Storm Bull

From: Robert McArthur (rjm@arp.anu.oz.au)
Date: Fri 18 Jan 1991 - 09:56:33 EET



CONTENTS:

  1. STORMBULL - proposed modifications
  2. Calculations of how many StormBull members at the block (plus a breakdown of the types).

I started playing RQ2 in 1984. Since then, I have played only three characters that I can recall - an Erlin harper amongst the trolls at Skyfall Lake, a thief in Borderlands, and a StormBull initiate. The SB is my first, longest running and favourite character (6 years older in our time, only 2.5 years in the game!). As such, I have had a lot of time to look at my initial choice of SB as a cult, and to look at the cult through the eyes of a potential rune level (I'm almost there folks, this next High Holy day and I'm going to go for it!).

Most characters are striving towards rune level from the first moment. It may look a long way away and there may be intermediate goals but I would say that the goal, for most, is a strong runic association. Therefore, this is a very biased set of questions and comments about the SB cult. I realise that SB may have changed in RQ3 but, as the group I play with feels, for the most part, it is significantly inferior to RQ2, we have not adapted many of it's features to our play.

Knowing nothing about RQ initially, I opted for SB as a cult to be associated with because of comments in CoP (Cults of Prax). Since I still like them, I'll print them (without permission) here:

"Socially they are unacceptable. They characteristically act with total disregard for any tribal taboos or manners, even to the extent of occasional murders which will go unavenged. Normal people consider all worshippers of this cult to be mindless brutes, barely human, certainly deranged, and absolutely dangerous. These opinions are correct."

At the time, this sounded perfect "adventurer" material (this says a lot for my social/personal development at the time. I now would like a Chalana Arroy priestess.... how people change, sigh :-) ). I knew nothing about rune spells, rune levels specifically (only that you were supposed to strive to be one and you had to join a cult to get there) or anything about the system or Glorantha.

The first thing my SB did was look at a map, find the first thing that said chaos (chaos woods), and convince the rest of the party to head there and beat up everything which moved. Fortunately we never got there or my poor little initiate, just out of initial training, would have been swiftly plastered by nasties. However, I have never looked back going through Griffin Mountain and Lord Skippen's Mansion, and many local adventures (StarBrow's rebellion, the Lunar "invasion" of Corflu, a nasty *HUGE* god learner construct/spirit inhabiting the old city of Karse etc).

Let me also say that on the two times I have called on divine help, the first to help me single-handedly destroy the demon in Lord Sk's and the second to get out (alive) from Karse before it blew up. So the vibes are good from SB. (I was also born in the sacred time and have some minor thing for that - totally random I assure you and quite minor).

So,
The main query is why does the writeup of SB in CoP, when taken with the other cults and in the Companion, make SB look like one of the major Gods, when this seems to conflict with the actual mechanics

eg. Priests can only learn 1 and some 2pt spells. Although "The SB is one of the oldest manifestations of Umath the god [Primal Aer]"; SB beat up Lodril (not hard, I will admit :-)); SB beat up the Devil; "...finally there are the awesome powers of SB..."; SB is one of the (relatively) few cults with enchant iron; etc.

eg. priests can only summon small sylphs. This is ridiculous. SB emphasises both beast and storm/air as it's major runes. See Umath quote above; numerous quotations about the strength of the desert wind in all seasons but especially Storm season; Even Orlanth Adventurous, who emphasises mobility above storm/air, can summon medium sylphs.

eg. the strength characteristic of SB, such a large part of most of the tales of him (it? Just kidding SB!!!) is not reflected in the cult except for a spirit available to very few priests. "SB contained ...raw unthinking strength, guided by instinct and the sensitivities of a god."

eg. SB members should have some affinity with truestone (besides hoarding it at the Block and what they've learn't over the years). SB drew the Block from the edge of the world to munge the devil. This is (loyal SB here) the most important happening in history or pre-history as nothing else could have stopped the devil, so everything after this is nothing compared to it, and there was nothing before to even come close. (No bunch of 5 [ notice they were too wimpy to do it alone] pieces of gorp-bait are going to overthrow *THAT* deed!)

Basically, I feel that a number of changes should be made to SB in CoP to reflect the statements. Firstly, SB priests can learn all common rune spells. Secondly, SB priests can summon all sizes of sylphs. Strength made 1/2 price to lay, free to initiates (double time to learn, 1/2 cost = normal time).

I haven't worked out anything about truestone yet.

I don't think the above really changes much outside the cult. There really has to be a reason why SB worshippers haven't been munged before and pretty much wiped out (they are pretty anti-social and must have really upset the gentile EoTWF). They have always been a small bunch interested in one thing and so these changes won't, I feel, overbalance the cult while making the mechanics at least look somewhat like the Gloranthan background.

The rest of the cult is pretty much OK. The lower levels know what to do and how to do it, the lords' writeup is fine (though sparse, there is never enough space). The priests is really where I had to take the CoP to task.

I think I could further argue for the use of small gnomes by SB because of the very strong ties to Ernalda and Eiritha. After all, Waha, with no ties to stasis, gets the use of small gnomes from Eiritha. Think about it...You can actually do almost anything to SB as a cult because a) they are too small to do anything influential politically or against big armies; b) they don't want to unless they are chaos based; and c) they never will get a huge number of members because so many die trying to kill chaos.


The number of SB cultists at the Block (necessary calculations for our current adventure and my future rise in the ranks). Based on "Glorantha", "Cults of Prax", "RQ"2 (soft cover) and "Griffin Mountain" the original.

tribe		size	No.of tribe as
-----		----	SB members
bison		 80000	5600
high llama	 65000	3250
impala		120000	6000
sable		 75000	0
pavis		 20000	?=0
baboons		 10000	0
morokanth	 80000	3200
other		 20000	?=2000
			------
			21000 members of SB in Prax

Assuming from initiation (13 years old) that they don't get to do anything. Know that figures start from 17 year olds. Assume that maximum age is 50 and that the pop. histogram is linear. So, (50-17)/(50-13) are active members = 33/37 = 89%.
.89 * 21000 = 18690 members active throughtout the whole of prax.
Given the size of prax and that most nomads live outside the area close to Sartar, rather than across Vulture's Country, assume %60 live outside "inner prax" (near Sartar). This is much higher than, for example, Waha since Waha stays with the herds. There is generally more nasty chaos in "inner prax" than in the wastes. The figure for Waha would probably be that 90-95% live outside "inner prax". So,
.40 * 18690 =7476 members in "inner prax".
There are 5-8 main sites for SB worship but the block is the main one. Assume 25% are at the block
.25 * 7476 = 1869 members at the block!
Assume, in a fighting cult, 3% of members are rune level. This is low but represents the fact that once at rune level, you don't die as easily but you do, in SB, have to always go on v.dangerous missions. Normal cults I would assign about 5%.
.03 * 1869 = 56 rune levels

Assume, for SB that they have more initiates than some other cults due to the relative ease in becoming one once you've made up you're mind (one year membership in cult and have done nothing bad). 60% are init.
.60 * 1869 = 1121 initiates

therefore
.37 * 1869 = 692 lay members

Of the rune levels, although SB emphasises fighting most, priests are needed for recruitment as only they can do it so I'll assume a 50-50 split.
.50 * 56 = 28 lord and 28 priests.

Of these, some will be retired and only there for teaching and sleeping. Because of the nature of SB, I'll assume there are still 85% active rune levels which is much higher than I would say for most other cults, even Humakt.
.85 * 28 = 24 active lords, 24 active priests.
of the priests, 1 priest will be the high priest (taken to be active since they have no time for teaching any more). Assume 15% of priests are chief priests, given the nature of the cult and the speed of acquiring 15 points of rune magic.
.15 * 24 = 4 chief priests.

The remaining priests are normal priests = 19. Assume 60% of chief priests (in SB) are working to becoming lord-priests. This, again, reflects the fighting nature of the cult.
.6 * 4 = 2 on sabbatical building up to lord priest.
Assume 10% of those on sabbatical have made it
.10 * 2 = 0.

The results are as follows:
The total number of SB at the block = 1869. The number of SB lay members at the block = 692. The number of SB initiates at the block = 1121. The number of SB active normal lords at the block = 24. The number of SB active normal priests at the block = 19. The number of SB active chief priests at the block = 2. The number of SB High priests at the block = 1. The number of SB Lord-Priests at the block = 0. The number of SB priests on sabbatical = 2. The number of SB retired lords = 4.
The number of SB retired priests = 4.

Phew. Any comments will be __________ received.



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