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, 30 Oct 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 6777: 100270.337 = (Nick Brooke) - RunePower and Priests 6778: watson = (Colin Watson) - Re: stuff 6779: vladt = (Kevin Rose) - more random Esrolian comments 6780: henkl = (Henk Langeveld - Sun Nederland) - Re: Priestly requirements 6781: CHEN190 = (Peter Metcalfe, CAPE Canty) - An important anouncement... 6782: CHEN190 = (Peter Metcalfe, CAPE Canty) - Alchemy, Spells, Familiars and Shamans. 6783: Mike.Dickison = Mike.Dickison@vuw.ac.nz - Lots on Esrolia 6784: elias_kadri1 = (Elias Kadri) - Giant Cradles 6785: MATTHEW8112 = MATTHEW8112@delphi.com - Tower of Lead -RiskLand --------------------- From: 100270.337@compuserve.com (Nick Brooke) Subject: RunePower and Priests Message-ID: <941029102018_100270.337_BHL41-2@CompuServe.COM> Date: 29 Oct 94 10:20:19 GMT X-RQ-ID: 6777 _____________ David Dunham: > Nobody in my campaign can become a Priest or Acolyte without at least > having Worship, Sanctify, and probably Spellteaching. (Which, BTW, I > consider an argument against RunePower...) If using fixed spell lists, I'd be tempted to add a point of Divination and either the cult's shrine Rune Spell or the Initiation ritual spell suggested by the RQ4 crowd: priests getting to choose *half* of their magic doesn't sound bad to me. The argument *for* RunePower would be that you can fix this only-just- perceived problem in a number of ways (i.e. "Priests have to cast much of their RunePower for the benefit of the flock, thus will seldom have all the points shown on their character sheet: at any time, the Priest will have cast and not recovered 1D6 points of RunePower"?), and that it cuts down on tedious Admin work. When I write up a Death Lord, I don't really want to waste time computing his pastoral duties. With RunePower, you can simply assume he'll be able to carry them out. If I were using an annual Economics table (like the Pendragon and PDP ones), the amount of Priests' RunePower spent for the benefit of the community would be a modifier to annual prosperity. Certainly for the Orlanth and Ernalda types. In fact, I'd set it up so having *no* Rune magic cast to benefit the people in normal ways (Cloud Calling, Earth Singing, etc.) was perceived as a *penalty*, not a "normal" position. _____ Henk: White albino cannibals: tee hee! Actually, we know from WF #2 p.27 that the Furthest sewers are a great place to set Dungeon adventures! That's all we know about them; but I wanted a third example. __________________ Nicholas Marcelja: > In the old RQ2 rules the Lhankor Myh initiates or something like them, > can brew potions. Healing, Farsee... whatever spirit magic. > How does this work in RQ3 ? is this a skill = Brew Potion ? It could be done that way. Everybody I game with has given up on the RQ2 Alchemy system with its Blade Venoms and Scorpion Antidotes all over the place. There was a hint that RQ4 might sneak it back in, treating each skill as a separate Craft, but I tried to talk them out of it. If someone in my game needed (as a plot device) an "Alchemical" effect, I'd give it to them through a magic herb or some such construct. The concept of an alchemical route to magic doesn't feel very Gloranthan to me -- maybe it could be part of Sorcery, but Sorcery per se ain't so Gloranthan either. I don't know any Lhankor Mhy potion-sellers, and my Gloranthan mindset is now such that I wouldn't expect to find Alchemy anywhere outside the West (or a Thieves' Guild anywhere, for that matter). Perhaps Alchemy could be *redefined* as a subschool of Sorcery: the various equivalencies between skill employed and Potency (Intensity) of result might fit better than a "straight" conversion from RQ2. The problem is, Alchemists are boring folk with too much power (if it works) or bugger all power (if it doesn't). Playing a campaign with a PC Alchemist in it would be like having part of the game centred around a research scientist's fascinating discoveries: "Everyone else go off and yawn for five minutes while I fulminate the cruciblator". Evil Alchemists as NPC antagonists don't need defined rules and are indistinguishable (to the untrained eye) from Evil Sorcerers. Good Alchemical Patrons likewise. If you want Alchemy in your game, first work out why you need it. Is it a way of upgunning PCs? A dirty trick the opposition use on you? A vital resource when fighting against Scorpion Folk? An alternative to Healing magic? A Plot Device? Unless it's going to be the core of a character's being ("Hello, I am Edwin the Poisoner"), you need only define those aspects of Alchemy with which the players will come into contact. A character who, in RQ2, would have known how to "Brew Blade Venom 5" could be told instead to keep an eye out for ripe Mangelberries: if he crushes those along the edge of his sword, it'll do some extra damage, once, to an opponent. Makes it more resource-driven (and more GM-controlled) than "Oh, we've got a week off. I'll get the old alembic out, then..." And if your game gets out of hand, you don't have to repent of handing out this skill: you can simply smite the land with Mangelberry Blight, or have Summer come to an end and the remaining berries rot on the bushes. (See why I like herbs?) Witches' cauldrons, Sorcerers' apparatus, Shamans' brews, Lunar drugs: unless a set of Alchemy rules can cover and define all of these in an interesting way, we arguably don't need a separate rules system for it. Keep on winging it, like you normally would. That's my tuppence-worth, anyway. If you can get at the archived Rune- Quest Digests, some Alchemy systems were posted in its early volumes. Vol.1 No.2 has a rule set by Elliot Wilen, and Vol.5 No.10 has one by Christopher W. Johnson. I confess I have not read them closely. ==== Nick ==== --------------------- From: watson@csd.abdn.ac.uk (Colin Watson) Subject: Re: stuff Message-ID: <199410291645.QAA08292@pelican.csd.abdn.ac.uk> Date: 29 Oct 94 16:45:49 GMT X-RQ-ID: 6778 _____ Sandy: > > I'm willing to go along with the idea that a Ghost is just a Magic > > Spirit with attitude > > They differ in the crucial point that a Magic Spirit cannot >initiate spirit combat. I know, but I don't think this is necessarily a difference big enough to merit a separate type of binding enchantment. What I meant was: if I was of a mind to relax the rules on binding spirits (which I'm not) I'd allow Ghosts to be bound in the same way as Magic Spirits; whereas I would never allow sylphs to be bound in the same way as salamanders (for example). > > I consider Intellect spirits to be the ghosts of animals; and Power > > spirits to be the ghosts of plants (which lack INT) > > But you can use the INT but not the MPs of an intellect > spirit, and you can use the MPs of a power spirit. Yet you can't use > either in a Magic spirit. Yes, but I thought these were just features of the different binding enchantments rather than differences in the way the spirits worked. You can't use the MP of a bound Intellect Spirit because that's not what Bind Intellect Spirit is meant to do. I imagine it is magically possible to discover a new method of binding Intellect Spirits so you can use their MP instead of their INT; it has just not been done because Power Spirits are cheaper to bind if all you want is MP. What I was getting at in my original post is that spirits should be bound differently; not just because of what they do, but because of what they *are*. You can't bind an Intellect spirit in the same way as you bind a Ghost because the former is (I imagine) a Beast-spirit whereas the latter is a Man-spirit. Anyway, Sandy, I value your opinion in this matter: what do you consider Power and Intellect spirits to be? Are they spirits of things which were once alive? Or are they indigenous denizens of the spirit world? ___ CW. --------------------- From: vladt@interaccess.com (Kevin Rose) Subject: more random Esrolian comments Message-ID:Date: 29 Oct 94 08:41:04 GMT X-RQ-ID: 6779 Sandy: The comment about the female junior leadership needing to be fairly robust physically was not to prevent the troops from mutining, it was to allow them to survive contact with the enemy. Keeping troops in line doesn't require that you be bigger, stronger, or able to beat them in a fight. The troops need to respect their leaders, which can be achived in a number of ways. The troops can consider the Battalion comander to be a cowardly toad, but will still respect and follow the junior leaders. Of course, they can also consider all of their leaders to be a joke and not respect any of them. This will generally demonstrate it's weakness in combat, when the troops decide, after they army starts losing, that they have a better chance of surviving by running, becoming disabled, or surendering. --------------------- From: henkl@aft-ms (Henk Langeveld - Sun Nederland) Subject: Re: Priestly requirements Message-ID: <9410292151.AA01917@yelm.Holland.Sun.COM> Date: 29 Oct 94 21:51:42 GMT X-RQ-ID: 6780 ddunham (David Dunham): >Nick Brooke asked >>An aside: anyone else think it's odd that while Rune Priests have to spend >>90% of their time and give 90% of their income to the cult, but there's no >>requirement to cast 90% of their Rune Magic for it, or indeed (in a non- >>RunePower game) to sacrifice 90% of their POW for useful rune spells like >>Worship and Sanctify and Divination and Cloud Call and the like... >Nobody in my campaign can become a Priest or Acolyte without at least >having Worship, Sanctify, and probably Spellteaching. (Which, BTW, I >consider an argument against RunePower...) What about restricted RunePower, which splits the sacrifice for Divine Magic in POW sacrifice for RunePower and spell-learning as a separate procedure/ritual? It still requires people to acquire knowledge of a spell before they can spend their RunePower on it... -- Henk | Henk.Langeveld@Sun.COM - Disclaimer: I don't speak for Sun. oK[] | RuneQuest-Request@Glorantha.Holland.Sun.COM --------------------- From: CHEN190@csc.canterbury.ac.nz (Peter Metcalfe, CAPE Canty) Subject: An important anouncement... Message-ID: <01HIV7CBM20YA0XDN2@csc.canterbury.ac.nz> Date: 30 Oct 94 12:30:54 GMT X-RQ-ID: 6781 An announcement concerning the GRAY. ==================================== Many moons ago Joerg said (while discussing the GRAY) 'I believe in the existance of Multiple Suns' Implying that the Yelm of Dara Happan was not the Sun God and Emperor upon the Spike. To which I replied (clearly thinking he was off the rails) 'A devil's advocate, huh?' And to which Henk pleaded 'Hey guys, please take this debate offline for a few days and post us the results' Well, that few days has lasted into two months and at last the dust has settled on this issue. Joerg won. The main points of the agreement are follows: 1) Yelm is the Sun. He lives on the Spike. 2) He appointed many placeholders and lieutenants around the World. 3) In the Zero Wane Chronicles, after the Liberation of Dara Happa, the Triple Spheres are spoken of as being raised over Dara happa again. In the DHBE, a further piece of information is added in that they cast 'day and night' over the cities. It is clear that these spheres are actually Minor Suns that shine over the respective cities of Alkoth, Raibanth and Yuthuppa. They are not very bright now, but would have been so in the Golden Age. 4) The Sun of Dara Happa, we have agreed to call Yu. Afterall the first city was called Yuthubars. This Sun shines over Raibanth and is in the GRAY on the plate called the Last Stable Sky. The Sun shown here is that of Yu and not Yelm. It should be noted that the plate only shows a part of the sky. If Yelm was in the plate, Yu would be to the North. 5) Orlanth was not _necessarily_ responsible for the slaying of Murharzarm. He did however kill Yelm. The Doom Conjunction is a record of this event. The identity of Murharzarm's murderer is unknown (although certain gods are helping us with our inquiries). The murder of Murharzarm did not take place at the same time as the disintegration of Yelm. Yelm was probably killed some time after this event and the disintegration of Yelm myth IMO is a parable referring to the breakup of Dara happa after Murharzarm's death. 6) Plentonius in writing his history thought that Yu and Yelm must be the same god and so where the myth said Yu, he wrote Yelm instead. The Samaritans have done this sort of rewriting with their pentateuch (ie substitue Elohim for Yahweh) so it's plausible. If you express shock and disbelief at these findings, I'm quite happy to discuss them over Email (CHEN190@csc.canterbury.ac.nz) as I don't think Henk would take to kindly to rekindly a fiery debate over an obscure topic. Merry Goldfish Bowl to you all. --Peter Metcalfe --------------------- From: CHEN190@csc.canterbury.ac.nz (Peter Metcalfe, CAPE Canty) Subject: Alchemy, Spells, Familiars and Shamans. Message-ID: <01HIV6RYEC2QA0YA79@csc.canterbury.ac.nz> Date: 30 Oct 94 12:14:58 GMT X-RQ-ID: 6782 Simon: ====== >>* What exactly a fetch is I'll leave for another message: >I'd be interested to hear your thoughts on this. I would say it is an >awakened part of the shaman. Although I believe there is a case >for saying that about allied spirits and familiars too. I believe that to be the case for the shaman, but an allied spirit as far as I'm aware is a spirit sent down and a Familar is really the sorcerer's will imposed on a piece of nature. I'm unsure about the mythological rationalization for the familiar in Glorantha. The Invisible God IMO owes more to Islam and Greek philosophiocal (gnostic, pythagorean) concepts than to medieval ones. Think about it 'To enable your soul to ascend to the Solace beyond the Material World, you must take one small cute furry creature and enslave it to your will.' The familiar concept sees to have been stolen from Ompalami Fonrit and spread elsewhere across the world by the God Learners IMO. David Dunham: ============= >Nobody in my campaign can become a Priest or Acolyte without at least >having Worship, Sanctify, and probably Spellteaching. (Which, BTW, I >consider an argument against RunePower...) I must really say that I think the Spell Teaching spell to be a bit too Shamanic in concept for all religions. For example, I don't think Haigographies are full of Christian Saints wrestling with angels and dislocating their hipbones to arrive at Sainthood. It's okay for Trolls and Pamalt but I would expect some of the more sophisticated religions (like, say, Issaries and Yelm) to have evolved another method based to emphasize the divorce/gulf between them and a shaman's point of view. An easy way could be in the Worship God ceremonies when someone reenacts a part and upon completion gets a point of spirit magic. This would be fine for most members of the community but it's not enough for the hot- shot adventurers and others who want some of the gods magic real soon now. I thought of swapping time and prayer in a sanctified region of the Temple instead of spirit combat. This need not be traditional solitude, I have the vision of Humakti initiates praying for bladesharp holding their sword in their hands and lying in bed reciting 'this is my sword..' along the lines of Full Metal Jacket). I'll try and develop this idea if anybody is interested. Scotty: ======= > To hold a spirit, does a RQIII fetch need to > maintain a sufficient number of MAGIC POINTS > or PERMANENT POW to hold all of the spirits? Magic Points are all that are really required IMO. Of course if you're planning to hold the spirit long term, Permanenet Pow is a useful rule of the thumb. Nicholas: ========= > In the old RQ2 rules the Lhankor Myh initiates or something > like them, can brew potions. Healing, Farsee... whatever > spirit magic. > How does this work in RQ3 ? is this a skill = Brew Potion ? Reason for this is that Greg didn't like the munchies with the Blade Venom 20 on the Arbalest so he had the alchemy rules taken out of RQIII. Since then what we have a vague hints. Alchemical lore is a skill that exists but given my chemistry days, I feel this covers knowledge of minerals, slugs and other gunk we used to put in medicines in the Good Old Days. IMO, Brew Potion should be another skill in the manipulation class. This is the skill that you use when pouring the nitrogyclerine (CAREFULLY). This accounts for the REALISTIC divison between theorists (who couldn't hold a test tube the right way up) and experimentalists. Alchemical lore should be distinct IMO from the recipes. The recipe should be like a scrap of information that you come across. The lore skill is really to understand the point behind the various steps of the recipes. Like say to make the potion of immortality, one requires potatoes boiled in water. The recipe says salt should be added. The Alchemical lore should be to understand if the salt is merely to add taste or to raise the boiling temp of water and if so, is it safe to omit it? The recipe is merely a list of things to do in achieving the required product. To make posion is fairly easy but to mix it with something so it sticks on your blade and retains its toxicity is another step (ie Blade Venom). In historical times and most probably in Glorantha the really effective recipes are a secret to be kept. As far as I can tell the Alchemists Guild in Glorantha has been replaced by/is really the Quicksilver Cult which is worshipped to some extent by humans. I doubt they get any mostali magics out of it (ie no stabilize potion) but they will control the alchemy by forcing all other competitors out of business. --Peter Metcalfe --------------------- From: elias_kadri1@cl_63smtp_gw.chinalake.navy.mil (Elias Kadri) Subject: Giant Cradles Message-ID: <9410292358.AA24866@Sun.COM> Date: 29 Oct 94 08:56:38 GMT X-RQ-ID: 6784 Subject:Giant Cradles Hello All! I was just reading in KoS (I know, I'm behind in my reading...), where Argrath and friends protect the giant cradle from capture by the Lunars, and a couple of questions that I had wondered about before came back to mind: First: Does anybody know why giants send (or sent, anyway) their babies down the river in cradles? It doesn't seem like a very good policy - I would expect most of the cradles to go more or less straight down Magasta's Pool. (Is that why there aren't more giants in Genertela? ;)) Second: What kind of wonderful things do these apparently technically and magically unsophisticated people put in these cradles that made it worthwhile to set up two separate outposts just to capture them? Where do they get them from? Is there a powerful and advanced giant civilization somewhere that we have never heard about? Does anybody out there have any info or ideas on this? Elias --------------------- From: MATTHEW8112@delphi.com Subject: Tower of Lead -RiskLand Message-ID: <01HIUPTJDHJM93B14U@delphi.com> Date: 29 Oct 94 11:13:21 GMT X-RQ-ID: 6785 I using the "Dorastor Land of Doom" supplement and was wondering if there is any more information published or on the net about the Tower of Lead, and Dorastor artifacts. Matt