New Truths, Concentration and New Feats

From: Greg_at_...
Date: Thu, 13 Jan 2005 09:49:24 -0800


Dear Gloranthaphiles,

YGWV. Nonetheless, I have looked at some of the latest digests and feel a need to address a couple of issues.

This is not for the people who are utterly independent and don�t care what the
�official line� is, was or will be. I don�t really care whether or not you
concentrate in your game or whether you think that the Otherworlds are entirely subjective. Because, from the start, YGWV.

Nonetheless, some people DO try to stick close to my vision of Glorantha and its reality, and I want to put forth some information so that they do not feel hung out to dry.

First, the Three Worlds.

The Three Otherworlds is in no way a new thing for Glorantha. It may not have been as clearly demarked as it is now, but in fact has always existed. With the new HQ rules it became easier and more clear to delineate them, and I put forth the �absolute differentiation� in HQ to prepare for one of the �big plots� of my Hero Wars.

That is, one of the �big plots� is the struggle to bring the three worlds together permanently, or not, as part of the Hero Wars. Maybe even to bring them together in a harmonious wholeness that would be different from the disharmonious form which occurred in the Gods War when life and death could not be told apart, etc.

To me, at this stage, the Otherworlds are a part of the setting, different parts of the world in a manner similar to the way that Genertela and Pamaltela are different. This has been so for me for a long time.

Also, concerning Concentration.

Each of the Otherworlds has an optimal method of interacting with it. Those are the Magic Systems. But in concentration one does not really concentrate on a magic system, but on one of the Otherworlds. This will be important to understand when the Lunar System is revealed in ILH2: Under the Red Moon. So you concentrate on a world.

Finally, the issue of �making up a new feat.�

Remember that the listings in HQ are, in no way intended to be a complete list of Feats. Each cult has many, many more which aren�t listed. So for a lot of the magic your character isn�t even necessarily making it up. It exists and you can choose to use it if you want. It is just normal learning of a new feat.

But what about something that IS new? A bit more complex. Most importantly, for it to be a feat�that is, a magic derived from your god�it must have been done by that god. If your character discovers or makes up a magic that is NOT from your god there is no way that it can dome from that god. It becomes, instead, a magic from your character. That is how a Hero Cult is made.

Yes, of course you character can �discover� a new Feat of the god, too! So you discover that Orlanth has a Spit Upwind feat that no one has ever used, your character improvises it and pulls it off (thereby proving it DOES exist). So to
�cement� it you need to go to a temple to visit the Hero Plane or God World to
unite with that feat to make it permanent.

Such are some of the theological underpinnings.

I hope this makes things easier for you.

--Greg Stafford

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