Thursday, December 9, 2010

Cholera in Haiti

There is some more discussion below from my sister (VL), dad (JL) and I (l) about the Cholera outbreak in Haiti. Nuz has a lot more on her blog too.



VL: [cholera is] getting closer. 12 cases 15 mins walk away from my house, 5 deaths. and still no material to start disinfecting houses. although im supposed to be picking up sprayers during my stay here in city

l: wow, that's getting pretty close. how are they getting it? just because other people have it? is the water sorted out in their areas?

JL: are you distributing chlorine solution ok and managing to maintain some form of hygiene [for others and you]?

VL: yeah its just when they go into nearby towns where there already lots of cases... but its surely going to spread like wildfire now. all villages near me have difficult water access (which is why big water dist scheme was started by other program manager - but still not finished). chlorine solution is supposed to be distributed by each leader of each village (they collect it at my neighbours house), but appears they're not doing a very good job. but i think washing hands is more important than treating water anyway

JL: how much can people restrict their own travelling? do they meet people from other villages when collecting water?

VL: village isnt a good word as its all so spread out, but no, each village generally has one or more water sources for itself. people travel a lot to all the different markets - the only way they can make money...dont see them restricting that. at least one guy caught it when accompanying already infected person to hospital too... and idiots in another NGO had 50 chloring sprayers for house disinfection, some of which they were supposed to give to us, but it seems they have just randomly handed them out to community members. doesnt help.

JL: just when they must be particularly careful

VL: the worst is when they are walking people to the hospital. the patient must be vomiting and shitting all the way along the track, no idea what we're supposed to do about that

JL: yes, can't really clean up. now you can see the conflict between letting locals do things for themselves and doing things for them

VL: but again, as long as people wash their hands or any other object before putting them in their mouth, they wont catch it (to respond to your question about maintaining hygiene), its not that hard

l: it's not that hard, but maybe they've never learnt about germs so it doesn't make any sense to them. all the english thought it was from bad air, afterall.

VL: for sure, i meant its not that hard for me. but yeah, we only worked out hygiene about 100 years ago. plus local mayor received 700 boxes of soap to distribute free - meaning about 100 boxes for each local gov leader - the leader nearest to my house received 4 boxes...hmm... one educated guy asked me if haiti was only country that had cholera... prevalent attitude that haiti is cursed... understandable really

JL: so, you could reassure him ... must seem like that. you are having xmas in Port au Prince?

VL: i guess so. 3 of us girls will probably spend it together here (met new girl who works in totally different zone yesterday, shes really nice). plan to meet an aussie here this week too, found her through couchsurfing

JL: is the aussie an aid worker?

VL: yes. if theyre not haitian theyre an aid worker, pretty much. tis a pretty weird world here. we went out for dinner last night at italian restaurant... mostly whites, lots of different languages and accents, surely all aid workers. try to imagine myself sitting down eating that 25 dollar meal in front of people from my village

JL: When you went out for dinner you could have been in any city or not?

VL: well it would have to be a very multicultural city, but yes. eating pizza and pasta and icecream, prices the same as australia, just slower service and juices made from strange tropical fruits

JL: guess some people in your village would never have gone to Port au Prince?

VL: yeah lots of people havent been here. but lots have family here too

Wednesday, December 8, 2010

Philosophy of Glorantha

There is a dearth of information on the Net about RuneQuest and Glorantha. I don't really know why. It's truly intriguing stuff. The best I've found is Mythopoeia. The most interesting is a discussion on Tolkien, Howard, Moorcock and Glorantha.

Consider Tolkien. Middle Earth is a world which has an absolute truth. Eru created the world, and those who live in accordance with the “mind of Eru” are good while those who go against it are bad. Goodness, truth, and righteousness are the rewards of those who side with Eru and the Valar. Those who defy Eru, from Melkor and Sauron right down to the Easterlings, fall into error and ultimately suffer. This is the kind of absolutism offered by Christianity, which is not surprising considering Tolkien's own devout Catholicism.
On the other hand, we have Howard. Howard's Hyborian Age has no absolutes, no good, no truth, and no real evil (its demons may be alien and inhuman, but don't qualify as evil the way Melkor does, because there is no absolute good to be the opposite of). The Hyborian Age is an almost Nietzschean paradigm where strength is the only real virtue.
Michael Moorcock offers a very different paradigm. His work seems to say that any absolute—in his case absolute Law or absolute Chaos—is intrinsically unbearable and that the only wholesome route lies through balance.
With this in mind, let's consider Glorantha. If Middle Earth embraces a single truth, Hyboria mocks truth, and Moorcock's Million Spheres seek a balance between truths, Glorantha says to us that truth is in the eye of the beholder. Truth exists, and can be obtained, but it is a cultural and—to an extent—personal truth not valid for everyone. Truth is a local, rather than a universal, phenomenon. For example, most cultures in Glorantha agree that there was a time when the sun disappeared from the sky. The Orlanthi say that the sun was a tyrannical emperor, and that mighty Orlanth slew him to liberate the cosmos. However, the sun-worshiping Dara Happans say Orlanth merely slew the solar emperor's son(the divine sun himself was far too great to slay), and that the solar emperor died of grief. Now, in any other world, we might just say that these too cultures have different beliefs and leave it at that. But in Glorantha, an objective third party—like, say, a God Learner—could go to Dara Happa, leave the mortal plane, and personally witness Orlanth slaying the solar emperor's son. The same God Learner could then go to an Orlanthi holy site, enter the Hero Plane, and personally witness Orlanth slaying the tyrannical solar emperor himself. In fact, he could get powers from participating in two contradictory myths!
Because of this, Glorantha embraces a pluralism unprecedented in other fantasy settings. Tolkien is culturally pluralistic, but his world operates around a single truth. Hyboria is also culturally pluralistic, but truth is ambiguous at best. And Moorcock may have a Million Spheres, but all are governed by the same struggle. Even Dungeons & Dragons, with its “everything but the kitchen sink” approach to setting design, still has the cosmic absolutes of law, chaos, good, and evil (lawful good is lawful good, from world to world and setting to setting). Glorantha is wholly relativistic.
This pluralism is not the result of a modern, politically correct, “accept all faiths” viewpoint, but rather indicative of the pagan attitude, which is wholly consistent with the mythic, bronze-age world Glorantha portrays. When we examine the religious attitudes of ancient Mediterranean and Near Eastern cultures, for example, we find that they are perfectly aware of foreign gods, and accept their existence, but view their own deities as being more central to their lives. A clear example can be found in the Ten Commandments of Hebrew scriptures, where Yahweh tells his people “I am your God, and you shall have no other gods before me.” Note he does not say, “I am the only true God, and all other gods are false.” This attitude did not appear until late antiquity, a period which falls long after Glorantha's scope (except, perhaps, where the Malkioni God-Learners are concerned).
Even though I agree that Gloranth attempts to portray a pre-modern world, I wonder how much of a benefit post-modernism was. Post-modernism was in its ascendancy in 1966 - when Glorantha was started. Tolkien didn't have access to those ideas when he was developing Middle Earth. The best he would have had access to were the ideas of Marx and Marxism. Although the former of those, Marx, is superior to post-modernism, Tolkien obviously never got that far, as it would have been awash with Marxism (something even worse than post-modernism.)

It's interesting that besides Glorantha, I know of no other game-world that embraces plurality. Most are modernist (Forgotten Realms, Dragonlance, Greyhawk, Traveller universe, WoW, Midnight, etc.) You really have to go to literature before you start to get anything interesting (Le Guin, Leiber and the ones mentioned above).

Friday, December 3, 2010

It would have been good to know...

I recently found the text below in the RuneQuest II Forum. I'd have liked to have come across it much earlier.
I would recommend that anyone playing in Glorantha read either HeroQuest Voices or the 2nd Age Equivalent material in the Mongoose Books. That you only concern yourself with a few cults at a time. Keep non-humans as the weird and mystical, keep foreign powers the same where you can. Remember that if you take a small area that you can develop your own campaign around and then develop it your own way, rather than trying to tackle a huge amount of detail. If you want to create your own material, but use the Gloranthan material their are lots of little places where this can be done.

Some suggested places to start...

A small Orlanthi clan - It doesn't matter really if this is in Ralios or Kethaela, just create a small village or similar at its heart, some local woods inhabitted perhaps by local spirits, perhaps some elves or even a dragonewt. Then you need a few local hills, perhaps with the odd caves that are taboo, perhaps because they hold monsters or are of a religious nature. This is Glorantha so there should be at least one weird location from a forgotten era, a collossal face in the wilderness, a strange henge or monument or an bizarre ruin.

The inhabitants of this area need to be pencilled out, work out who the chieftain is, his wife, his champion, the local healer, a shaman or priest and perhaps two more local characters (a bully, love intrest or mysterious stranger).

Cults, keep it simple, Have most men worship Orlanth, most women worship Ernalda, then have the Champion worship Humakt, there will be most likely one follower of Lhankor Mhy, Chalana Arroy, Odayla or even Vinga. If you are doing a Draconised clan then you need to use Orlanth the Dragon and Ernalda the Scale. You now need at least one source of conflict, a nearby clan, a troll tribe, nearby foreigners (Coastal Pirates, Praxian Nomads, or a small group of God Learners, is a good source). You will need to know a few protagonist from that enemy, their leader etc. You only need to know a little about this enemy to start with.

If you are playing a Dara Happan game, then instead of a Village you could look at setting the game in a small section of a city, familiarise yourself with the head of the household or Association, your family priest, the local merchants and perhaps a couple of NPC's in the association guard. Keep the cults simple, choose one or two. The opposition in the game comes not from monsters but from opposing Associations. If you want to play a bigger plot then bring in the Golden Dragon Emperor and the EWF cronies. Alternatively why not create your own small town, there are plenty of sources on the net, from maps to building plans (Look a Babylonian, Assyrian sites for inspiration). You can then make the oppositions barbarian raiders, river pirates, foreigner polluting your purity).

If you are playing a game with a nomadic culture, it is not the location that is important, but the journey that is being undertaken. Think about a route and detail a number of encounters along it. You need to know who the chieftain or khan is, who the healers, warriors and potential wives are. Most nomad cultures are shamanic, so encounters do not just have to be of the physical kind, clan members could be possessed by hostile ancestors or spirit animals could be encountered. Again focus on a couple of primary great spirits. Enemies should be traditional ones for Praxians it could be Chaos, Pentans or other Praxian tribes. For Pentans it will be Praxians, Trolls and Foreigners from the east or west. For Agimori it could be God Learners, Fonritan Slavers or monsters. You also have to remember that the weather and elements will play a big part in these stories.

For the God Learners and Empire of the Wyrms Friends it is probably easiest to think about a cell or small group. The God Learners will be seeking to explore the world, perhaps upon a ship. Their scenarios could be a lot more about exploring the world, in some respects you only need to understand the God Learner perspective to do this, they will see each culture in this manner, as resources to be taken, entities to be categorised or people to be conquered, whilst protecting their own interests.

The EWF will be similar, they are seeking draconic connections in the world, to spread the word. Both groups are essentially being sent on Missions in this case, for the better good of the Empire. Thier enemies are each other, and those that oppose their progression, but most of all it is their internal conflicts that will bave the greatest impact on most games. Create several 'Bosses' above the players and some contacts.


- Simon Bray

Even more Glorantha

The cult of Orlanth the Dragon is a male-only cult because Orlanth was the first to split his tongue and so taught all others to do so.
The above is one of my favourite lines from the Cults of Glorantha. It reminds me of the Bible. Almost all of the Bible follows this syntax; "[premise] because [utter nonsense]". If someone were to say such a thing in the real world, I would think "befuddler" or "liar". In Gloranth, it's a sentence paragraph that requires no further explanation. All I think is HeroQuest!

Orlanth was the first to split his tongue, literally, and in doing so he allowed all others that followed him to mystically incise their own. The HeroQuest would involve divining the knife that Orlanth used (a la the Grail from The Last Crusade) as well as following closely to the ritual Orlanth followed in being the first non-dragon to speak Auld Wyrmish.
Auld Wyrmish
This is the language of the Dragonewts and the Empire of the Wyrms’ Friends. Humans who speak it must mystically ‘split their tongue’ in order to be able to replicate the curious sounds made by the forked tongues of the Dragonewts. It is a complex language; mystically rich, including poetry, song and ritual chant. It sounds like no other language in Glorantha and is exceptionally difficult to master. Draconised cultures use both Auld Wyrmish and the tongue for their culture and/or region: Auld Wyrmish is rarely used exclusively.
And now for something that I'm almost 100% certain has never appear anywhere in any version of D&D, a spell called Delivery.
Delivery
Duration Special, Rank Initiate, Touch

Delivery ensures that a natural childbirth is safe, clean and with managed pain for the mother. The spell lasts for the natural length of the delivery and is usually cast when the waters break although it can be cast when contractions have begun. The beneficiary of the spell feels relaxed and calm, and, although she will still feel the pain of childbirth, it is neither distressing nor overwhelming. The spell dissipates once the child has been born (the spell guards against still births or birthing difficulties) and the cord is cut and tied magically as the closing act of the spell.

Wednesday, November 17, 2010

More Glorantha quotes

What Wyrmfriends Know
Misery, hunger, confusion and desire are part of the world because it isn't perfect yet. The violence and treachery of the human condition can also be attributed to this lack of perfection. The dragons made a cure for this when they created the world. They gave men the potential to perfect themselves and at the same time, to complete creation. This final act of completion will occur when all the people of the Empire perfect themselves and also create the conditions for the land itself to transform into the greatest dragon of all. All of the people will then be transformed, too, into the collective consciousness of this new dragon. Thus will they achieve eternal bliss, as the world emerges from its egg to finally achieve its ultimate, perfected form.

Although the struggle for perfection will be long and difficult, it is not without its rewards along the way. It grants its adherents powerful magics to use against its enemies, both from within and without. Some people cling stubbornly to their imperfections, to the old forms of worship which were meant only as stepping stones to transcendence. These must be shown the way of truth, to have their third eyes opened. Sadly, some are incapable of making the essential transition and must be snuffed out, lest their imperfections prevent blissful attainment for everyone else. To bring misery to the miserable is not a good or righteous action, only a necessary one.
Those who perform these acts of oppression sacrifice greatly, marring their souls with hate, greed and violence. They must fast and meditate to return to a pure state. Some of these will be corrupted and must also be extinguished. This is sad, but sadness is also a trap, as are all of the ordinary human emotions. They bind us to the reality around us, which is false, and prevent us from perceiving our Ultimate Dragon Natures, which are cold, analytical, inscrutable, yet partaking of a higher joy than any ordinary sort of human happiness can prepare one to understand.

Those who participated first in the revelations will gain most from the shared energies. If you join us now, you will be more powerful than if you do it later. If you bring in others, you will gain from that, and then gain again when they do the same.

This higher, mystic joy is worth all the hard spiritual work required to attain it. If we suffer deprivation, sorrow, war and doubt, it is only to fulfil cosmic destiny.

Looting the World of Myth
If the Otherworlds are the ultimate source of power, myths are their treasure maps. In the theist tradition, when you go on a HeroQuest, you venture into a well-known myth of your culture. You always encounter surprises, which may give you new insight into your gods, but the essential outline of the experience is pre-established. You become part of the story, with yourself in the role of the god you worship. You are tested as the god was tested in the original tale. If the story tells you that your god first fought a troll, then an ill-wind, and then bedded a mysterious woman, before finally battling the dragon, you expect to do the same when you enter the Hero Plane. If you do all of these things successfully and in the proper way, you win a great reward, either for yourself or your community. You might come back with a magic sword, gain a Divine Magic spell, end a drought or increase your clan's birth rate.

Monday, November 15, 2010

WPF ComboBox and XAML parser

For the past few days I have been trying to figure out why my ComboBox didn't work when I selected an item from a list of data-bound items. I've gone through the code over and over, tried different types of collections and different ways of accessing the selected item (SelectedValue or SelectedItem as int, string or object). Nothing worked.

Data-binding to a ComboBox in WPF/Silverlight isn't always as smooth as one would assume. People have problems here, here and there. The XAML was fairly easy to lay out, I thought. I had:

<ComboBox SelectedItem="{Binding Path=ReferenceType}"

ItemsSource
="{Binding Path=ReferenceTypes}" />

It wasn't until I read "I always set the ItemSource before the SelectedItem and all works fine." that I thought I'd try switching my code to:

<ComboBox ItemsSource="{Binding Path=ReferenceTypes}" 

SelectedItem
="{Binding Path=ReferenceType}" />

This way I define ItemsSource before SelectedItem. However, I never thought for a second that the XAML parser would care. I assumed the parser would figure out that it needs to know about the collection before it cared about what was selected. Obviously, if this were c# code I'd always specify the collection first, but this was XML, what does it care about the order of attributes?

I had broken the first rule of programming, never assume.

Tuesday, November 9, 2010

Backup Solution

For the first time I've gotten around to doing a decent backup solution for my semi-important files. I've had my critical files (i.e., source-code) backed-up for a long time using source code repositories of various kinds (mostly subversion.) My photos I store on flickr. For documents that I move around a lot I use either google docs or Dropbox. But what about books, music, videos (films, tv shows, etc.) and computer game files?

For these third-party media, I tried a couple of solutions.
  1. Internet storage (the best of which, for large amounts of data, seems to be carbonite.)
  2. Specialised backup software
  3. Simple folder syncing software by Microsoft (SyncToy)
The first option is good. It's about $70 a year, almost completely safe (no-one is like to steal the internet, though the back-up company could go out of business). But it's fairly slow to back-up and, therefore, recovery would be slow too. (I have about 1 tera-byte of data that I would preferably back-up.)

The specialsed software that I tried were way too complicated or had poor interfaces, so I ditched them.

SyncToy is pretty good. I have six folders on my main hard drive. Each of those folders back-ups to one of two secondary drives. I have scheduled the folders to sync every time I start my PC. In this way, two drives would have to fail or my computer would have to be stolen before I would lose all my data. I can live with that.