Elves; new spells; Request for info on Red Emperor, Lunar religious knowledge test

From: Paul Honigmann, Oxford, UK c/o Mystic Musk Ox (MAB@SAVAX750.RUTHERFORD.AC.UK)
Date: Wed 13 Oct 1993 - 01:14:50 EET



> From: Mystic Musk Ox <MAB@SAVAX750.RUTHERFORD.AC.UK>
> To: RUNEQUEST <RUNEQUEST@GLORANTHA.Holland.Sun.COM>
>
> --------------------------------------------------------------------------
> Hi, Paul asked me to send this stuff into the digest. If you have any
> comments, flames etc, please send them to me and I will pass them on.
> cheers, Mark.
>
> --------------------------------------------------------------------------

From: Paul Honigmann, Oxford, UK
Subjects: Elves; new spells; Request for info on Red Emperor, Lunar religious

          knowledge test.
Date:     29-9-93

          ELF PSYCHOLOGY
          Have you ever thought about what it must be like to be a sentient
plant? I've been trying to differentiate them from humans as much as possible and playing them as follows.

          Consider how Aldryami have an Earthsense that lets them tune in to how those around them, particularly plants, feel. This is a curse as well as a blessing - ears are useful, but can be a source of pain near a jet engine. When they enter an area cultivated by humans, they feel the Unnaturalness of it all: the monotonous monoculture of a crop in a field, the creepy deadness of the area (humans don't understand how to maintain its fertility), the painful feeling of plants being forced to grow in stupid positions and the hideous unbalanced feeling of crops planted in Straight Lines.

          Straight Lines are a major neurosis for elves. Having them around
is like hearing fingernails down a blackboard. As soon as they walk into a                                    
human-controlled area, they feel disorientated and worried by the background 'distress' feeling of surrounding plants, and as they enter a village - constructed from houses with walls of murdered plants, full of Straight Edges such as barns' and houses' corners, and the smell of burning wood, like some Mostali hell - they feel frightened and nauseous. Young elves (under 35) can't enter villages, they are terrified by their grotesque alieness. Only the bravest Aldryan can enter a major town, full of packs of insane humans radiating stress, fear, hunger and hate. If the humans find life difficult in cities, why do they live there? Then there's the towering buildings on either side, giving a semi-underground feeling of claustrophobia and unnatural Straightness. Not many elves can nerve themselves to enter houses.
          Q. Why *didn't* the elf cross the road?
          A. 'cos it was straight.
          The following is bound to be controversial as it Defies the Holy
Script of Chaosium ('normal elves get on OK with dark elves') - Dark Elves follow the goddess Mee Vorala. They cultivate fungi, rots and other forms of life that parasitise plants. Now how do humans behave towards Malians? What's more, dark elves associate with trolls. There's nothing so despicable as traitors.

         The stench of burning fires must be like smelling rotting corpses to a human (though rotting corpses probably smell pretty good to elves).

         Elves are used to living without houses or other permanent structures so they find it difficult to grasp the idea of permanence, such as the human obsession to order everything politically, categorically, and aesthetically into some final Absolute Eternal Empire or scheme. They live in a world of Change and Cycles, where everything dies and is reborn, where struggling to maintain the status quo is seen as a juvenile Dwarvish trait. And when you live hundreds of years, there never seems to be any urgency, so unless there's a threat to their forest, elves seem very laid-back to humans (except in towns!).

         All this implies that the renegades humans tend to meet, who *can* enter towns, are a bit strange by the standards of their kin. Instead of going hysterical, they accept the human surroundings. Presumably, like PC dragonewts, they are clinically insane. So I suggest you give any renegades who operate freely in towns an insanity, like Call of Cthulhu: for example, paranoia about other elves; burying themselves each night; elaborate neurotic rituals such as compulsive washing, counting or arranging of objects; liberating flowers from gardens; self-destructive habits reflecting their deeply disturbed psyches; etc.

        A final thought on Aldryami world views. They were the foremost supporters of Nysalor in the First Age. The Arkati wiped out all other organised illuminated groups, but they never eradicated the Aldryami. Even now, no elf would consider joining a Darkness cult such as Arkat. What terrible plots are these animated vegetables nurturing even as you read?

     ELF PHYSIOLOGY
     Ever considered how plants are much more resilient to damage than 
animals? Chop a branch off and they don't care much. So what about elves not being affected by shock if a limb's lopped off, or even saying that they're a bit zombielike and if you destroy a location, it doesn't count against total hit points. If you want to be really nasty, you could say that they've got no vital hit locations at all - a distributed nervous system, perhaps - and chopping their head off simply removes most sensory input, except Earthsense.

     I'm not a pro-elf fanatic, by the way, in fact I dislike them intensely! I've always detested them because back in my AD&D days, Rule Players went for half-elves because they got loads of advantages, then played them like Super Humans. I've simply had to think about the horrible little weeds recently because my players are beginning to interact with them.

     Back to the subject in hand: I've been trying to emphasize the alien Plantness of the Aldryami, and describe them as distinctly unhuman. They generally have barky skin, leavy hair etc and aren't as symmetric as humans. I've got one related to nettles (seems to have a furry skin, but touch it and ow!), one with four spindly arms of which one is one long spearlike 'jabber', ones with symbiotic moss covering them, a thorny warrior type, etc.

     That's enough on motile plants, now I'd like to go on to some other subjects:

     NEW SPELLS
     Loudmouth / Amplify / Echo: Spirit magic, variable, passive, duration
special.
     This spell is only available to Donander and Kyger Litor cultists. It
can be cast on yourself or another, or an instrument. One point doubles the volume of the target, two points trebles it, four points quadruples it, eight points quintuples it (geometric progression: you're unlikely to find anyone with more than eight points.) The spell lasts until the end of the song or tune, so a concert might take several castings.

     Some cults have specialised versions that work only on the cult instrument, for example Yelm cultists can Amplify harps. It is rumoured Orlanthis have a version which can amplify belches. Which reminds me of:

     Fart: Divine, 1 point, reusable.
     This Eurmal spell allows the caster to emit a dreadful stench for 5
rounds which does not affect them, but all others within 20 metres must make a CON*3 roll or vomit, pass out or be otherwise incapacitated, which is usually enough time to make a getaway. Eurmal originally used this spell to escape his father Ratslaff (having just stolen this spell from him), and if the caster should abuse the spell in order to harm the targets, he must make a CON*1 roll himself.
     Mask Scent: spirit magic, passive, 1 point.
     This is only available to shamen (and thus their tribesmen) and the
Hunter cults. Its use is obvious.
     Dead Mens' Tales: Divine, reusable, 1 point
     Available to Irippi Ontor and Tien priests, (Tien is a subcult of
Thanatar), this ritual allows the caster to look into a corpse's eyes and see an image of the last thing they saw. The caster needs Light (or in the case of Tien, Darklight) to illuminate the subject's retina.
     REQUEST FOR INFORMATION ON THE CULT OF THE RED EMPEROR
     I've seen this mentioned in the Digest from time to time, but never seen
a description of the cult itself. Can anyone send me details on the 'net, care of Mark Buckley?
     
     INITIATION TEST FOR LUNARS
     So your players have finally qualified for Initiateship / Priesthood in
Seven Mothers. They assume that just because they've read the rules, got the paper qualifications and served their time, they're automatically accepted. Seeing as most players cheat and read extensive Glorantha material to help them survive, - sorry, to help them role play their characters better -try this little test to see how much cult lore they've really learnt. (If they've already qualified, maybe their High Priest could give them a spot check...)
       RELIGIOUS KNOWLEDGE TEST
       Time allowed: 30 minutes
       No Divinations allowed

i.     Your name:                      (1 point)
ii.    Date:                           (1 point)
iii.   What is your favourite colour?  (1)
iv.    Name the Seven Mothers.         (7)
v.     Which of the Seven's priestesses are called Priestesses of the Full
       Half?                           (2)
vi.    Who is the Conquering Daughter? (1)
vii.   What are the 7M cult runes?     (2)
viii.  In which city was the Red Goddess born?    (1)
ix.    What is the blood of the Goddess?          (1)
x.     Who is the most famous son of the Goddess? (1)
xi. Who are the parents of the Goddess of the Reaching Moon? (3) xii. What happened at Castle Blue? (2) xiii. Name the phases of the moon. (7) xiv. What Solar year is the date of the birth of the Red Goddess? (1) xv. How long is a Wane? (1)
xvi. Which day of the week is the 7M holy day? (1) xvii. Which Lunar deities have 3 eyes? xviii. What is the 7M cult colour? (1)
xix. How do you see yourself fulfilling the aims of 7M in your daily life?

       (3)
xx. What do you think the purposes of the 7M are? (7) xxi. How do you reconcile the use of chaos (such as the Crimson Bat) with

       the professed cult aims of spreading peace, understanding and
       prosperity? (2)

xxii. Describe the relationship between Anilla and She Who Waits. (1) xxiii. Which of the following cults are friendly?: Orlanth, Gbaji, Yelorna,

       Humakt, Pelora, Issaries, Primal Chaos, Yelm, Anilla. (9) xxiv. Why is the scimitar superior to the straight sword? (2) xxv. What is the place of Yelm in the Universe? (1) xxvi. What is a Selene? (1)
xxvii. You are an initiate of 7M and a priest of 7M tells you to kill someone.

       A Priestess of the Red Goddess tells you not to. What do you do? (1)
       
       ANSWERS

ii. This should be in Lunar nomenclature, ie, 1620 S.T. = 7/49. iii. Red, Crimson, Scarlet etc - all other colours are Incorrect. iv. Jalakeel, Teelo Norri, Dee'Zola, Yanafil Tarnils, Irippi Ontor, Danfive
       Xaron and She Who Waits (NOT Anilla, the Blue Moon).
v.     Yanafil Tarnils.

vi. Hwarin Dalthippa.
vii. Moon, Fertility and Death. Yes, it's only 2 points - trick question! viii. Torang, in Rinliddi, Peloria
ix. The seas
x. The Red Emperor
xi. The Red Emperor and Gorgorma (the Goddess of the Reaching Moon is

       Yara Aranis - 1 of the 3 points for remembering that) xii. The Goddess fought her enemies, won, and thus earned her place as a

       full deity in the universe.
xiii. Black; Dark; Dying; Crescent-Come; Crescent-Go; Empty Half;

       Full Half; and Full Moon.
xiv. 1220 ST
xv. 54 years
xvi. Wildday
xvii. Hwarin Dalthippa and Yara Aranis (2 points) xviii. Red, of course
xix. GM's should listen to the player's rationalisation and mark them on

       role-playing ability.
xx. See xix.
xxi. See xx.
xxii. She Who Waits is one of the Seven Mothers, unlike Anilla, but SWW may

       have been a priestess of Anilla. However, her subcult is shrouded in
       mystery: those who know for sure aren't telling. If the PC flatly 
       states facts about Anilla, have them checked out by the Inquisition - 
       how do they know this?
xxiii. Orlanth: No. Gbaji: No (but Nysalor yes!). Yelorna, Humakt: their
       official cult line is Neutral to Lunars, ie No, though there is an
       ongoing rivalry. Pelora: Yes. Issaries: Yes to non-chaotic Etyries,
       but Neutral (No) to other Lunars. Chaos: Neutral, so No (one could
       argue that individual chaots vary so much the question is inapplicable
       for this cult). Yelm: Yes. Anilla: Yes.
xxiv.  See xxi. This was discussed at length in the RQ Digest. Suitable
       answers might be: it represents the crescent of the Goddess so it is
       like carrying her with you; it represents the multitude of paths
       (curves) to the Truth, whereas barbarians only understand / believe in
       one; or mundanely,  'cos you can reach 'round peoples' sheilds with it.
xxv.   He is the eyes and mind of the Goddess. Praise him!       
xxvi.  An elemental summoned by a priest of the Blue Moon. Let the PC burble
       on, noting down all they know of these innermost secrets of the Lunar
       faith, and then turn the report over to the Inquisition.
xxvii. You do what your priest of 7M tells you to do. In a cult heirarchy,
       discipline is important. If the 7M priest chooses to ignore the Red
       Goddess' priestess' advice, that's his look out; you can always cover 
       your back by reporting him to his superiors later. The relationship 
       between cults (like Yelm priests being superior to Yelmalion ones) only 
       affects rune levels or higher - if the 'higher' cult continually 
       meddled in the lesser one's affairs, sometimes without knowing the full
       facts, nothing would ever get done.

       SCORING:
00-04: Crucifixion
05-14: Candidate for Danfive Xaron prison legion
15-26: OK for Lay Members
27-34: Acceptable for Initiates

35-50: Rune level standard
51-63: Ever thought about trying for the Red Goddess' cult? 64+: Must be FGS himself.

       If anyone particularly liked that quiz, I've got a Fire/Sky version suitable for Yelmalio, etc too - contact me via Mark Buckley.

     
     
                          Paul Honigmann.
From: RuneQuest-Request@Glorantha.Holland.Sun.COM (RQ Digest Maintainer) To: RuneQuest@Glorantha.Holland.Sun.COM (Daily automated RQ-Digest) Subject: RuneQuest Daily, Wed, 13 Oct 1993, part 2 Reply-To: RuneQuest@Glorantha.Holland.Sun.COM (RuneQuest Daily) Sender: RuneQuest-Request@Glorantha.Holland.Sun.COM Precedence: junk

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