re: Adjacent cultures; runes <> language

From: David Dunham , via RadioMail (ddunham@radiomail.net)
Date: Wed 22 Sep 1993 - 19:46:22 EEST



>cpearce@nemesis.acs.unt.edu (Chris Pearce)
>In the Zola Fel river valley, complicated interactions occur. Primitive
>riverfolk live next to civilized Sun Domers. Nomadic beast riders raid
>Orlanthi villages. Some blurring of cultural boundaries must be occurring.
>"What's happening at the edges?" must be a valid question for players and GMs
>to ask.

You raise a good point, one that's always bothered me about Glorantha. Of course, sometimes cultures _do_ blur (e.g. the Grazers as per KoS).

>Religion helps preserve cultures.

Probably the most dramatic in Glorantha, where religions have working and unique magic.

>Another key seems to be caution and conservatism

I doubt this matters -- technologically superior cultures on Earth squash other cultures -- the Chinese overcame the Mongols, despite being conquered. (I still want to read Brian Fagan's book on this topic, however...)

>From: gal502@cscgpo.anu.edu.au (Graeme A Lindsell)
> I think that the Western script may consist of pictograms built up of
>the various God Learner runes we're all so familiar with.

Yurk, another "runes are everything" theory of the sort I so dislike... I think this one falls apart since there are so many more pictograms than runes.

>From: JARDINE@RMCS.CRANFIELD.AC.UK
>1) Cost of spirit magic = 30 + 15 per point; so that the first point costs 45
>the second costs 60 etc. Thus Heal 6 costs 45+60+75+90+105+120 = 495 L!

Whoa, I'm travelling w/o my rules, but that resembles nothing I've seen in RQ! 15 per point is a linear relationship...



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