Cloud Call; afterlives; etc.

From: Argrath@aol.com
Date: Thu 26 May 1994 - 06:05:44 EEST


Re: Cloud Call
Joerg says:
"Doesn't impress me. On a clear day I'd need 53 points of divine
magic to cast one Thunderbolt. 53 Lightnings instead would incinerate anything, even a true dragon... "

Obviously, the RQ 3 description is a gaming convention which doesn't mesh well with any reasonable view of Glorantha. In the RQ:AiG rules, at least when I was part of the Gang of Four (tm), 1% was the minimum effect, what you'd get from the spell if you're a just-ordained acolyte of indifferent virtue standing in the middle of Genert's Waste in the dry season. (And this was before the Sendings of Stephen Martin confirmed this as an example of The Truth.)

     And I don't believe 53d6 damage will do more than tickle a true dragon.

Re: Solace
Joerg says:
"Actually I am not quite sure that the mainstream Malkioni "earn"
Solace. What do the experts think?"

I don't claim to be an expert in this, but I don't think the Malkioni do earn it. The whole afterlife business is a minor obsession of mine, so I'll burden you with my spin:

Option 1 (Presbyterian; Muslim; official Lutheran and Roman Catholic): getting to the right afterlife is a matter of divine grace, and nothing a human can do can earn this grace. Corollary: you must follow God's law because he tells you to.

     1a (Roman Catholic): if you die after committing a mortal
     sin and before getting forgiven through confession, you will
     go to hell anyway.  Dying with the correct attitude is big.

     1b (Presbyterian, Muslim): some people are condemned to
     hell, too, and there's nothing they can do about it.

     1c (Presbyterian): you can forfeit your place in heaven
     through committing too many sins, and there's no forgiveness
     until it's too late to mend your ways.

Option 2 (popular; official with some Protestants): getting to the right afterlife is the reward for following God's commandments. Going to hell is the punishment for committing too many sins.

     Now where any Gloranthans fit in, I don't claim to know. Most probably don't worry overly about it, preferring to concentrate on the here and now. As they should, IMHO.

Re: trading

     I've uploaded part 1 of my work on Gloranthan gems to the AOL roleplaying library, will upload the rest soon, and will send the same to the soda.berkeley crew if they're interested. It gives costs, sizes, who likes them, where they come from, etc.

Peter Whitelaw beefs thusly: "Someone else asked about the Gagarthi (Chris someone) did he get any answers? Not one. I asked if anyone wanted me to post a load of non-Gloranthan material for your perusal, delectation, comment or even dismissal. But one lonely reply."

     First of all, the Gagarth cult inquiry was responded to, by me. It had recently been posted to the Daily by the author, Sandy, so it didn't get posted again.

     I'd be willing to read (or at least scroll through) non- Gloranthan material if it's top notch. Otherwise, it should be distributed through private email. I had good response when I offered to email my Hykim cults privately; maybe you will, too.

Close friend of Little Elvis asks: is there a crafter deity?

     Yes, Iphigios is the Pelorian craft deity, who later became allied to Hwarin Dalthippa, the Conquering Daughter. Tell 'em about Imtherpak, Harald.

     Gustbran is the closest to a crafter in the Orlanth pantheon.

     In most parts of Glorantha, people make most of their own goods, or get them from their family members. The Copper Age ice man from Tyrol had repaired his own clothes crudely, but he might have just done that hurriedly and have been the one who sewed them originally, or else he could have had someone in his family do the work. (We could argue about this endlessly, too, I suppose; scholars in the field certainly will.)

--Martin



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