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metcalph

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Everything posted by metcalph

  1. Given the RW inspiration for the Nysaloran Riddle, I doubt that very much. That is a grammatical question. "What is the difference between a silent movement?" is not because "between" implies the existence of a comparison between two objects (ie "and X" should follow movement" whereas only one is given in the so-called riddle. Given Chaosium's quality control at the time (e.g. a disorder rune was repeatedly used in the place of a chaos rune), I fail to see why we should maintain the Emperor has clothes in this particular case.
  2. I've a feeling that should have been "What is the difference between Silence and Movement?" The original question makes no sense. My favourite is "What is the difference between a Virtuous thought and a Virtuous Action?" The Answerer clench fist on chest and say "Power".
  3. metcalph

    Benestros

    It's probably Gargosganda. It's stated to be densely populated and Gargosganda has nearly three times the population of Kanem Dar, the next largest province.
  4. Alkoth is a city in Peloria that is feared for the worship of Shargash (the Gloranthan equivalent of Mars). It has huge green walls and is widely thought to be in the Underworld.
  5. Shargash had a ring which is now around Alkoth. No idea if it actually circled the planet in the Godtime.
  6. The only God Learners around are Harrek and Argrath from their sojourn in Jrustela.
  7. They are written up as vampires, looking and acting as vampires do. In what way are they not vampires? That they don't steal spells? I have yet to see a single gloranthan vampire which makes spell-stealing as a major cause for fear (let alone a minor one). Rather than waste words and energy about how so-and-so aren't vampires, you would be better advised to describe how and why vampire spell stealing is scary. "Oh no, Mazoo is a vampire. He raises armies of undead and is so strong that he rips people's hearts out in front of them! How can we fight such a monster?" Compared with: "Oh no, Mazoo is a vampire. He kidnaps magicians and imprison them for lengthy periods of time so he can steal there magic. If we act fast, we can rescue his latest victims!" But as I've made similar arguments over the past two decades, I haven't seen anything more than special pleading from the usual suspects.
  8. If you would actually soil yourself to look at the new Glorantha: Bestiary, you would see that Vivamort is quite extensively mentioned in the Vampire writeup. As it is, I'm not interested in "I could see" as an excuse for Vivormt having spell-draining. I'm wanting a sound mythic reason why Vivamort should have spell draining.
  9. There's a difference between Issaries having the power to swap spells and the Gods allowing their spells to be swapped. That the Gods can consent to allow their magics to be exchanged is plauible. That a Vampire or a Head-Hunter can cast another god's magic without their consent is not. So the Gods do nothing when some chaotic attempts to use their magic? You are going to have to come up with a far stronger theological reasoning than hand-waving and alluding to the limits of divination. I on the other hand find Vivamort's spell-stealing to be a blatant power-gaming gimmick for a cult that doesn't need it. The consume mind of Atyar has obvious theological issues suggest it would have to be greatly re-written. I fail to see how acquiring another person's mind should confer use of their rune magic. I'm really not seeing any cool stuff about Vampire spell-stealing despite over twenty years of asking.
  10. That is the reason why Thanatar was a better written cult than Vivamort (convoluted cult hierarchy not withstanding). Vivamort would have been more credibly scary in his own right if he just had the necromancy and vampire magics.
  11. Issaries spells are traded with consent as a look at the RQG spell description shows. Thanatar use of other people's rune magic has a similar problem to Vivamort, save that the method of which it is done actually bears some resemblance to the God's nature (steal heads, use the knowledge within the heads) Vampires were hardly mentioned in RQ3 - the sole exception being the Vampire in Sun County who was far more scary for his means of attack rather than the ability to steal rune magics.
  12. I hate to be a spoilsport but the recent Glorantha Bestairy makes no mention of this spell-draning power. Vampires are and should be terrifying without the cheesy spell-draining power (which makes little sense as written - so the Gods are fine with vampires casting their special magics, are they?). Delecti doesn't steal magic, nneither do his daughters of darkness.
  13. Any differences between the two would have been long forgotten. In the Dawn Age, Praxians settled what is now Charg (Talsardia) and the Storm Bullmen there were effective at dealing with whatever hellhole the Bleak Land is supposed to be.
  14. One snippet from the Fortunate Succession may make matters clearer Khordavu does not incarnate Yelm but Antirius. He worships Yelm and is perhaps the only person that can sacrifice to him. He can cast Antirian magics including magics that Yelm gives to Antirius (ie the Sunspear) and so can most of his followers. Yelm at that point is not a manifest god in the way that Orlanth or Antirius is but a God beyond the Gods like Vith or Irensavel. At that point, the cult of Yelm is pretty much the priesthood of Antirius who have Sun Dome Temples (Glorious ReAscent p63). When Anirdavu names the Ten Priesthoods (Fortunate Succession p17), Antirius is number 2 behind Dayzatar, not Yelm. It's my opinion that a Priest of Yelm as of 1621 would have been recognized as a Priest of Antirius in Khordavu's time. Later on, we get the curious case of Yelm have two Rune Lords - Sun Lord and Imperator. The Imperators were created by Khorzanelm but do not otherwise appear. It's my thinking that the station was forgotten after the Gbaji Wars but brought back in a de-illuminated context by Denesiod in the New Light Reforms - he calls them the New Officers (Fortunate Succession p68) The Sun Lords, I think, are originally the White Sun Lords of Karvanyar (FS p73) and relied on illumination even more than the Imperators did. They were heavily suppressed and rendered impotent by Karvanyar's successors but still survive although the name has spread even to the Grzaerlands (RQG p307)
  15. Looking at this another way. In mythical Peloria, there was an Empire who worshipped the Sun and associated him with the Fire Rune. At the Dawn there were seventeen noble families who claimed priestly traditions that derived from that Empire (and which now form part of the cult of Yelm). There was sufficient information about the rites needed to become Emperor such that Jenarong became one in the Gray Age. The rule of the Horse Nomads had one main problem - they were too brutal. And their brutality struck against Justice so much that he reawakened the worship of Antirius in the form of Avivath (Glorious ReAscent p36). In the Dawn Age as a reaction against the brutality of the Horse Nomads, Dara Happans (led by one Khormesha) reconstructed the various strands of mythology to provide a coherent mythology that supported the City against the Nomad. Khormesha was a wise and good man, who obtained great understanding during his exile and travels. He was the first person who explained the Parable [...] of The First King. Furthermore, in his travels in this world and that he rediscovered the tales of the Anaxial dynasty, and the people thereby learned the causes of their plight Fortunate Succession p39 Now what is not done is the re-establishment of the Empire with Antirius as the ruling god. Instead the Ten Princes undergo an epic to restore the worship of Yelm. So it seems to me that Antirius's own mythology recognized that he was not the original sun god or the source of Justice and that the revival of the Empire required more than institutional worship of Antirius - it required the Emperor conducting successful worship to Yelm as the source of Justice, a gloranthan Manhatten Project As for the name Yelm, it seems to me that it survives in the Tower of Yelm or Yelm's Footstool, the biggest relic tot he ruling god and one which is not associated with any other god. This doesn't mean that Yelm was the name of the Sun God of the Golden Age Empire of Murharzarm. The name of the Footstool could have originally been the Footstool to the One Shining Overhead (to avoid piously mentioning the sacred name) with subsequent generations corrupting this into a proper name. So I'm happy with the proposition that the modern cult of Yelm is synthetic or suggestions that Yelm was not worshipped by that name in the Golden Age - the name and other sundry details may have changed but the core did not.
  16. Yes. The Lhankorings even have a special instrument (the Alien Combination machine) that allows them to translate foreign spells into something in their own language. There are some spells which if known cannot be cast if the caster does not meet the right requirements (like being a Brithini) but there has never been a written example of a spell being impossible to learn due to philosophical differences.
  17. That's correct - the Mostali use technology before they use magic. Dwarves use magic normally only at sacred time when they affirm their essential purpose within the World Machine. Used at other times, they are creating a change in what they consider to be fixed and perfect, which is an admission of error for a stasis-rune cult. Examples for what Maker Magic might generally be used for were canvassed in this thread:
  18. My guess that Yojarl was a Celestial Empire magicians who sought to sidestep the Troll seal on the walls of Pavis. The Agipith root was necessary to enter a temple outside the walls to one inside the wall. The threshold is not the entrance to the temple but the space between the temples. There were several Iffinbix temples at first but most fell into disuse after the Rubble was never as rich as promised. All but one were abandoned when the Celestial Empire collapsed. The sole active temple lay within the City of Thieves (which could connect to any abandoned temple within the Rubble) but this too was quietly buried when the Dragonewt Dream occurred.
  19. For the Sedalpists, I suggest: 1) Don't eat meat (fish excluded), don't eat meat (fish included) 2) Do not harm/murder/kill another or do not cause harm to fall upon another (i.e. the suspended rock in the air trick). 3) Do not mutilate the self (no tattoos, no body piercings, no intoxication, no austerities) 4) Do not suppress the wit of others (most agree the suppression has to be of a long duration but a few communities think even a five minute befuddle spell is wrong). Some expand this to include slavery and serfdom. As for the bonuses, some of the shamanic abilities can be rewritten as sorcerours ones (such as Magic Attack, Magic Defence, Spell Extension). I do not think Multispell (as per RQ3) is possible under the new sorcery paradigm but can think a effect which adds extra targets a sorcery spell is possible.
  20. Eating meat isn't a caste restriction but a philosophical doctrine held by all Sedalpists (you could still treat it as a caste restriction for the purposes of the sentence you quote) Judging by the comments made by some RW practitioners, a bonus to Free INT seems most likely. If necessary, it could be a buffer against sorcery spells held in the mind (ie a Sedaplist with a+3 bonus can know up to three sorcery spells without his free INT being affected).
  21. The Uroxi would feel some distant sensation of chaos in the presence of a Lunar holy place or artifact (I feel chaos in the area) but not a direct sensation of chaos (this is chaos).
  22. Sorcerors don't generally deal with spirits directly so I doubt the validity of this aphorism. I prefer to describe what the Doraddi Magicians are like without mandating what they must be according to some philosophy (i.e. adoration, high shamanic ideal etc). The Doraddi deal with spirits as a feature. I don't think this is right. God-talkers are not "people who manifest the gods power on earth" but emissaries between the Gods and their worshippers. The RuneQuest: Glorantha rules imply that God-Talkers have a decicated one-on-one with a God but I also think that there are Pantheon-wide God-Talkers (after King of Dragon Pass) who confer with larger sections of the Storm Tribe. The Doraddi would not have God Talkers because they like to deal with spirits instead.. They would therefore have Rune Lords, Shamans and Spirit-Talkers.
  23. The trouble with the categories in Revealed Mythologies is that Greg was throwing definitions against a wall and seeing if they would stick, In many cases, they were printed elsewhere before all the kinks were worked out or even if they were workable FWIW Adoration is described in Sartar: Kingdom of Heroes as: On the subject of Doraddi magic, I think from the Guide where it talks about the "High Shamanic Ideal" (Guide p25) is that the Doraddi view having as many spirits as possible to be a virtue. Hence if given the choice between learning some rune magic or some spirit magic from the same god, they would learn the spirit magic. Hence the Doraddi cults are more like Animal Nomads or the Grazers rather than the Heortlings.
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