Bell Digest v941013p3

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From: bmason@morgan.ucs.mun.ca (Bruce Mason)
Subject: Oh no sorcery: final part.
Message-ID: 
Date: 11 Oct 94 11:32:59 GMT
X-RQ-ID: 6569

This is the third and final part of the wizardtastically wonderful 
sorcery system of Bruce L. Mason.  Basically I'll just round off some 
bits and pieces and then we can all get back to discussing just how many 
troll spirits can dance on the head of a mace :-)

vessel vows
Increasing the size of your vessel is obviously a hot priority for most 
PC wizards.  Sacrificing POW may seem easy but there are a lot of calls 
on your POW which is, I suspect, one reason why vows are so popular.  
Generally you should negotiate on an individual basis but here are some 
I've agreed in the past.

Celibacy 1 season per year.  1pt
Total Celibacy.              3pts
Eat no meat.                 1pt
Drink no alcohol             1pt
Take no intoxicating substances of any kind. 2pt  (Consult Rokar's book 
of banned substances...)
Missionary fervour           1-3pts (Must try to convert Brithini is 
always good for a laugh).
Never sleep inside.          1pt.
Never bathe.                 1pt
Never shave.                 1pt
Silence 1 day/week.          1pt
Silence 1 season/year        2pts
Total silence                3pts.  (Npc vows these...)
Never enter a built structure 2pts
Self flaggellation            1-3pts  (depends how many hps the Player can 
stomach losing)
Obsessive cleanliness        1pt
Never speak to krjalki       1pt
Never speak to or aid krjalki in any way 2pts
Wanderlust                   1pt
Never learn or use [tap, venom, various demon spells etc] 1 pt each.

I expect you see the basic concept.  Most vows deal with the denial of 
the body and natural urges in order to rarify the spirit.  Consequently 
vows of the nature of ``have fun and meet people'' don't go down too well 
with Deus Invisible.  Breaking vows will at the very least result in the 
temporary removal of that part of the vessel until an appropriate penance 
is performed.  Deliberate vow breaking will usually result in the loss of 
1/2 to all of the vessel until penance is undertaken.  This all makes for 
good fun role-playing.


Ritual of Independence
----------------------
                       This is modified from RAG and is a sorcery 
enchantment that doesn't require vessel to use.  It is essentially a 
method of giving spells a form of permanence.[1]

First the wizard must consecrate an object and spend 1 POW for each spell 
it will hold using a simple enchant ritual.
Secondly she casts the spell to be held into the object using an the 
ritual of independence.
Finally she creates a link between the object and a MP source, typically 
a spirit or MP matrix.

For the spell to persist it must consume a number of MPs equal to its 
casting cost per day from the linked source, if it can not do this it 
fails and the POW is lost.  Typically most sorcerors stick a POW 
spirit in a binding enchantment.  Other possibilities are an MP 
matrix that the user fills routinely or in some of the bigger spells 
large MP matrices are filled by several acolyhists as part of their 
daily duties.  (Great life being an acolythist you get to sweep 
floors, shovel shit and fill up MP matrices.  Got to be MOB scenario 
in there somewhere).  This spell is very important for Stygian sorcerors 
as I'll explain  shortly.

MP regeneration
---------------
               I play that everyone gets 1/2 the MPS back at sunrise and 
1/2 at sunset.[2]  Transitions are scary times, with mystic vision the 
wounded body of Yelm can be seen dragging magical energies across the 
face of Glorantha and stealing them away to the underworld at dusk.  This 
can sometimes disrupt spells, especially those nearing their duration's 
end which sometimes fail prematurely.  Consequently dusk and dawn are the 
harbingers of many magical attacks across Glorantha.


Atheist Sorcery
---------------
              Everything so far has been written in a Malkioni paradigm.  
For atheist sorcerors the vessel liberation is more personal, generally 
focusing much more on the enslavement of the hidden self, and will 
vary depending upon the initiate's master.  The most notable point is 
that vows mean less without an appropriate paradigm so many morally 
bankrupt sorcerors have been known to investigate methods of extracting 
spirit from other creatures to enlarge their vessel.  Of course just 
because you're an atheist doesn't mean you're morally bankrupt.  For 
example the Brithini just live a longtime and sacrifice 1POW every year 
or so.  Give them a few centuries and you realise why you *don't* mess 
with Brithini sorcerors.

Stygian Sorcery
---------------
               This is going to be controversial but basically stygian 
sorcerors do not and can not have a vessel for they have sacrificed it to 
some God or other.  I have never really been able to playtest this but my 
feeling is that they can sacrifice for specific vessel abilities as if 
they were rune magic.  Eg a stygian could sacrifice for 3 points of range 
which she could use in manipulating a sorcery spell.  Obviously this is 
far less powerful, but that may not be a bad thing.  Stygian's get access 
to rune magic and sorcery already and many of them use personal magic 
too.[3] 


END NOTES
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         Thanks for your patience.  I hope there's food for thought.  As 
I said there are four basic criteria behind why things work the way they 
do.  I wanted a system that was playable and didn't need too much pen and 
paper work.  By taking all the manipulation skills out, all the non-linear 
tables and replacing them with one, and diminishing the reliance on 
matrices to get around the FREE INT limit the system is a lot easier to 
run.  Secondly it doesn't *look* that much different to RQ3 on paper.  
You can pretty much take some like Arlaten the Mage make a decision on 
the size of his vessel and what vows he may have taken and pretty much 
leave his skills, spells and items alone.  Thirdly I believe this is much 
more specific to Glorantha and theistic wizardry in particular.  The 
three fold dichotomy is distinctly God-Learnerish and so must be taken 
cautiously but there you go.  Finally it does emphasize the spiritual 
nature of wizardry whilst retaining its basis as intellectual pursuit.

As I say it has all been pretty thoroughly play-tested in a Jonatelan 
monastry out near High Llama pass and I'm interested in hearing what 
others have to say.  So it's an ego trip. 

---Bruce.

Footnotes
---------
[1]  This is basically a way of letting sorcerors give nobles gifts and 
so on.  It costs quite a bit of POW compared to RQ3's system where you're 
sorceror enchanted a damage boost 3 onto your sword once a year for you.  
BTW I use the RAG matrix idea.  I pt gives knowledge of a spell equal to 
MBonus.  Each point thereafter gives +10% to spell cast.  This does make 
matrices very useful.

[2]  Two reasons for this.  The 1/24th of your POW back in MPs per hour 
became unplayable cause sorcerors go through a lot of MPs.  Secondly it 
seems more atmospheric.  If ever I start a scenario with ``It's almost 
dusk as...'' then the PCs get panic attacks.  Plus I like the concept of 
Genertela as a dead land having the magical energies wash across Genert's 
bones.  I think in Pamaltela you get MPs back a lot more easily, probably 
everytime Pamalt beathes out.

[3] This is speculative as the campaign never got the far.  A couple of 
stygian NPCs relied heavily on the Independence ritual.  At one point a 
Troll priestess had a pseudo ``runepower'' pool of 25 points that she 
used like a vessel but it didn't seem quite right so that got ditched in 
favour of sacrificing for particular vessel capabilities that may be 
limited by cult.


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From: sandyp@idcube.idsoftware.com (Sandy Petersen)
Subject: Slarges et al.
Message-ID: <9410111717.AA16816@idcube.idsoftware.com>
Date: 11 Oct 94 05:17:09 GMT
X-RQ-ID: 6570

Peter M.
>The Slarges live in Wongarissi. This is one area of glorantha, I  
>would like to know more about (from a safe distance of course!)

>I know the slarges culture is obviously based around the whims and  
>curiousity  of the big'uns and their magic ranges from Shamanism to  
>Sorcery(!) and yet they have no observable cities or urban  
>settlements.  I'm thinking that the philosopy of the big ones  
>basicly revolves around experimenting with the world as such and the  
>little ones are their children to obey.  I don't think they have any  
>gods to worship (although their shamans will know of some big  
>spirits).  Does anybody have more info about them other than whats  
>been said of in elder secrets?

As originator of the damn slarges, it is clearly my duty to do some  
description here. 

	SEX (oh baby): At the risk of tedium, I'll repeat some data  
from my Gloranthan Bestiary. Slarges have a rather peculiar  
life-cycle. Lesser Slarges (so-called by humans; no one knows what  
they term themselves) are smallish reptile beings that give live  
birth. They seem to have two sexes. The children of the Lesser  
Slarges grow up into Giant Slarges. 

	Giant Slarges are hermaphroditic and never mate. Instead,  
they parthenogenetically spawn large clusters of eggs, which hatch  
into Lesser Slarges. Thus the cycle repeats again. Of course, the  
cycles are all mixed up by now, so that the slarge population is a  
mixture of Giant and Lesser individuals. Most slarges encountered are  
Lesser, which may have a higher survival rate than Giants. Or perhaps  
it's just that Lesser Slarges are more aggressive and go in packs, so  
they're simply more likely to encounter humans than their solitary  
sires. 

	LESSER SLARGES are highly social and invariably found in  
groups. They are quite hostile to humans -- at least as hostile as  
are most trolls. Lesser slarges have been seen to fight one another,  
but always one-on-one, with the others watching. Perhaps these are  
dominance fights, or something else. The loser is rarely killed, so  
it would appear that slarges are more cooperative within their own  
species than are humans. Lesser slarges do not make towns or cities,  
but are nomadic, like broos or certain humans. They do not ostracize  
the giant slarges, but not uncommonly have one or more of these  
individuals with them. 

	Lesser slarges are not workers. They do not make weapons or  
armor, or produce anything but the most trifling artifacts. They  
appear to have little or no artistic impetus, but are entirely given  
over to the arts of fighting, hunting, and working. Their skills are  
generally wholly practical in nature, as are the spells they learn. 

	Lesser slarges are perfectly able to become shamans, but they  
are not particularly great at this -- perhaps because of their lack  
of creativity. Lesser slarges DO appear to be the "leaders" of the  
Slarge species, at least insofar as they provide the drive and  
ambition to spread across the plains, thrusting aside the humans as  
they advance. 

	GIANT SLARGES are solitary, and are known to build structures  
in which to house themselves. These creatures are not as hostile as  
lesser slarges (which is not saying much -- they can still be very  
dangerous), and a few have been known to interact with humans on at  
least a neutral basis; trading food for magic, stuff like that. 

	Giant slarges are highly creative and curious beings, each  
spending its life in some particular labor (perhaps this is their  
sublimated sex drive kicking in?). There is some overlap between  
Giant Slarge "hobbies", and even some evidence of collusion -- for  
instance, at least one Giant Slarge metalworker is found in each  
large section of territory, but rarely more than one. Some human  
theorists reason that the giant slarge hobbies are chosen by the  
lesser slarges, either by the giant's parents while raising the  
whelp, or after adulthood, by a committee of lesser slarges. Another,  
less-popular theory is that there is a single particular giant slarge  
who travels around the Wonggarisi, telling the other slarges what to  
do, as _his_ hobby. 

	The Giant Slarge output is mostly consumed and used by the  
lesser slarges. Giants that specialize in training dinosaurs, say,  
are taken by the lesser slarges to help herd dinosaurs in attacks on  
human or goblin areas. Giants that specialize in making magic items  
are heavily "patronized" by the lesser slarges. Many giants seem  
slipshod about caring for themselves, and often a small team of  
lesser slarges will take upon themselves the task of feeding a  
particular giant. 

	GOVERNMENT: the lesser slarges are manifestly in charge. The  
giants are artistes and philosophers, who sit back and are enormously  
self-centered, concerned with their species only intellectually. The  
lesser slarges have the drive and ambition to rule the slarge race,  
and do so. They do not appear to have a central government, and when  
a lesser slarge sees something that needs to be done, he gets his  
gang to do it. It is believed that the instances of "dominance  
battles" amongst lesser slarges are NOT to determine leadership, but  
are violent differences of opinion as to what course of action the  
group is going to take next. 

	Lesser slarges obey giant slarges inasmuch as they want the  
giant slarges to keep producing. Hence, if a giant slarge wants ore  
to make more swords, the lesser slarges may act as a group to mine  
the ore, so that the giant slarge can devote himself entirely to  
hammering out the swords. 

	MAGIC: slarges have unusual magic. Perhaps they are trying to  
displace human spirits as well as the human species? They have a  
number of otherwise-unknown spirit spells, such as "Padding" and  
"Anti-Healing".
SOME SLARGE SPELLS:
	Padding (variable): each point adds 1d6 false hit points to  
each hit location of the slarge. Roll once, and add the same amount  
to each location. For instance, if a 4-point Padding were cast, and a  
14 were rolled on the dice, the Slarge would add 14 points to each  
hit location. These extra hit points are "outside" any armor or other  
defensive spells, and are eaten up first, before any damage is done  
to the slarge. 

	Anti-Healing (variable): an attack spell. If successful, the  
target loses 1 hit pt per pt in the Anti-Heal in a single location  
chosen by the attacker. 

	The dreaded CYCLE: This is not a spirit spell, but Something  
Else. It is hard for the Slarges to do, and presumably it costs them  
permanent POW or something, for it is rare, and usually aimed only at  
a human leader. This spell is hated and feared, as its effects are  
permanent and little-understood. In effect, it changes all the  
targets' characteristics as follows: his STR becomes his CON, his CON  
becomes his SIZ, his SIZ becomes his INT, and so forth, clear-round,  
until his APP becomes his new STR. Of course seven applications of  
Cycle will bring you round full-circle back to where you started. 

	Some researchers believe that certain Giant Slarges have used  
the Cycle spell to give themselves enormous INT or POW (by using  
their great SIZ). 


	Slarges are sometimes believed to know sorcery or divine  
magic, and maybe they do, but it is also possible that they are  
learning mysterious extra magic of their own that is not spirit  
magic, but Something Else. Mysticism? Draconic magic? Who knows?
	SLARGE METAL: the slarges produce their own particular type  
of metal which, for lack of a better name, is called "Slarge Metal".  
It is the only metal known to most inhabitants of Tarien, anyway.  
Slarge Metal is nasty stuff. It is irritating to the touch (for a  
human, not a slarge), and prolonged contact with it causes a skin  
rash and eventually ulceration. Presumably it was created  
specifically as an anti-human weapon, for it does not have this same  
effect on reptiles, especially slarges. 

	A location injured by slarge metal is harder to heal -- one  
additional point must be healed in order to cure the wound, even for  
first aid. If a single attempt at healing does not completely repair  
the location, second (and third) attempts must also heal an extra  
point. For instance, if your thigh took 6 points of damage from a  
slarge metal speartip, and you applied First Aid, rolling a 3 for pts  
healed, only 2 pts would actually be cured, leaving you with 4. If  
you then cast a Heal 4, only 3 points would go away, leaving you with  
1 still. And that 1 would require at least a Heal 2 to cure. 


Joerg:
>the Doraddi "don't let anything unusual happen" style of life  
>doesn't feed the roleplayers' urge for action.
	In my never-ending quest to promote the Doraddi way of  
living, I must say that the Doraddi have all sorts of action going on  
in their territory. Anyone who has purchased my campaign log or who  
played in my campaign (any of you guys on the net? Jeff Okamoto?)  
when we were in Pamaltela can testify to that. But the conflicts are  
unlikely to be the good ol' human vs. human duels and fights so  
common in Orlanthi country. Instead, you find yourself interacting  
with human opponents in the Chief's Council, or trying to negotiate  
wedding rights to a woman you desire, or trying to get out of paying  
something you owe. There's also plenty of combat in the Doraddi  
lands, but it does tend to be against non-human foes. The typical  
Doraddi adventure is not an ambush by broos, but a hunt. The  
monstrous things that the Doraddi hunt (titanotheres, dinosaurs,  
etc.) are fierce enough that the conflict is worth playing out.  


IMPORTANT NOTE: apparently I can't tell Sozganjio and Hornilio apart,  
and in my last essay constantly mixed them up. Mea maxima culpa. 




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