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Everything posted by RHW

  1. Once Uncle Bobo cast LIE on the PCs and told them they could get into the Hero Plane by climbing up the asshole of the giant Eurmal statue hidden behind Pratt's Falls.* They did it and they rolled really well and it worked. Eurmal shit them out on the slopes of the Spike. *The statue has a tube leading from its mouth to its asshole so the Tricksters can pour stuff** through it for "baptisms." **No, you do not want to know what sort of stuff.
  2. I played a Chalana Arroy who was a former Sword of Humakt who'd turned against Death during a failed Heroquest (all backstory). He had amazing sword skills he couldn't (and wouldn't) use, any sword he wielded would shatter (a feature, not a bug!) and he was determined to battle Death in all its forms with his new Life magic. His various geases all still existed, but the GM ruled that since the penalty for breaking them was having his swords shatter, he could do what he wanted. He mostly still didn't lie, though he did drink to excess and he talked whenever he damn well pleased. I think a former Humakti could probably do whatever she wanted so long as she was willing to never touch a sword again. I suspect she would still be impossible (or at least extremely difficult) to resurrect though.
  3. Here are my last bits and pieces for Lhankor Mhy. Note that I didn't do rules for LH sorcery since it wasn't really a thing when I wrote this. Less adventurous subcults: THE GRAY ONES One of Lhankor Mhy’s mainstream subcults. These are the dusty guys in the great libraries. They say Shhh a lot. CULT SKILLS: Craft Map, Memorize Details LITERACY RUNE SPELLS: Copy Text Perfectly, Draw Accurately, Dry Ink, Erase Error, Illuminate Text Beautifully SECRET: Show Me the Way ________________________________________________________________________ LHANKOR KNOWING The other mainstream Lhankor Mhy subcult. God of Judges and Lawspeaker and Lawyers. What do you call fifty Lhankor Knowing initiates at the bottom of the Marsh? A good start! Worth noting, Lhankor Knowing’s Secret makes people tell the truth whether they want to or not. Other than that? Lawyers, blech, who needs ‘em? ________________________________________________________________________ LHANKOR MHY HERO CULTS Lhankor Mhy has a handful of hero cults. The most well-known (to adventurers anyway) is: DILFAR DEEPSIGHTED REQUIREMENTS TO JOIN: Always charge 20s to cast Analyze Magic, even to your friends, your clan, your family or yourself (Since Priests tithe 90% of profits to the cult, pay 18s to the cult when you cast it for yourself). KNOWLEDGE RUNE MAGIC: Analyze Magic TRUTH RUNE MAGIC ANALYZE MAGIC (Rune Magic, Touch, Instant, Stackable, 1 pt.) This spell gives one true statement per point about the magical function of the touched magic item, entity, or substance. ________________________________________________________________________ LHANKOR MHY’S SPIRIT OF REPRISAL Lhankor Mhy’s Spirit of Reprisal is the Knowledge Eater. This is a spirit which attempts to possess the offender. If successful, the Knowledge Eater destroys 1 rank of a random Knowledge Skill known by the offender per day. This lost Knowledge cannot be restored, only relearned. The Knowledge Eater continues to destroy Knowledge until it is either exorcised, the offender repents and makes compensation, or it destroys all ranks of Knowledge skills known by the offender. The easiest ways to offend Lhankor Mhy are lying to fellow cultists or destroying knowledge. Some people theorize that Knowledge Eaters were used to destroy the God Learners’ Secret at the end of the Second Age.
  4. RHW

    Dragon Pass cuisine

    The Bronze Age equivalent of pies are... pies. From wikipedia: https://en.wikipedia.org/wiki/Pie "Early pies were in the form of flat, round or freeform crusty cakes called galettes, consisting of a crust of ground oats, wheat, rye, or barley containing honey inside. These galettes developed into a form of early sweet pastry or desserts, evidence of which can be found on the tomb walls of the Pharaoh Ramesses II, who ruled from 1304 to 1237 BC, located in the Valley of the Kings.[2] Sometime before 2000 BC, a recipe for chicken pie was written on a tablet in Sumer.[3] Ancient Greeks are believed to have originated pie pastry. In the plays of Aristophanes (5th century BC), there are mentions of sweetmeats including small pastries filled with fruit. Nothing is known of the actual pastry used, but the Greeks certainly recognized the trade of pastry-cook as distinct from that of baker."
  5. RHW

    Dragon Pass cuisine

    According to older sources, Sartarites also raise pigs and geese. They'd have access to goose eggs (much bigger and gamier than hen's eggs). Pigs would provide salt pork and lard to flavor food. Salmon is available in season. I'd expect Sartarite children would fish, gather berries, catch crawfish, gather wild bird eggs, and kill and trap small game as part of their family responsibilities/play activities. I did the first three growing up in the 70s, my father did all five in the 40s. Wild and domestic honey would both be common. Woodland tea would be a fairly common beverage (made from juniper, spruce, fir, etc.) And of course, there's haggis. THERE MUST BE HAGGIS! Eels are probably a thing. Roasted and smoked. Native nuts gathered in season would include chestnuts and walnuts. Acorns and pine nuts would both be eaten. Food taboos in Sartar include (IMO) goats and snails. Depending on the tribe, nonsentient ducks might also be taboo out of respect for the Durulz. I doubt Sartarites eat horse or cats, but they happily kill and eat wild dogs when they find them (except Lismelder tribe).
  6. TORVALD THE ALCHEMIST God of Alchemy. In order to join the subcult of Torvald, Lhankor Mhy initiates or Rune Levels must join the Alchemists Guild, which costs them 1000 sp. Outsiders may join the Alchemists’ Guild for 2000sp and the sacrifice of 1 POW. They are essentially initiates of Torvald but not of Lhankor Mhy. Members tithe the Guild 10% of all profits made by selling potions. Benefits of Membership: Can learn all the skills taught by Torvald. Can sacrifice for cult Rune Magic as per initiate. Master Alchemist: A Master Alchemist is a special devotee of Torvald. A Master Alchemist must know five of the following skills at 90%+, Brew Potion Base, Brew Poison, Brew Antidote, Brew Healing Potion, Plant Lore, Animal Lore, Mineral Lore, or Craft Alchemical Gear. Master Alchemists may learn all the cult spells (but not his Secret) as if she were a priest, but may not learn any other Lhankor Mhy magic. Professor of Potions: Requirements are as above, but the Alchemists must also be an initiate of Lhankor Mhy with no other subcult, have a POW of 15+ and Mythology of Lhankor Mhy at 50%+. A Professor of Potions is a Rune Lord of Lhankor Mhy with all the normal benefits and obligations and may sacrifice for all of Torvald's spells, including his secret. Grandmaster Alchemist: A Grandmaster Alchemist must be the head of an Alchemists Guild division. He must have at least 50 Alchemist followers. Grandmaster Alchemists can learn all of Torvald’s spells at normal cost, regardless of their cult affiliation. Grandmaster Alchemists may also learn Torvald’s Secret. CULT PERSONALITY SKILLS: Obsessive, Detached CULT SKILLS: Brew Potion Base, Brew Poison, Brew Antidote, Brew Healing Potion Brew Healing Potion (Manipulation Skill): Healing potions require special ingredients that can be gathered via Plant Lore. Potions heal Skill/15. Each additional potion made in the same batch (provided sufficient ingredients) reduces the potency by 1. EXAMPLE: Trix Dangerfoe has a skill of 85%, enough to make a Heal 6 potion. In one batch, he can make 1 Heal 6 potion, 2 x Heal 5 potions, 3 x Heal 4 potions, 5 x Heal 2 potions or 6 xHeal 1 potions. Brew Antidote (Manipulation Skill): Antidotes require special ingredients that can be gathered via Plant Lore or Animal Lore. Antidotes only work against the specific venom of the source ingredients. Antidotes include Scorpion (and Scorpionman) Antidote, Spider Antidote, Snake Antidote, Blade Venom Antidote, Elf Poison Arrow Antidote, etc. Antidotes have a potency = Skill/5. Each additional potion made in the same batch (provided sufficient ingredients) reduces the potency by 3. EXAMPLE: Trix has a skill of 75%, enough to make a potency 15 antidote. In one batch, he can make 1 Pot 15 antidote, 2 x Pot 12 antidotes, 3 x Pot 9s, etc. On a crafting fumble, the alchemist is exposed to the source poison. Brew Poison (Manipulation Skill): Poisons require special ingredients that can be gathered via Plant Lore or Animal Lore. Poisons have a potency = Skill/5. Each additional poison made in the same batch (provided sufficient ingredients) reduces the potency by 3, as per antidotes above. On a crafting fumble, the alchemist is exposed to the source poison. This creates an imbibable poison only. For contact poison (aka Blade Venom) see below. Brew Potion Base (Manipulation Skill) Allows the crafter to brew a potion base. Ingredients for Potions are rare and expensive, usually costing approximately 50s per point of potency. Once the potion base if finished, the Alchemist can imbue it with IMBUE POTION. See below. Max spell power = Skill/15. Each additional potion made in the same batch (provided sufficient ingredients) reduces the potency by 1. See Brew Healing Potion above. Each potion requires a separate casting of the spell, so brewing 3 Shimmer 4 potions cost 12 magic points and 600s. TRUTH RUNE MAGIC ENCHANT ALCHEMISTS STONE (Rune Magic, Ritual, One-Use, Stackable, 1 pt.) This 24 hour long ritual creates an Alchemist’s Stone. For each pt of the spell used, the resulting Stone adds +5% to all the Alchemist’s Brewing skills, so long as it is in her possession. Later castings can increase the strength of the Stone, so 1 pt of Enchant Alchemist’s Stone can be used to turn a +15% Stone into a +20% Stone. An Alchemist’s Stone is only usable by the Alchemist who created it. IMBUE SPELL POTION (Rune Magic, Ritual, 3 pts) This spell must be cast on a dose of Potion Base created by the Brew Potion Base skill. This allows the caster to imbue the Potion with a single spell, either Battle Magic or Divine, which is cast upon the drinker when the Potion is imbibed. The caster must either know the spell himself or have the assistance of someone who does. Magic points are spent normally and Divine spells are considered cast and must be recovered normally. One-Use Divine spells are consumed. If the spell is harmful, it only works on a resistance check of the base strength vs POW of the imbiber. For this reason, spell potions are usually beneficial. Examples: Shimmer, Vigor, Protection, Countermagic, etc. The Base must have a potency of 1 for every point of Battle Magic or Sorcery imbued, 2 for every point of Divine Magic imbued. IMBUE RESTORATIVE POTION (Rune Magic, Ritual, Stackable, 1 pt) This ritual takes an entire day. The caster casts this spell on a Potion Base, then spends MPs equal to the potency of the Potion Base. When drunk, the Restorative Potion will restore MPs equal to its potency. MPs expended to make the Potion are regained normally. The caster may imbue multiple potion bases created in the same batch per the batch rules above, with the MP cost equal to the total points on the batch. So 1 x MP Restoring 6 Potion costs 6 MP, but 3 x Restore 4 Potion cost 12 MP. Also, each additional potion costs 1 extra point of IMBUE RESTORATIVE POTION. REFINE BLADE VENOM (Rune Magic, Ritual, Stackable, 1 pt) This spell must be case on a single dose of poison and takes 24 hours to cast. It turns the poison into Blade Venom. Blade Venom may be applied to any weapon with cutting or puncturing surfaces (including spiked or phlanged maces or mauls). If the weapon strikes a living target and does damage, the Poison affects the target as if it had been ingested, with the same potency and delay (generally 1d4+1 rounds). Each extra point allows for the creation of an additional dose during the same ritual. TORVALD'S SECRET (Stasis Rune Magic) BREW ELIXER OF LIFE (Rune Magic, Ritual, One-Use, 3 pts) The Alchemist must have an Alchemist’s Stone to cast this spell. Through intense concentration and focus and over the course of an entire week, the Alchemist creates a potion that has two basic effects. If drunk by a living person, that person will not age for a number of seasons equal to the potency of the potion (potency = Alchemist’s Brew Potion Base skill/5). Alternatively, the Alchemist can pour the potion into the mouth of a recently dead person. So long as the person is only mostly dead (dead for less than the Elixer’s potency in hours and the body is relatively whole, head, chest and abdomen attached to each other and with at least 1 positive HP each), the person will return to life. If the corpse had negative HP, the revived target will have 1 total HP. If the caster fumbles his Brew Potion Base skill while casting this spell, he dies instantly and the spell fails and is lost. On a crit, the Elixer is created and the spell may be regained as if it were reusable, without additional POW sacrifice.
  7. HEVDURAN THE SWORD SAGE The Fightin’ Lhankor Mhys! Seriously. Stop laughing, I mean it. You know that book, “50 Ways to Kill a Man with Your Hands?” Hevduran wrote that book. “History of Warfare in Central Genertela” That one, too. “The Variations in Tang and Hilt Embellishment Among the Grazelanders, with a Special Emphasis on Solar Symbolism” Not only did Hevduran write that, some of his followers have actually read it. When they have insomnia. Works like a charm. Rune level Hevduran subcultists are Rune Lords called Sword Sages. To qualify, they must have a POW of 15+, have any 1h Sword at 90%+, Mythology of Lhankor Mhy at 50%+, must be literate (50%+ Read/Write), have 2 Lore skills with a military application at 90%+ and have 2 additional skills at 90%+ from the following: Battle, Yet Another Lore Skill, (Enemy) Tactics, Tactics, Speak (Enemy Language), Read/Write (Enemy Language), Dodge, Any Parry, Brave. CULT PERSONALITY SKILL: Brave CULT SKILLS: Talk While Fighting, Tactics, (Enemy) Tactics Talk While Fighting (Communication Skill) This skill allows the character to use Fast Talk or Orate or another Communication Skill as a free action while fighting. The character’s communication skills are limited by the Talk While Fighting skill. CULT BATTLE MAGIC: Bladesharp, Protection, Shimmer. Bladesharp counts as a specialty spell for Hevduran worshippers. DEATH RUNE MAGIC: GREAT PARRY ARTFUL BLADE (Rune Magic, Self, 1 pt.) While under the influence of this spell, the Sword Sage may augment his sword or dagger damage with an appropriate Lore Skill/20 as a free action. (Human Lore for humans, Animal Lore for Animals, Plant Lore for giant sentient swamp moss monsters, etc.) This counts as an augment (stacks with Bladesharp, etc.) DISTRACT WITH WORDS (Rune Magic, Self, 1 pt.) While under the influence of this spell, the Sword Sage adds her Orate or Fast Talk/5 to her Dodge and Parry skills as a free action, so long as she can speak and her target can hear. This counts as an augment (stacks with Shimmer, etc.) FIND WEAKNESS (Rune Magic, Self, 1 pt.) While under the influence of this spell, the Sword Sage’s crit range is doubled. SURPRISE ATTACKER (Rune Magic, Self, 1 pt.) As soon as she casts this spell, the Sword Sage can make move and an immediate melee attack against an enemy in movement range. Casting the spell, making the move, and making the attack are a single action. This attack may not be interrupted by held actions, etc. SECRET DEFEND KNOWLEDGE (Rune Masgic, Self, 2 pts) While defending a library, books, or any other source of knowledge and under the influence of this spell, the Sword Sage attacks and parries are raised to 150% of base. This counts as a morale effect and does not stack with Fanaticism, Morale, Berserk, or other similar spells or conditions.
  8. CHERNAN THE SEEKER Oh they call him the Seeker, he’s been searching low and hiiiii-iiigh… This is the Lightbringer aspect of Lhankor Mhy. Following Chernan requires leaving the library and going into the field. Most Lhankor Mhy find this idea completely insane. CULT PERSONALITY SKILLS: Independent CULT SKILLS: Climb, Run, Dodge, Tumble, Balance, Jump CULT WEAPON SKILLS: Dexterous Whip. Whip Attack, Whip Parry Dexterous Whip: When wielding a whip, this skill can be used by Seekers to augment Climb, Tumble, and other Agility skills per normal augment rules, or to grab an object of ENC 1 or less within range (3m) or to entangle an opponent's weapon, shield, or hit location. On the next SR, the Seeker can attempt to disarm the opponent with a STR vs STR resistance roll or she can keep the weapon, shield, or hit location entangled in which case the whip is not usable to attack or parry, but the entangle weapon attacks and parries are halved. If a hit location is entangled, Dodges are halved, melee attacks and parries with the location are halved, and the target cannot move more than 3m away from the Seeker unless they make a successful STR vs STR roll in which case the location is freed. WHIP: Melee Weapon, SR 3, Range 3m, 1d6 slashing, 10 hp. On a special hit, entangles the location stuck or the parrying weapon. See Dexterous Whip. HARMONY RUNE MAGIC DODGE FALLING OBJECTS (Rune Magic, Self, 1 pt.) For the duration of this spell, the caster gets +100% to Dodge for the purpose of dodging naturally occurring falling objects (such as from a collapsing cave) or objects dropped by a trap. This does not protect the caster against projectiles fired by sentient beings or animals (anything using a Ranged Weapon skill), but it would protect against a boulder being rolled down a hill or similar situations. REMOVE DUST (Rune Magic, PBAoE=10m, Stackable, 1 pt.) This spell clears the AE of dust and old spider webs and soot and similar detritus. Each additional pt adds +10m to the radius. TRUTH RUNE MAGIC DARKVISION (Rune Magic, Touch, Duration = 6 hours, 1 pt.) Grants the target full vision even in complete or magical darkness. This spell does not cancel blindess or other negative sight modifiers from sources other than darkness. SENSE DANGER (Rune Magic, Ranged, Self, 2 pts.) This spell makes the caster instantly aware of any danger within the AE, including danger from traps, natural hazards, or enemies. The specific source of the danger is not indicated, but the caster is alerted, so she cannot be surprised. The caster is alerted as soon as the source is within range, which usually gives her a chance to make perception rolls, dodge, take cover, etc. STASIS RUNE MAGIC WATERPROOF PACK (Rune Magic, Ritual, Touch, Duration = Until dropped, 1 pt.) This spell makes a pack, pouch, sack, jar, or other container completely waterproof. It lasts until the caster drops the spell willingly. This spell cannot be renewed while it’s in effect. CHERNAN’S SECRET (TRUTH RUNE MAGIC) SEE HISTORY (Rune Magic, Ritual, Ranged, 2 pts.) This spell takes one hour to cast. At the conclusion of the ritual, the caster can see any the entire history of an object or location (within spell range). The spell puts the caster in a trance state and only he can see the history. The caster can speed up or slow down the pace of the replay, but the spell only lasts 15 minutes and the history starts at the very beginning. It can be difficult to assimilate the entire history of many objects and places in such a short time, however, if the caster is looking for a specific sequence of events, he has a reasonable chance of finding it. Make an appropriate Lore skill check to find specific information. A normal roll applies if the object or place has a short history, -20% if the history extends years, -30% if it extends decades, -40% if it extends centuries, 50% if it goes back to the beginning of Time, and 60% if it existed before Time began.
  9. One of my Lhankor Mhy's favorite skills was Explain Things to Idiots. So much knowledge. So much (lightly) veiled condescension.
  10. Lhankor Mhy came in second to Eurmal in my last poll, so let's do him next. Because there's a little truth in every great lie. LHANKOR MHY (God of Knowledge, Lightbringer) Another of the Seven Lighbringers, Lhankor Mhy is associated with the runes for Knowledge (Truth) and Stasis. Lhankor Mhys know things. Lots and lots and lots of thing. Lhankor Mhys vow never to lie to other Lhankor Mhys. They’re usually honest to other people, too. Just not as honest as Humakti. All Lhankor Mhys have beards. Female LM worshippers wear false ones. Most Lhankor Mhys spend their entire lives locked in vicious academic debates with their lifelong enemies… other Lhankor Mhys with opposing theories. Most Lhankor Mhy Rune Levels are Priests. Becoming a Priest in LM is very difficult. Priests must have 2 Lore Skills at 90%+, 90%+ in Read/Write (script), and must know Mythology of LM at 50%+, in addition to other requirements. Freakishly, the god of nerds also has a subcult that has Rune Lords (see Hevduran the Sword Sage, below). CULT PERSONALITY SKILLS: Exacting, Lawful, Studious, Truthful CULT SKILLS: Craft Writing Supplies, Talk For Hours, Academic Debate, Library Research, Mythology (Any God), Mythology (Lhankor Mhy), Mythology (Lightbringers), (Subject) Lore CULT SPIRIT SPELLS: Befuddle, Detect (Any), Farsee, Mindspeach, Insight. Lhankor Mhy’s specialty spell is Insight. Insight (Spirit Magic, Touch, Stackable, 1 pt.) Each point of Insight increases the target’s knowledge bonus by +5%. Insight also gives the target +5% to Resistance vs. Befuddle spells per point. COMMON RUNE MAGIC: All LHANKOR MHY’S COMMON RUNE MAGIC (available to all worshippers regardless of subcult) KNOWLEDGE RUNE MAGIC ANALYZE MAGIC, CLAIRVOYANCE, FIND (SUBSTANCE), MIND READ, RECONSTRUCTION, TRANSLATE, TRUTHSPEAK FIND OBSCURE FACT (Rune Magic, Self, Non-Stackable, 1 pt.) Gives the Caster +100% to his next use of any Lore or Research skill. SEARCH LIBRARY (Rune Magic, Ranged, 1 pt.) Gives the caster the range and distance of a specific book, text or document, so long as the caster knows the specific title. Can be used for the duration of the spell so long as the caster concentrates. TRANSLATE DOCUMENT (Rune Magic, Ritual, Touch, 1 pt.) This spell must be backed by MP. It gives the caster a perfect translation of a document (max pages = MP spent). The spell takes 1 minute to cast per page of the document. STASIS RUNE MAGIC DUPLICATE DOCUMENT (Rune Magic, Ritual, Touch, Stackable, 1 pt.) This spell must be backed by MP. This spell perfectly duplicates a document (max pages = MP spent). Each additional pt. creates one additional duplicate. The spell takes 1 minute per page copied to cast. RECONSTRUCT DOCUMENT (Rune Magic, Ritual, Touch, Stackable, 1 pt.) This spell reconstructs a single page of a document from fragments. Each pt. of the spell allows for reconstruction of 20% of the original. The caster must have at least 20% of the original document to cast the spell. The entire document can be reconstructed either through multiple castings (which could take weeks) or by stacking the spell. UNFADING LETTERS (Rune Magic, Ritual, Touch, 1 pt.) This spell must be backed by MP. This spell protects a document from fading or damage from moisture (but not immersion) or other effects of aging. Max pages = MP spent. The spell takes 1 minute to cast per page of the document.
  11. Shrovetide football. Of course in Sartar the players are allowed to fly. BUT NO TELEPORTING! https://en.m.wikipedia.org/wiki/Royal_Shrovetide_Football
  12. I could see Heortlings playing the theoretical ur-football. Everyone from bloodline x tries to kick a ball into the doors of the main longhouse of bloodline y and vice versa. Can scale down to families or up for the once a year match against another clan. Fishing and hunting competitions, both informal personal challenges and occasional fishing derbies and of course the Great Hunt. Annual fairs on Ernalda Holy Days including competitions for growing the biggest and best veggies, prize livestock, best pottery, baking contests, beauty contests, dance and singing competitions. The Orlanth fair would include feats of strength like caber tossing, running, riding, jumping, climbing, archery or javelin throw, wrestling and sparring, plus an poetry recitation (traditional and new) and a storytelling contest (Orate). Sacred time dances and songs are very important to get right so getting together to practice them would be popular. Practices could be small events (just family) or could be part of general hoedowns for bloodlines. Barnraisings are fun for all and end up with a frame for a new barn or longhouse. Anything that is a cultural skill probably has a “play” version.
  13. Strangely, while there have been a couple of memorable tricksters in my various RQ campaigns, the Treefell campaign never had a long-lasting trickster PC. The main Treefell trickster was an NPC, Uncle Bobo, the brother of the clan chieftain who held the Eurmal seat on the clan's Lightbringer ring. That's why they only get one line in Keener's Saga, in the rhyming section full of miscellaneous characters: "The Tricksters farted and threw their poo at things." Thus they entered into legend.
  14. Some background: Many of the new Trickster spells above were created by my players for a one-off in my house game. Their Sartarite clan, the Treefell Clan, has always had a special relationship with Tricksters. There's a secret triple shrine to Eurmal Adventurous (teaches STRIKE), Eurmal Thunderous (teaches FLATULENCE) and Eurmal Rex (teaches HALLUCINATE) near their main town, Prattsted, behind the falls of Pratt Creek (The Prattfalls). In exchange for maintaining the shrine, always having a Trickster on their ring, and hosting an annual Trickster Festival, the Treefell Clan gets some special illusion magic that make them hard to find and hard to count. People tend to forget they exist. So when the Lunars finally had enough of their nonsense and invaded, the Inwall and Outwall bloodlines fled up the cliffs and joined the 5 other bloodlines (Upcliff, Windfollower, Fallhead, Creakside, and Splittongue) which no outsider knew about. The Lunars took Prattsted, but the clan left a little gift behind... 6 Tricksters that were sleeping off the Festival in the town drunk tank. (Usually after the fest, the clan picks a leftover drunk Trickster for the next day's Scapegoat Party, but the Lunars interrupted that.) The players statted up the 6 tricksters, gave them spells they also got to make up (with prior GM approval) and then proceeded to generally fuck with the Lunars until they were all either killed or escaped. Hilarity ensued. If you think murder is hilarious. So if a spell is OP or gross or useless, it's not my fault! Unless it is.
  15. ^Thanks. Worked well in my game.
  16. RHW


    ^yep. That’s why I wrote them up. 😎
  17. EURMAL THE TRICKSTER (Pain in the Ass, Murderer, Clown, Fool, Lightbringer) Eurmal is the god of fools and madmen. His Runes are Disorder and Illusion. Eurmal claims many other Runes as well, though, including Mastery and Death. He has no initiates. Anyone who voluntarily worships Eurmal is automatically a priest. Eurmal has no subcults. Each Eurmal shrine teaches a single Rune Spell and Worship (Eurmal). In order to learn a spell, a Trickster must go to a shrine that teaches that spell and sacrifice the requisite POW. Technically, each of these shrines functions as a hero cult shrine, with a prerequisite to join and a single spell taught. The shrines usually require traveling Tricksters to perform some outrageous act before the local Trickster’s allow them to learn their spell. CULT PERSONALITY SKILLS: Batshit Crazy, Confused, Compulsive Liar, Deranged, Devout Coward, Feel No Guilt, Hate Life, Pyromanic CULT SKILLS: Enrage Sane Person, Stand-Up Comedy, Perform (instrument), Sing, Pratfall, Juggling, Clown, Mythology (Eurmal), Mythology (Lightbringers), (Afterlife) Lore CULT BATTLE MAGIC: Hotfoot. Hotfoot (Battle Magic, Ranged, 1 pt) If the caster overcomes the target’s Resistance, the target gets a searing pain in one foot (chosen by the caster). That foot becomes unusable for the duration of the spell. The target must make a DEXx5 roll to hop on the other foot, or fall down. CULT RUNE METALS: Iron COMMON DIVINE MAGIC: All ON TRICKSTER MAGIC: All Tricksters are treated as Rune Levels. They have access to whatever magic they may find reuseably. Each Trickster Shrine teaches one or two randomly chosen spell. While all Trickster spells can be renewed at any Shrine, sacrificing can only be done for the spells taught by the specific Shrine. Especially devout tricksters are sometimes called Priests. Priests typically have 10+ pts of Trickster Rune Magic, Mythology (Eurmal) at 90%+. The only benefit of being a priest is that Eurmal will sometimes provide an Allied Spirit. Trickster Allied Spirits have no POW cost and do not have to be ritually created. They are typically embodied as animals (Spiders, Ravens, and Toads are common). Trickster Allied Spirits are GM controlled and do as they please, though they usually help the Trickster. Learning Eurmal’s Mythology requires that the Trickster be insane. A character must maintain a negative Passion such as Batshit Crazy or Pyromanic or Compulsive Liar equal to or higher than his Disorder and Illusion rune skills and when casting magic, rolls against whichever is lower, the Rune or the Passion. The GM may use this skill against the Trickster in appropriate situations as a negative augment. For example, Batshit Crazy negatively affects many Communications skills. Unlike other Divine Magic, Trickster Magic does not always work as planned. It sometimes backfires on the caster, usually in a way that is cruelly humorous. For example, instead of bypassing armor, the Trickster’s Strike spell may turn his dagger into a banana or giant phallus. A Trickster’s Lie spell may make him compulsively tell the truth, etc. For game purposes, the GM rolls 3d6 in secret when the spell is cast. If the result is a 3, 4 or 5, the spell backfires in some humorous way. This downside of Trickster Magic can be largely avoided by the Trickster Bond Ritual (see below). Normally, Tricksters do not receive Rune Level DI. Even his normal DI is unpredictable and frequently unuseful. Eurmal thinks it’s funny when bad things happen to his followers. Why spoil a good joke? TRICKSTER RUNE SPELLS: (This is only a partial list. Aspects listed are not the only ones possible) REMOVE (BODY PART), GROUP LAUGHTER, CREATE FEAST, PANIC, SWALLOW, CLEVER TONGUE, HIDE FIRE, CRACK, STRIKE, LIE, CHARISMA, CREATE WINE, BECOME (OTHER SHAPE), INVISIBILITY, HALLUCINATE BOTTOMLESS BARF (Rune Magic, 2 pts, self) When the spell is cast, then each round thereafter in SR 1, the caster produces a foul-smelling and slimy vomit that covers up to three hexes of the cast’s choice adjacent to the caster. The hexes may extend away from the caster in a cone or line pattern. Anyone moving in the area that has been vomited must make a Balance check or fall down. The slippery barf lasts a number of melee rounds equal to the caster’s POW. NOTE: If this spell is cast within 15 minutes after the Trickster has swallowed something, either normally or magically, he may choose to puke up the swallowed object as one of his normal vomits. The swallowed object reappears unharmed in a vomit filled hex of the caster's choice. If a living being, the regurgitated target is automatically hit by a Forced Regurgitation spell immediately upon being puked up. Resolve Resistance normally. ASPECTS: Drunk, Glutton, Truant BOUNCE BACK (Rune Magic, 2 pts, self) Completely cures a single wound. Bounce Back may be cast while incapacitated (but not dead). The character springs to her feet accompanied by a loud comedic “boing” noise with the wound repaired but still looking comically injured. BOUNCE BACK must be cast the round after the injury and no other action is allowed the round it’s cast. This spell will attach severed limbs. ASPECTS: Survivor BOUNCY (Rune Magic, 1 pt, self) While under the influence of this spell, the caster instantly bounces back to his feet whenever knocked down, tripped, knocked back, or otherwise dropped to the floor, whether the fall is accidental, intentional, or the result of damage. This is a free and instant action and is always accompanied by a comedic “boing” sound. Note: If the character cannot stand on his own because of a crippled limb or incapacitation, the character will collapse again immediately and will not stand again. Bouncy only bounces the character up once per wound or fall. ASPECTS: Survivor, Jester CHANGE A COW’S COLOR (Rune Magic, Ranged, Stackable, 1 pt.) Changes a cow to the color of the Trickster’s choice. Each additional pt doubles the number of targets. Cows can resist this spell. This effect is permanent. ASPECTS: Prankster CHANGE SEX (Rune Magic, Touch, 3 pts.) Changes the target’s sex from Female to Male or from Male to Female for the duration of the spell. Stats and skills are not affected by this spell. An unwilling target may resist the effect. The caster can make this effect permanent by making the spell One-Use (must be decided before rolling Resistance.) ASPECTS: Eurmal Allfather, Eurmal Allmother CREATE FINE CLOTHING (Rune Magic, Touch, 1 pt) Creates a suit of fine clothing for the target. This clothing lasts the duration of the spell. ASPECTS: Seducer, Fop, Grifter CUNNING DISGUISE (Rune Magic, Self, 2 pts) This spell is cast while changing clothing. It makes any disguise donned by the Trickster, no matter how pathetic, convincing, so long as the Trickster overcomes the POW of anyone trying to penetrate the disguise. NOTE: The Trickster cannot change her apparent size with this spell. The disguise only effects the perception of the Trickster’s physical appearance, not the Trickster’s sound or feel and the effect is broken if the disguise is proven false (IE the Trickster fails to provide a proper password or the target kisses the supposedly female Trickster and feels his beard). ASPECT: Spy, Coward ENLARGE MEMBER (Rune Magic, Self, Stackable, 1 pt.) Each pt adds 3 inches to the length of the caster’s phallus, adds proportional girth, and makes it rigid for the duration of the spell. If the caster does not naturally have a phallus (for example, if the caster is a woman), the first pt. grows one 3 inches long. ASPECTS: Seducer, Deviant, “Eurmal Allfather” FIND IMPOSSIBLE PATH (Rune Magic, Ritual, 3 pts.) The Trickster finds a path no one else can find to a place no one else can get to. The quality of the path is determined by the Trickster’s Mythology (Eurmal) check. Though the path will always be dangerous, lower Mythology checks will yield slightly less dangerous paths. ASPECTS: Lightbringer, Spy FLATULENCE (Rune Magic, Ranged, 1 pt.) The target of this spell farts loudly and uncontrollably for the duration of the spell if her POW is overcome. Farting halves the target's Communication and Stealth skills. ASPECT: Jester, “Eurmal Thunderous” FORCED REGURGITATION (Rune Magic, 1 pt, ranged, stackable) With a successful resistance roll, causes the target to puke, losing its next 2 Strike Ranks. Target can still defend himself and resist spells normally. After the initial puke, the target will be -25% to all rolls using skills based on strength or charisma for 15 minutes. Additional pts double the number of targets or add +25% to the Trickster's target number for the Resistance roll or double the range. ASPECTS: Glutton, Drunk, Truant GROW TITS (Rune Magic, Self, Stackable, 1 pt) Enlarges the caster’s mammaries by 1 cup size. If the caster does not have mammalian breasts, the first point grows a set (A cups). Mammaries under the influence of this spell always yield milk if the caster so wishes. ASPECT: Seducer, Eurmal Allmother PATANG (Rune Magic, 1 pt, self, temporal) While under the influence of this spell, the subject may attempt to hit anything in visual range with a spit object such as a seed, cherry pit, or loogie, either by spitting (range 5m) or with a blowgun (range 20m). The object will make a loud, irritating noise (either a “splat” or a “patang” depending on the projectile) when it hits and will do 1d4 damage. Spit and blowgun both have a fire rate of S/MR. Targeting requires the Spit or Blowgun skill. Missile weapon enhancing magic works normally on the projectiles produced via Patang. ASPECTS: Glutton, Truant TRICKSTER BOND (Rune Magic, Ritual, Self, Permanent, One-Use, 2 pts) Both the Trickster and her sponsor (usually an Orlanthi) must cast this spell simultaneously during a day long ritual. It permanently bonds the Trickster to her sponsor. This has many effects. First, the Trickster becomes more sane than usual. The character may better resist destructive or mad impulses. For game play purposed, the GM may no longer apply any of the Trickster’s Passions as negative augments to any ability. Devout Cowards may charge into combat without penalty, Compulsive Liars can tell the truth, etc. Furthermore, the sponsor many freely Command the Trickster (as per a Command spell) at will (normal Resistance rolls apply). Finally, the Trickster’s magic becomes much more reliable. Instead of backfiring on a 3, 4 or 5 on 3d6, Backfire only occurs on a 3. And instead of negatively impacting the Trickster, the Backfire affects the sponsor if possible. Whenever a 3 is rolled and the sponsor is affected (Resistance overcome, etc), the Trickster can choose to break this permanent enchantment and free herself from it forever. The Trickster may also be given other opportunities to break this spell at GM discretion. ASPECT: Lightbringer EURMAL’S SECRET BECOME SANE (Rune Magic, Self, 3 pts.) The Trickster becomes so crazy that he can act totally sane. For the duration of this spell, the GM may no longer apply any of the Trickster’s Personality Skills as negatives to any ability. Devout Cowards may charge into combat without penalty, Compulsive Liars can tell the truth, etc. Furthermore, the Trickster can draw on his insanity with a cold will, allowing him to augment a single skill per round with a Passion trait as a free action (resolved in statement of intent). Finally, the Trickster’s magic becomes much more reliable. Instead of backfiring on a 3, 4 or 5, Backfire only occurs on a 3. However, if a spell backfires while the Trickster is under the influence of this spell, his temporary sanity is shattered. The positive benefits of the spell end immediately and the Trickster is thrown into a manic, insane state. He must act on his highest negative personality trait every round for the remaining duration of the spell.
  18. I mean... LIE. Freaking Lie. It's like THE reason to keep a bonded Trickster. "Hello local Lunar census taker/military officer/missionary. Have a beer. Uncle Bobo over there will answer all your questions." Uncle Bobo says: "Don't worry. All the men here worship Barntar the plow god." "Let me think. I'd guess the population of this clan is around 500 people. About 200 adults between 18 and 50?" "Our local militia is about... hmmm... twenty guys? Thirty on a good day." "We no longer worship Orlanth in this clan." "We don't want any trouble with the Lunars." "Of course we didn't steal those cows." "We paid our taxes last week. This is the receipt." (Hands over forged receipt) "Kallyr Starbrow? She was eaten by Cragspider. Good riddance." "I think Delecti has what you're looking for. You should go talk to him. He's super friendly." "We are not the Sartarites you're looking for." No wonder the Lunar field intelligence on the military capabilities of the "pacified" tribes is so terrible.
  19. True. The literature does strongly suggest that basically ALL (abstract ALL) Sartarites over the age of about 13 are initiates, usually Orlanth for the men, Ernalda for the women. The fact that Harmast hasn't been initiated by 18 is seen as a horrible and strange thing, part of the oppression of Lokimoki. So it's easy to assume that the initiation rates in Heortling society are much, much higher than they are in Peloria. I feel like in Peloria, initiation is reserved for the elite and the vast majority are laymembers. Likewise, combat skills are almost unheard of in the general population. In Sartar EVERYONE serves in the fyrd and EVERYONE has at least a Rune Point or two. Worth noting, both Orlanth and Ernalda have Shield, Orlanth has Lightning, Ernalda has Bless Champion and Heal Body. Plus elementals. Even in peacetime, Sartarites are constantly honing their combat skills by fighting their favored enemy... other Sartarites. Cattle raids are really just practice guerilla warfare. Plus there's the trolls and the werewolves and the elves and the dragonnewts and the broos etc etc etc to deal with. Sartarites are TOUGH. (I still remember the old FOES supplement with NPC stats were the local barber was a goddamn killing machine.) If you're a Lunar unit used to garrison duty, with your only (somewhat rare) combat experience limited to putting down slave rebellions, hunting bandits, and quelling the occasional riot, trying to pacify a Sartarite community is going to be a rude awakening. I played this out in my house campaign when the Lunars finally got sick of the PCs and sent a legion (XIII) to pacify their clan. I let the players organize the defenses. They delivered a series of rude shocks to the Lunars. Rude Shock #1: The population of Treefell clan is triple the official census. Rude Shock #2: Everyone over 13 is at least an initiate. Rude Shock #3: 90% of the adult men and 10% of the adult women are well-trained in combat and small unit tactics. 90% of the women and 10% of the men are trained field medics/support magicians. A large percentage of the adult women are able to respec into combat magic with sufficient warning if needed (VINGA!) Rude Shock #4: Terrain entirely unfriendly to Lunar tactics but super friendly to locals. Rude Shock #5: Locals completely willing to abandon their main town and retreat up into the mountains. Town has no strategic or tactical value. (Lunars are big on taking towns. That usually works back home.) Rude Shock #6: Air superiority. Rude Shock #7: Massive mobility magic. All battle conditions dictated by locals. Rude Shock #8: SO MANY GNOMES! Rude Shock #9: Secret Trickster shrine means special illusion magic for hiding troops. Lie spells shouted from clifftops at massed troops are really really OP. Rude Shock #10: Where did those Dragonnewts come from? Why is this happening to us? It just went on and on.
  20. RHW

    Tattoos and Piercings

    Oh, yeah. That makes sense. Wasn't thinking about mechanical and magical augments/cyborg stuff as body mods but it definitely qualifies. Not really tattoos, piercings, brands or scarification though. Sort of their own thing. "ThoughtForDay: Individualism is double plus ungood. Each Mostali must strive for conformity and uniformity. Unity is strength. We are all the same. Functional World Machine! Announcements: FactoryGroup857 has been restricted to quarters. You know what you did. Fe1602v893 report to the Body Shop for GunHandsModV5. This message will repeat."
  21. RHW

    Tattoos and Piercings

    I think Alkothi are probably big on scarification and branding, which I think I put into my Shargash cult write-up. I wrote most of the body mod stuff before I knew Shargash even existed or that Alkoth was a thing.
  22. House rules version of the Storm/Earth pantheon is here: I'll try to assemble the converted RQ versions when I have some time.
  23. You're a good person. Unfortunately, looks like the rest of those bastards want Eurmal. Psychos!
  24. Found an old Glorantha Digest post I did on tattoos and piercings in Glorantha and thought folks might find it entertaining. Modified it a bit and updated it: The (somewhat) ubiquitious inclusion of tattoos on most of the current Glorantha art makes me wonder... just how widespread is body modification in Glorantha. For example, I never really buy Dara Happans or Westerners with either tattoos or piercings. Both seem like "body temple" cultures that would explicitly prohibit such things. And it's hard to picture Theoblanc or Tatius all tatted up: "If you think that's cool, wait 'til you see the elf-maid on my back!" In fact, I'm pretty sure body modification goes against one of the basic tenants of Malkionism: "Do not harm what you love." Having experienced body piercing first hand, and having witnessed a few tattooings, I can expertly testify that they hurt like hell. My body was pretty damn convinced that it'd been harmed after someone stuck a needle through my chest and I can't say I disagree with it. (Took it out about a decade ago when I decided I'd gotten to old for that nonsense) I can't believe any self-respecting Westerner would think this kind of practice was a good thing. "Why, tattooing is something that those pagan heathen and spirit worshippers do. And we all know that body piercing was invented by Krjalki monstrosities." I mean, doing either of these things to yourself (or getting branded or ritually scarrified) would be tantamount to tapping yourself for fun. And we all know that way lies Chaos. Dara Happans likewise: "Young lady, get that piece of metal out of your ear this instant or you'll never set foot in this house again." So exactly how widespread are these practices in Glorantha and where did they come from in the first place? My theory is that tattooing originated with the Dragonnewts, who are well known for the practice. It was adapted by the human residents of Dragon Pass and spread by the members of the Council of Friends and became truely widespread in the Second Age under the EWF. Kraloreleans developed the practice independently from their own contact with the Dragonnewts, and they (and especially their sailors and traders during non-isolationist periods) spread it throughout the East. In my Genertela, the practice is now commonplace in the East, Pent, Prax, and Maniria. It is also seen among the barbarians of Ralios, Fronela, and Peloria. It is considered a sin against nature in most parts of the West, as well as in Dara Happa, where it is associated with the savage Storm-worshippers who live in the South. Lately the practice has started to catch on with the jaded children of nobility of the Lunar Empire, but it's still not wide-spread. To me the origins of piercings are obvious. Little bits of metal stuck in the body are interesting to look at with regular senses, but they're even better when you're using sonar. So... Trolls. In my Glorantha, Uz began piercing themselves long before their emergence into the surface world. The tough hides of trolls makes them especially well adapted to endure this painful process and it's a rare troll who doesn't sport at least a septum piercing and a half-dozen earrings. Piercings of the nipples and sexual organs are a common part of most Troll marriage ceremonies. Though optional for the females, it's required of the males and is the trollish equivalent of a wedding ring. Piercing first became widespread in human circles in the Empire of the Only Old One. While more... discerning in the placement of their piercings, most humans in Maniria have at least pierced their ears. Pierced noses are also common. The colonists who settled Dragon Pass were mostly from lands dominated by the OOO, and also adopted the custom. Pamaltelan humans picked up the custom from the Jungle trolls and sailors from their coastal kingdoms have spread it lozenge-wide. Piercing is common in Maniria, Peloria (again, except Dara Happa), Pent, the Kingdom of Ignorance, Ralios (where it became popular during the Stygian Empire), and most of Pamaltela. Lunar legionaires have recently taken to piercing their nipples to show their bravery (This was a common practice in the Roman Empire). Piercing is rare in Kralorelea, where it's seen as a custom of Ignorance. Sun Domers also shun the practice for it's Trollish taint and it is looked down upon by the Dara Happans. Most Malkioni think it's a revoltingly foul practice, right up there with worshipping gods, tapping, and drinking coffee. Ritual scarification may have also been developed by trolls, as it suits their senses better than tattooing, but research into the history of this practice, as well as the origins of branding (Lodrili? Praxian Men-and-a-half? Caladra and Aurelion? Praxian Animal Nomads?) is still on-going. (Suggestions welcome) As for other non-human races, Dwarves would of course shun all such practices. "If Mostal had meant for us to have body modifications, he would have included them as factory standards." Plus, why would any dwarf want to _stand out_ from his co-workers. As noted, tattooing is widespread among dragonnewts. Piercing is unheard of (you can't take it with you). Elves have their own body modification traditions, which include carving, pruning, and splicing. For game purposes, this would make it rare for Westerners to use tattoos or piercings as matrices, a practice which is probably common in Dragon Pass. Also, such matrices rarely survive the death of the owner and can't be passed on to your Church or heirs. So why bother?
  25. "It were horrible, Lucius. They told us the 'cluding blues were just a bunch of farmers and shepherds. And we believed 'em. Until the lighting started. So much 'cluding lightning. It's all corflued now, you ask me. We never should've crossed the Line."
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