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RHW

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Everything posted by RHW

  1. 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.
  2. 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.
  3. 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.
  4. ^Thanks. Worked well in my game.
  5. RHW

    Sunglasses

    ^yep. That’s why I wrote them up. 😎
  6. 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.
  7. 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.
  8. 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.
  9. 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."
  10. 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.
  11. House rules version of the Storm/Earth pantheon is here: I'll try to assemble the converted RQ versions when I have some time.
  12. You're a good person. Unfortunately, looks like the rest of those bastards want Eurmal. Psychos!
  13. 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?
  14. "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."
  15. The Lunars end up asking themselves the same question around 1622. By about 1625 it's pretty damn clear the answer is yes. One thing worth noting is that if a scenario is set after 1622, the "average Heortling" you're meeting survived the Windstop, so they're probably tougher than usual and/or they've got a lot of community support. I really do think the Lunars massively underestimated the percentage of initiates in the Sartarite population, and the percentage of "villagers" who are at least competent combatants, which is why they had such a hard time suppressing a numerically inferior opponent.
  16. RHW

    Sunglasses

    This is true, but the penalty for humans should probably be higher. Editing!
  17. Change of pace. Here's a cult that fits in one post! Caladra & Aurelion. I know they've been gregged a few times, and maybe Caladra is actually Lodril. Or maybe not. I can't keep track. At one point, I made the twins a subcult of Vestkarthen, but then I made it a stand-alone. I'm still not entirely sure what to do with them, but here they are: CALADRA AND AURELION (Volcano Twins) Caladra and Aurelion are twin gods who celebrate the natural cycle of renewal and destruction of Volcanos. Their cult is popular in Caladraland, where it often replaces the cult of their father Caladril (Vestkarthen). Runes are Fire and Earth. The cult of Caladra and Aurelion provided soldiers and field priests for the God Learner Empire of the Second Age. As such, it is widely distrusted outside of Caladraland. Caladra and Aurelion are unique in that they have both Priests and Rune Lords. Priests are called Children of Moray. In addition to the usual requirements, Priests must know Ignite and all three specialty cult Detect Spells. Rune Lords are called Companions of Tessele and must have Mythology (Caladra & Aurelion) at 50%+ and have a POW of 15+. They must have 1h Axe, 2h Axe, or Spear at 90%+ and 90%+ in four of the following: Dodge, Any Parry, Thrown Weapon, Sing, Dance, Craft (Farm), Mineral Lore, World Lore, Orate, Any other Axe or Spear skill. They must know Ignite and all three specialty cult Detect Spells. Caladra and Aurelion have no subcults. CULT PERSONALITY SKILLS: Balanced, Protective CULT SKILLS: Volcanic Thrust, Diamondspeech, Craft (Farm), CULT SPELLS: Detect Obsidian, Detect Earthblood, Detect Diamond, Mindspeech. Mindspeech is also considered a Cult Specialty Spell. CULT RUNE METALS: Iron, Gold, Copper, Obsidian CALADRA (FIRE) RUNE MAGIC SUMMON FIRE ELEMENTAL (S or M), BURN FIELD (Rune Magic, Ranged, Stackable, Duration = Special, 1 pt.) This sets fire to a field of crops, and area of brush, or any other area of vegetation with a 25m/pt of spell radius on the target point. The fire starts at the target point, burning and spreading normally until it reaches the border of the spell, at which point it spreads no further. The fire burns until the vegetation is consumed, then extinguishes itself. Areas affected by Burn Field will yield 50% more crops if planted within the next ½ year. If the last affected by the spell is later blessed with Bless Crops, the effect is cumulative. EXPLODING JAVELIN (Rune Magic, Touch, 1 pt) Cast on a javelin or other thrown weapon. When thrown, the weapon will do 3d6 fire damage if it hits. Fire damage is matched against the target’s lowest location armor, including spells, in a resistance roll. If the resistance roll is a success, target takes full damage to total hits. If not, target takes ½ damage. FIREDWELL (Rune Magic, Touch, 2 pts) This spell alters the metabolism of the target to enable survival in volcanic heat. Additionally the target can see through volcanic fumes and breath noxious gasses without harm. Targets take 2x damage from cold attacks, feel cold at normal temperature, suffer -3 DEX at O C, -6 DEX at -10 C, -12 DEX at -20 C. Each time this spell is used there is a cumulative 1% chance of it becoming permanent. INCREASE FIRE (Rune Magic, Ranged, Stackable, 1 pt.) Each point of Increase Fire enlarges a fire by 1 hex or intensifies it by 1d6 damage. It may be cast on a Salamander to increase its volume. It can also be used to increase a Salamander’s fire damage by 1d6 per point, but in this case the Salamander itself also takes 1d6 damage each round per point of the spell. LAVABLADE (Rune Magic, Touch, Stackable, 1pt.) Replaces the damage of a stone tipped spear or axe with 3d6 fire damage. Each additional point adds +1d6. SUMMON CALADRIL (Rune Magic, Ritual, Summon, Stackable, 1 pt.) This spell must be cast on an active volcano. For each point of the spell cast, the volcano has a 1% chance of erupting. Multiple casters can pool their Summon spells to have a higher chance of eruption AURELION (EARTH) RUNE MAGIC BLESS CROPS, SHIELD SUMMON EARTH ELEMENTAL (S or M) DECREASE FIRE (Rune Magic, Ranged, Stackable, 1 pt.) Each point decreases a fire by 1 hex or reduces its damage by 1d6. If successfully cast on a Salamander, the Salamander’s damage and volume are both reduced by 1d6. This spell also reduces the damage of Fireblade, Firespear and similar spells by 1d6 per point. DIAMONDEDGE (Rune Magic, Touch, Stackable, 1 pt.) This spell must be cast on a stone tool or obsidian or stone weapon. The tool or weapon is +1d6 to damage per point. EARTHWARM (Rune Magic, Ranged, Duration = 12 hours, Stackable, 1 pt.) Cause an area of soil 25m in radius to increase in temperature by 5 degrees centigrade. Each extra point adds +25m to the radius or +5 degrees C. HEAL BURN (Rune Magic, Touch, 1 pt.) If stacked with a healing spell and cast on damage caused by fire, either natural or magical, this spell provides all the necessary MP for the casting. Additionally, this spell allows healing magic to cure general hit point damage caused by fire damage even if the healing spell cannot normally do so. PREVENT ERUPTION (Rune Magic, Ritual, Stackable, 1 pt.) This spell must be cast on an active volcano. For each point of the spell cast, the volcano has a 1% lower chance of erupting in the coming season. Multiple casters can pool their Summon spells to have a higher chance of preventing eruption. This spell can also be cast to stop an imminent eruption, with an effectiveness of 1% per point of spell cast. CALADRA AND AURELION’S SECRET (FIRE OR EARTH RUNE) MINDLINK OF THE TWINS (Rune Magic, Ritual, Permanent, 3 pts) This spell must be cast by two willing Rune Levels of Caladra and Aurelion, one Priest and one Rune Lord, nearly always one male and one female, at a ritual attended by at least 300 initiates. Both candidates must sacrifice for and cast this spell, which establishes a permanent, undispellable Mindlink between them and making them Twin Priests, the highest ranking officials in the cult. This Mindlink is unlimited in range. Morale effecting spells affect both Twins only if they overcome the POW of both. There are additional benefits and disadvantages which are beyond the scope of this write-up. Twin Priests are legally considered siblings if they were not originally related. Any sexual relations between them are considered incest and punishable by Spirits of Reprisal.
  18. RHW

    Sunglasses

    Put this in my Argan Argar thread, but figured it might be worth its own entry. SUNGLASSES Argan Argar Forge Lords know secret techniques for creating darkened lenses called Sunglasses, aka Shades aka Cheaters. These are precious items usually reserved for Rune Levels of Argan Argar or important dignitaries. Wearing Sunglasses gives the wearer a +5% to his Bargaining, Fast Talk, Cool, Shady and similar skills. Sunglasses also negate any Spot penalty from glare and make the wearer immune to automatic Demoralize effects from sunlight, but halves the wearer Spot and Search if worn in the dark (NOTE: Darksense is not penalized, sunglasses may be pushed up onto the wearer's forehead as part of the Spot or Search action to avoid penalty). Since they are made from enchanted Obsidian, they cost 1 POW to attune, detect as magical, and are suitable binding objects for Allied Spirits. A pair of Black Sunglasses runs about 1000 guilders* or 100,000 bolgs. Forge Lords manufacturing Black Shades include Rehbahn the Wayfarer, Sir Pierce-Soul, and Oakfed Lee. Recently Rehbahn the Wayfarer perfected a technique for making Rose-colored Sunglasses, originally for members of the Red Earth Alliance. After receiving a pair as a gift, Moonson himself frequently wears them, making them all the rage with the Lunar nobility and a very profitable export. Rose-Colored Glasses can cost up to 2000 Lunars. The latest innovation in Sunglasses are highly reflective, silvered lenses called Mirrorshades. They’re made by a Forge Lord named Reava’ and range in price from 1000 to 2000 Lunars. They’re popular with the supporters of the Old Earth Alliance in Esrolia. Dara Happans, Yelmics, and Yelmalians despise Sunglasses of any kind. *This is the cost of one encumbrance of crafted rune metal, including iron, in my Glorantha. YGMV. Adjust as appropriate.
  19. Last bit for Argan Argar: SPECIAL CULT ITEM SUNGLASSES: Argan Argar Forge Lords know secret techniques for creating darkened lenses called Sunglasses, aka Shades aka Cheaters. These are precious items usually reserved for Rune Levels of Argan Argar or important dignitaries. Wearing Sunglasses gives the wearer a +5% to his Bargaining, Fast Talk, Cool, Shady and similar skills. Since they are made from enchanted Obsidian, they cost 1 POW to attune, detect as magical, and are suitable binding objects for Allied Spirits. A pair of Black Sunglasses runs about 1000 guilders* or 100,000 bolgs. Forge Lords manufacturing Black Shades include Rehbahn the Wayfarer, Sir Pierce-Soul, and Oakfed Lee. Recently Rehbahn the Wayfarer perfected a technique for making Rose-colored Sunglasses, originally for members of the Red Earth Alliance. After recieving a pair as a gift, Moonson himself frequently wears them, making them all the rage with the Lunar nobility and become a very profitable export. Rose-Colored Glasses can cost up to 2000 Lunars. The latest innovation in Sunglasses are highly reflective, silvered lenses called Mirrorshades. They’re made by a Forge Lord named Reava’ and range in price from 1000 to 2000 Lunars. They’re popular with the supporters of the Old Earth Alliance in Esrolia. Dara Happans, Yelmics, and Yelmalians despise Sunglasses of any kind. *This is the cost of one encumbrance of crafted rune metal, including iron, in my Glorantha. YGMV. Adjust as appropriate.
  20. Two hero cults of Argan Argar follow. Unlike more expansive subcults, a character can join a hero cult by fulfilling the membership requirements, adhering to any cult geas or restrictions, and sacrificing for the hero cult spell, which counts as part of their main cult RP pool. EZKANKEKKO, THE ONLY OLD ONE (Troll Ruler God) Before he was killed by the Pharaoh, Ezkankekko, the Only Old One, a son of Argan Argar, ruled what is now Holy Country from his Obsidian Throne on the Shadow Plateau. He provided ruler magic to his administrators and sub-chiefs in the Kingdom of Night. But since the death of the Only Old One, these magics no longer function, a fact which cripples the unity of both the Kingdom of Night trolls and their former human allies, the Darkness worshipping Kitori and Torkani tribes. Ezkankekko has been reduced to a hero cult and provides a single spell: MEMBERSHIP REQUIREMENTS: Sacrifice a single item of iron. GEAS: Use no iron HARMONY RUNE SPELL CURE IRON BURN (Rune Magic, Touch, 1 pt.) When cast simultaneously with another healing spell to heal damage done by iron, this spell provides all the necessary magic points. ________________________________________________________________________ KIMANTOR THE HUSBAND-PROTECTOR The Husband-Protector hero cult celebrates the many Husbands of Ernalda and her divine daughters. The most famous Darkness Husband-Protector is Kimantor, the husband of Norinel and protector of Nochet during the Great Darkness, an incarnation of the Only Old One. His larger cult is worshiped by the Esrolian military, the Kimantorings and is similar to Kenkagor. Orlanth, Elmal (or Yelmalio), Rozgali the Sea, and Vestkarthen (Lodril) all have similar subcults. CULT REQUIREMENT: Be a Rune Level of Argan Argar or one of his aspects or children. Marry a Rune Level of Ernalda or one of her apsects or daughters. CULT BEHAVIOR: Members of this hero cult always wear a wedding ring on their left hand. In the Holy Country they may claim the title “Sir.” DISADVANTAGES: Subject to all Husband-controlling magic provided by Ernalda. CULT SKILL: Yes Dear. SPELL PROVIDED: Dismiss Elemental (All Types but Earth) HARMONY RUNE MAGIC DISMISS ELEMENTAL (Any but Earth)
  21. Here are the subcults I didn't get around to statting out. Kelisara is a solid healer cult, so I should have done that one. Ganamar and Gultraz are a bit too specialized I think. GANAMAR THE THRALLMASTER (God of Overseers and Trollkin Handlers) Ganamar is one of Argan Argar's sons; it is he who keeps the trollkin in line and trades them between clans where necessary. CULT PERSONALITY SKILLS: Intimidating, Stern CULT SKILLS: Cow Trollkin CULT SPIRIT MAGIC: Demoralize, Fanaticism MASTERY RUNE MAGIC: Assess Trollkin, Command Trollkin, Enchant Manacles, Heal Trollkin, Increase Trollkin's Stamina DARKNESS RUNE MAGIC: Protect From Sunlight GANAMAR’S SECRET: Frenzy Trollkin ________________________________________________________________________ GULTRAZ THE SPEAKER (Goddess of Diplomacy) Gultraz is a darkness spirit who loved humans so much that she became their intermediary with the Uz. She and her cult try to smooth over conflicts between the two races and emphasize their common ground. Worshippers include nobles, heralds and other non-merchants who deal with Uz. CULT PERSONALITY SKILLS: Persistent CULT SKILLS: Arbitrate, Remember Precedents DARKNESS RUNE MAGIC: Act Like Uz, Eat Like Uz, Inspire Uz, Intimidate Enlo, Placate Uz MASTERY RUNE MAGIC: Appear Strong, Reach Compromise GULTRAZ’S SECRET: Shapechange to Uz ________________________________________________________________________ KELISARA THE SHADOW (Goddess of the Sheltering Night) Argan Argar's daughter spreads her cloak to protect the virtuous from the cruel burning light of the sun. CULT PERSONALITY SKILL: Merciful CULT SKILLS: Treat Burns, Craft Healing Poultice CULT SPIRIT MAGIC: Heal, Shimmer DARKNESS RUNE MAGIC: Banish Fire Spirit, Cool, Extinguish Flame, Fight Light Worshipper, Silence Sphere, Resist Light Magic HARMONY RUNE MAGIC: Exorcism, Healing Sleep KELISARA’S SECRET: Become Shadow
  22. Places I'm actually considering placing my next Glorantha campaign more or less in order (already done Sartar, Pavis, Lunar Empire, & Dorastor) 1. Esrolia/Caladaraland (Civil War) 2. Lunar Empire again but the revolt against Sheng Solaris 3. Fronela, War against War 4. Ignorance as a horror/Western 5. Fonrit but still haven't figured out the campaign hook Things I look for: 1. A clearly defined central conflict with a strong antagonist or group of antagonists 2. A wide variety of possible player cults/archetypes/origins 3. A community for the players to help/protect/get invested in
  23. ARGAN ALLFATHER Among the Dark Storm tribes like the Kitori and Torkani, and among many city-dwelling Esrolian clans, Argan Argar replaces Orlanth as the default male god and husband of Ernalda. Thus, several important subcults of Orlanth are also subsumed into Argan Argar's Allfather aspect. The following subcults have the same skills, spells and secrets as their Orlanth Allfather counterparts, but are considered subcults of Argan Allfather for Dark Storm tribes: ANDRIN THE LAWSPEAKER, God of Judges DROGARSI THE SKALD, God of Music. Drogarsi who follow Argan Argar use huge drums instead of bagpipes. DUREV THE HOUSEHOLDER, God of Steadmen JARANI THE LAWSTAFF, God of Lawyers NISKIS THE LOVER, Argan Argar as the Troll god of love The most "adventurous" of the Dark Storm cults is Starkvarl the Weaponthane. Usually a subcult of Orlanth Allfather, but presented here as a subcult of Argan Allfather. He can also be worshiped as a subcult of the main Argan Argar cult. STARKVARL THE WEAPONTHANE (God of the Fyrd) Starkvarl is the god of the fyrds, the local militias which defend clan lands (tulas) in Orlanthi lands or clan properties and neighborhoods in Esrolia. His magic is slightly different when worshiped as a subcult of Argan Argar. Starkvarl Rune Levels are Rune Lords called Fyrdthanes. They must have Mythology (Argan Argar) or Mythology (Thunder Brothers) at 50%+ and 90%+ in Fyrd Tactics and 4 cult skills at 90%+. Skills can be chosen from Any Weapon Attack, Any Parry, Battle, Dodge, Mythology (Argan Argar), Ambush, Run, Hide, Orate, Scan, Sneak, Proud, (Enemy) Lore, Clever, or Scout (Terrain). CULT PERSONALITY SKILLS: Proud CULT SKILLS: Ambush, Fyrd Tactics, Mythology (Thunder Brothers) DARKNESS RUNE MAGIC CONCEAL FYRD (Rune Magic, Ritual, PBAE = 30m radius, Duration = Special, Non-Stackable, 3 pts.) This spell allows the caster to make his entire fyrd invisible and inaudible in a dark or shadowy area. Conceal Fyrd takes 15 minutes to cast. It lasts until any member of the Warband attacks after which the spell immediately expires. The area of effect is fixed on the caster and any member of the warband leaving the AE becomes visible and audible. If they return to the AE before the spell expires, their concealment returns. DEATH RUNE MAGIC: FIGHT GIANTS (Rune Magic, Touch, Stackable, 1 pt). Each pt of the spell gives the target a +10% to hit and +2 to damage and +10% to resistance checks vs. Giants. FIGHT INVADERS (Rune Magic, Touch, Stackable, 1 pt). Each pt of the spell gives the target a +10% to hit and +2 to damage and +10% to resistance checks vs. Invaders. This spell only works on the Fyrdthane’s home tula, neighborhood, or property. FIGHT MOSTALI (Rune Magic, Touch, Stackable 1 pt). Each pt of the spell gives the target a +10% to hit and +2 to damage and +10% to resistance checks vs. Mostali. FIGHT ALDRYAMI (Rune Magic, Touch, Stackable, 1 pt). Each pt of the spell gives the target a +10% to hit and +2 to damage and +10% to resistance checks vs. Aldryami. TRUESPEAR (Rune Magic, Touch, Stackable, 1 pt) Doubles the damage from the touched spear. HARMONY RUNE MAGIC: COMMAND FYRDMAN (Rune Magic, Ranged, Stackable, 1 pt.) If this spell overcomes resistance, commands a single follower of the caster to obey a simple order (Stand and Fight! Charge!). Commanded Fyrdmen will follow commands that put their life at risk, so long as death is not absolutely certain. So they can be ordered to stand and fight or charge, but will not jump off a cliff or slit their own throats. Each additional point doubles the number of targets. MUSTER FYRD (Rune Magic, Ritual, Range = 10m x Ceremony skill radius per point, Instant, Stackable, 1 pt.) This spell must be cast from a hearth, shrine or temple in the caster’s home territory. It informs all fighting members of the Fyrdthane’s clan to arm themselves and rally to a specific point as quickly as possible. It may only be cast in times of emergency and anyone using it frivolously will be attacked by Spirits of Reprisal. Multiple Fyrdthanes can pool their uses of Muster Fyrd to extend the radius, but in this case, only a single rally point can be designated. RALLY FYRDMAN (Rune Magic, Ranged, Stackable, 1 pt.) Removes all Fear and Demoralize or other negative morale effects from the target and makes the target immune to such effects for the duration. Additional pts double the number of targets (so long as they are in spell range.) WORSHIP THUNDER BROTHERS (Rune Magic, Ritual, 1 pt.) Allows the caster to perform a worship service for all the Thunder Brothers, regardless of main cult. STARKVAL’S SECRET (HARMONY RUNE MAGIC) I FOUGHT, WE WON (Rune Magic, PBAE = 50 m, 3 pt). Once each round until the spell expires, during statement of intent, the caster can aid either the Attacks, Parries, or Dodges (pick one per round) of every single ally in the AE with an appropraite skill/5. Appropriate skills include Ambush, Battle, Fyrd Tactics, Proud, Orate, or Mythology Argan Argar.
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