 GMT X-RQ-ID: 6289 Date: Mon, 19 Sep 1994 13:37:00 EST Subject: totrm #12 Sender: "Harald Smith (617) 724-9843"To: RuneQuest@Glorantha.Holland.Sun.Com MIME-version: 1.0 Content-type: TEXT/PLAIN; CHARSET=US-ASCII Posting-date: Mon, 19 Sep 1994 13:48:00 EST Importance: normal A1-type: MAIL Hi all-- Kudos to all on the great 'colour' special. In terms of use and personal interest, I would put it in the top 3 issues. The timing of Granite Phalanx was particularly good since my players are just in the process of establishing a Lunar colony along the Elf Sea and will be recruiting good lunar veterans to help it along. I can picture the Granite Phalanx veterans arriving now. Of course, that raised one immediate question--do retirees retain any access to their rune magic or are they considered totally cut off from this once they leave the regiment? I noted that Devin has already run Queen Ozcag's Hall and asks about the Bloggom Marshes. Given that the Gates of Dusk can be heard nearby, I would assume these marshes are somewhere in the midst of Luathela (shown only on the old RQ 2 world map) and thus well north-west of Slon (more or less straight west from Magasta's Pool/Jrustela). Perhaps the marshes are along one of the coasts (purple salt water?) and kind turtle gods or Yggs Island raiders can rescue them (or the Luatha take them on board one of their nice purple ships?). Or since the Bloodbirds noted in the Puzzle Canal in the Big Rubble pack are supposed to be from the west, maybe your characters can encounter a nice 'friendly' flock? Both Warhamster and Runepower were worthwhile additions. I think I'll find the mass battle rules quite useful. Harald --------------------- From: swj@liverpool.ac.uk (Mr S.W. Jones) Subject: Chump of the Year Award Goes to... Message-ID: <199409201628.RAA18427@uxb.liv.ac.uk> Date: 20 Sep 94 18:28:44 GMT X-RQ-ID: 6290 Most humble apologies to all and sundry, In horror, I read today's (Tuesday) Digest to find the mail, which it had supposedly lost. Keeping it brief, our new managed PC system has a few bugs in it's e-mail. Sorry, sorry, sorry, sorry, Simon. --------------------- From: ddunham@radiomail.net (David Dunham) Subject: Gustbran shrines; PenDragon Pass Message-ID: <199409201651.AA26216@radiomail.net> Date: 20 Sep 94 16:51:09 GMT X-RQ-ID: 6291 Joerg said >In East Ralios there might be horse fairs which will attract blacksmiths >(ok, bronze working horse-shoeing smiths), who will be the local >horse-healers as well, and therefore taken along to give their expertise >on the specimen for sale or for breeding contracts. Excellent background >for all kind of roleplaying activities... Actually, horse fairs might attract Galanini raiders, who would self-righteously try to free their brethren. It seems unlikely you could get 150 initiates of Gustbran together in one place to form even a Minor Temple. Sure, there are that many clans, but they're not all friendly, and they're geographically dispersed. And if you can only get a shrine together once a year at a fair, priests are seriously limited as to rune magic reusability... People interested in the latest PenDragon Pass rules should e-mail me your POSTAL address; I'll send you a copy next time I go to the copy shop. The rules are not available electronically unless you have exactly the same software configuration I do. --------------------- From: Michelle_Ringo@ed.gov (Michelle Ringo) Subject: Re: RuneQuest Daily, Fri, 16 Sep 1994, part 2 Message-ID: <9408207800.AA780092257@ed.gov> Date: 20 Sep 94 18:10:42 GMT X-RQ-ID: 6292 Thanks for the many comments on Yelornans. I do have the RQ 2 write up. However, it does not help much with actual attitudes and role playing. But the various comments that people have provided have been very helpful. I will continue to try and be as Solar as I can be. My Yelornans definitely despise Trolls. Chalana Arroys have been fairly friendly even to the extent of one (based on random chance) being available in Sun County to resurrect one of my Yelornans (who was on a mission in the Big Rubble to retrieve Balaster's axe for the Aldrymi) and was killed horribly by a basilisk (who was caged with the @*#! axe). Question for those familiar with Sun County. Do you think that Yelorans can join the Sun County militia and work themselves into a position to become Templars?