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SHARGASH! HQ->RQ Rune Magic conversion


RHW

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SHARGASH THE RED

(War God of the Dara Happa.  God of Funeral Pyres, Destruction and the City of Alkoth)

Shargash is a son of Yelm.  He is the god of the all-consuming fire.  He is mad, bad, and dangerous to know.  Members of the Yelm pantheon claim that Shargash destroyed the Devil and freed Yelm from Hell.  Shargash is the God of Alkoth, a Dara Happan city that is literally hell on earth.  He is also a red planet visible in the heavens.  Shargash killed Umath, Orlanth’s father.  Killed him good.

Shargash has three major aspects, Black Shargash the God of Death, Red Shargash the Destroyer, and Green Shargash the Renewer.   The following describes only the cult of Shargash the Red, the war god of Dara Happa and the most commonly encountered aspect of Shargash outside of Peloria. 

Shargash in his red form is the God of Destruction and Hellfire.  He is terrifying and violent, barely controllable, unrelenting.  This is the form Shargash took when he killed Umath, destroyed the Devil and freed Yelm from Hell. 

Shargash the Destroyer is the war god of Alkoth.  He is also the god of several mercenary companies operating out of Dara Happa.

An enemy god to Orlanthi, Shargash’s Runes are Fire and Death.

Rune Lords of Red Shargash are called Destroyers.  A Destroyer must have a POW of 15+, Mythology (Shargash) at 50%+, Any 1h or 2h blunt weapon at 90%+, and 90%+ in four other cult skills, typically chosen from Any Melee Weapon Attack, Any Parry, Dodge, Shield Attack,  Any  Ranged Attack, Run, Charioteer, Scary, Violent, Brave, Dance, Play Drums, Warband Tactics, Orate, Hate (Enemy Culture or Species), Spot, Listen or Mythology (Shargash).

The highest ranking Destroyer at any given time is acclaimed the Red King of Alkoth, the absolute ruler of the cult of Red Shargash and one of the three rulers of Alkoth.

Destoyers have many ritual requirements, only a few of which are listed here:  A Destroyer is ritually scarified and branded during his initiation.   A Destroyer must own a drum, rattle and mace.  A Destroyer may never wear a loincloth or pants or otherwise bind his genitals (skirts, including mail, are allowed, but nothing can be worn underneath).  A Destroyer may never shave or cut his hair (though he may burn it or char it).  Anything a Destroyer eats must first be charred by fire.  On each Fire Day, a Destroyer must engage in combat, whether ritual or actual.  A Destroyer may never disobey a direct command from a cult superior or from a Rune Level of the Imperator subcult of Yelm (NOTE:  The Red King is not subject to this restriction).  Destroyers are feared throughout the world. 

MEMBERSHIP REQUIREMENTS:  Be from Alkoth or be a high-functioning Dara Happan psychopath.  Males only, no ladies need apply.

CULT PERSONALITY TRAITS:  Violent, Brave, Hate (Any), Scary

CULT SKILLS:  Stunning Blow, Numbing Blow, Craft Fire, Dance, Drive Chariot, Play Drums, Soul Sight, Shield Attack, Warband Tactics

CULT SKILLS: 

Numbing Blow (Melee Attack): Useable with either 1h Blunt or Natural Weapons.  With a Numbing Blow, the attacker does no damage, but the strike incapacitates the location as if it had hit and ignored location armor (but not shield AP).  If the total hps of the location are exceeded by the numbing damage, the location is not usable for the next round of combat.  If the injury is to the chest, the target may not attack the next round and loses shield AP, but may still defend or cast spells or move.  If the blow is to the head, the target loses his next round of action entirely.  Taught by troll cults and Shargash and certain Martial Arts schools. Attacks with Numbing Blow are limited to lower of Numbing Blow and the applicable Melee Weapon Attack.

Soul Sight (Perception Skill) With this skill, the user is able to judge the relative strength of a person’s soul (in game terms the target’s best skill level and total Rune Points). A simple success gives a general impression, for example:  Weaker than me.  About as strong as me.  Stronger than me.  Much stronger than me.  A special success also gives the target’s runic affiliations, magic system and specific hero path (Champion, Rune Lord, Shaman, Sorcerer, Knight, etc.)  A critical result gives specific information about the target’s strengths and weaknesses at GM discretion.  NOTE:  Target must be visible for Soul Sight to work.  This does not allow the Shargashi to see disembodied or invisible or hidden targets.

Stunning Blow (Melee Attack):  Useable with blunt weapons and flails only.  On a strike to the head, in addition to the damage, the target takes a penalty to all skills equal to Stunning Blow/5.  Penalty drops by one per round until it’s gone.  Critical Hits with Stunning Blow do not ignore armor.  Instead, they automatically hit the head.  Certain thieves cults and various troll cults (esp, Zorak Zoran and Kyger Litor) know this technique.  It is also taught by the Dara Happan war god, Shargash.  Multiple Stunning Blows do not stack.  The largest penalty overwrites the lesser ones. Attacks with Stunning Blow are limited to lower of Stunning Blow and the applicable Melee Weapon Attack.

CULT RUNE METALS:  Iron, Gold

CULT BATTLE MAGIC:  Ignite, Strength, Vigor, Fanaticism, Demoralize, Fireblade, Firearrow, Bludgeon.  Shargash’s specialty spell is Bludgeon.

COMMON RUNE MAGIC:  All

DEATH RUNE MAGIC

BERSERK, CRUSH, GREAT PARRY

HOWL OF FURY (Rune Magic, PBAE = 10m, Stackable, 2 pts.)  The Destroyer howls in fury, Demoralizing everyone in the area of effect, friend or foe, as per the spirit magic spell with a successful resistance roll. 

FIRE RUNE MAGIC

SHIELD

BLAST DOWN FOE (Rune Magic, Ranged, Stackable, 1 pt.)  Knocks down a single target.  Requires a resistance roll of Caster’s POW vs Target’s SIZ.   Each additional pt gives +25% to resistant roll or knocks the target back 1m.

BURN CORPSE (Rune Magic, Touch, 2 pts)  This spell must be cast on a dead body.  The body is consumed utterly by fire making it extremely difficult to resurrect the body or turn it into undead.  The body is cleansed of all disease.  Goods on the body will be destroyed if flammable.

BURNING WEAPON (Rune Magic, Touch, 2 pts.)  For the duration of this spell, damage inflicted by the affected weapon is considered fire damage and ignores all physical armor including woad, armor enchantments and natural armor.  Shield armor, magical protection, gold and obsidian armor still protect normally as do spells or abilities which protect specifically against fire.

CONSUME (Rune Magic, Self, Instant, Stackable, 1 pt)  Each pt of this spell allows the Destroyer to swallow 1 entire Siz pt of material whole.  The Destroyer cannot be harmed by the swallowed material, even if its poison or fire or acid.  Any living thing consumed by the Destroyer dies.  Living things must be unconscious to be swallowed.

FIERY AURA (Rune Magic, Self, 2 pts.)  The caster glows with the fire of Shargash.  Anyone attacking the target with a natural weapon takes 3d6 damage to the appropriate limb.  Additionally the caster’s natural weapons do 3d6 damage.  Armor applies normally to this damage.  Finally, the caster will set fire to any flammable material he touches.

Edited by RHW
Boggles!
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2 hours ago, Richard S. said:

Huh. Surprisingly similar to how I envisioned him.

Nice. It's roughly based on the short Shargash write-up from... um... I forget. Some Heroquest supplement. But I took a lot more liberties with Shargash than I did with previous adaptations.

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45 minutes ago, RHW said:

Nice. It's roughly based on the short Shargash write-up from... um... I forget. Some Heroquest supplement. But I took a lot more liberties with Shargash than I did with previous adaptations.

I think eleven lights had some notes on the elevens and Shargash? Maybe that's what you're thinking of.

I also just noticed that you got rid of his Disorder affinity, why is that?

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3 hours ago, Richard S. said:

I think eleven lights had some notes on the elevens and Shargash? Maybe that's what you're thinking of.

It was something way older than that. I thought it was in one of the HQ Lunar books, but I can't find it now.

3 hours ago, Richard S. said:

I also just noticed that you got rid of his Disorder affinity, why is that?

Another leftover from how my house rules worked. Each god got two primary runes then got one additional rune depending on subcult. So Shargash was Fire and Death then usually Disorder through the subcult, but one subcult has Mobility instead, for example.

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Now for some subcults! I took a lot more liberties with these than for the ones for Orlanth and Humakt. Most of them are just based on my own fevered imagination.

ARJUNAGASH THE CHARIOTEER

(The Prime Mover, Charioteer of the Red Planet)

Though Yelm invented the Chariot, it was Shargash who first drove one into battle. Arjunagash is Shargash’s son who drives the Red Planet of War through the sky. Arjunagash descended to Earth to be the charioteer of the Dara Happan hero, Yelmgatha. A major section of his epic, the Yelmgathiad, features a discussion between Yelmgatha and Arjunagash about Imperial responsibility and the terrible burden of violence. Lunars insist this conversation is what convinced Yelmgatha to anoint Takenegi the Moonson as his successor. Shargashi say that Lunars are missing the point.

Rune Levels of the Arjunagash subcult are sometimes called Charioteers. They must maintain a high quality chariot and team at all times,

CULT PERSONALITY SKILLS:  Daring, Dashing

CULT SKILLS:  Animal Lore, Drive By Shooting, Drive By Smashing

CULT SPIRIT MAGIC:  Coordination, Mobility.  Mobility is also considered a specialty spell for Charioteers.

MOBILITY RUNE MAGIC

FLY CHARIOT (Rune Magic, Touch, Stackable, 3 pts)  This spell allows the targeted chariot and team to fly at their normal speed.  Flying chariots may not hover and must move at least one action per round. NOTE:  The caster need only touch the chariot or any one horse to effect the entire team.

HIE CHARIOT (Rune Magic, Touch, Stackable, 1 pt)  Doubles the movement rate of the targeted chariot and chariot team.  Each additional pt adds an additional 1x.  So 2pts = 3x normal, 3pts = 4x normal. NOTE:  The caster need only touch the chariot or any one horse to effect the entire team.

PERFECT BALANCE (Rune Magic, Self, 1 pt.) The caster must be riding a chariot when casting this spell.  While under the influence of this spell, the caster automatically succeeds in any Balance or Charioteer checks to stay mounted.  He can use his Charioteer/5 or Balance/5 in place of his POW to resist any spell that would knock him off his chariot.

RUSH OF BATTLE (Rune Magic, Self, Chariot, and Team, 1 pt) The caster must be riding a chariot when casting this spell.  As soon as this spell is cast, the charioteer may immediately move up to his chariot’s full movement in a straight line.  He may attack any one enemy at the end of this charge.  Casting the spell, the move, and the attack all count as a single action.

FIRE RUNE MAGIC

FLAMING HOOVES (Rune Magic, Touch, Stackable, 1 pt.)  The hooves of the targeted chariot team catch fire, doing +1d6 extra damage on tramples and overruns. Each additional point adds another +1d6. Damagfe is physical and armor works normally against it. NOTE:  The caster need only touch the chariot or any one horse to effect the entire team.

SUMMON FIERY CHARIOTEER (Rune Magic, Touch, 2 pts)  This spell summons a man-shaped Fire Daemon to drive the caster’s chariot. The Daemon has Drive Chariot at the same level as the caster and the same SR. The Daemon is made up of insubstantial flames and cannot be attacked or harmed in anyway, is immune to most spells, and cannot be knocked back or otherwise moved from his station.  The Daemon can be dispelled or dismissed by appropriate magic, however. The Daemon can be ordered to drive only by the caster, but instructing the Daemon is a free action (effectively taking place in SR 0)

SUMMON FIERY HORSE (Rune Magic, Touch, 2 pts)  This spell summons a horse-shaped Fire Daemon to pull the caster’s chariot. A single Fiery Horse can pull a chariot and normal speed, replacing an entire team. The Daemon is made up of insubstantial flames, cannot be attacked or harmed in anyway, is immune to most spells, and cannot be knocked back or down or otherwise impeded. The Daemon can be dispelled or dismissed by appropriate magic, however. 

ARJUNAGASH’S SECRET

CHARIOT OF FIRE (Rune Magic, Touch, 3 pts)  The targeted chariot, its team, and its riders are wreathed in magical flame.  The team, chariot and riders are rendered invulnerable to fire damage.  Base trample and overrun damage is increased to 3d6.  Anyone jumping onto the chariot or team takes 3d6 damage to the appropriate hit locations.  Likewise, anyone attaching the team or passengers with natural weapons also takes 3d6 damage.  (Armor and magical protection works normally against this damage).  Movement speed of the chariot is doubled and it sets on fire any flammable material it drives over.

Edited by RHW
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BHARGESTOR THE CHARGE

(Leader of Men, Lord of Battle)

Bhargestor is the inspiring aspect of Shargash, the call to battle, the mad rush to war.  Alkothi sacrifice to him when their personal violence extends to defeating invaders or punishing foul trolls or Darjinni

CULT PERSONALITY SKILLS:  Bold

CULT SKILLS:  (Enemy) Tactics, Inspire Warriors, Lunge, (Enemy) Lore

DEATH RUNE MAGIC

BASH DARKNESS (Rune Magic, Ranged, 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. Darkness related foes (such as Trolls).

BATTER STORM (Rune Magic, Ranged, 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. Storm worshipers. 

CRUSH NOMADS (Rune Magic, Ranged, 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. Horse Nomads such as Pentians or Grazelanders or Beast Nomads such as Praxians or their mounts.

HAMMER DARJINNI USURPERS (Rune Magic, Ranged, 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. Darjinni or their spirits or summoned creatures.

SMASH SHIELD WALL (Rune Magic, Self, 3 pts).  For the duration of the spell, the caster ignores parry armor from shields, takes no extra damage from set spears, his targets cannot have their defense aided by other people, attacks against the caster cannot be aided or assisted by other people, and the caster suffers no penalties from being surrounded.

MASTERY RUNE MAGIC

MORALE

DESTROY MORALE (Rune Magic, PBAoE = 50 m, 3 pts) This spell acts as a dispel magic effect against all morale enhancing spells, including Fanaticism, Berserk, or Morale, on all hostile targets in the area of effect.  Targets may resist the spell.

FIGHT ON (Rune Magic, Self, 2 pts.)  While under the influence of this spell, the Destroyer can fight and move normally despite any injuries he might take (though severed limbs are still gone). The Destroyer is immune to unconsciousness or incapacitation. When Destroyer reaches negative HPs equal to his CON, he dies. Severing the Destroyer's head halves all the Destroyer's Dex or Str based skills until the head is reattached. If his head cannot see his body, the Destroyer is considered blind. Completely severing both of the Destroyer's legs or severing his abdomen completely immobilizes him until the damage is healed.

NO RETREAT (Rune Magic, Ranged, Stackable, 1 pt.)  Targets under the influence of this spell are immune to Demoralize and Fear spells.  They may not run from combat.  Each additional point cast doubles the number of targets. Spell can be resisted if the target chooses to do so.

BHARGESTOR’S SECRET

(MASTERY RUNE MAGIC)

INSPIRE FOLLOWERS (Rune Magic, PBAE = 50 m, 3 pt).   As a action that takes place in SR 1, the caster can aid either the weapon attacks or the parries and dodges of every single ally in the AE with Drum, Mythology Shargash, Orate or an appropriate combat or personality skill at +Skill/5%.  Benefits last for the entire melee round. The caster can continue to do this every round until the spell expires.

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JANATA THE KILLER BOLT

(The Sky Bolt)

This is the form Shargash took when he warred with the universe to avenge Yelm and free him from hell.   Orlanthi know this form of Shargash as Jagrekriand, the slayer of Umath, Orlanth’s father.  This is the default Shargash the Red subcult.

CULT PERSONALITY SKILLS:  Vengeful, Heroic, Loyal

CULT SKILLS:  Booming Voice

FIRE RUNE MAGIC

COMMAND FIRE ELEMENTAL, SUMMON FIRE ELEMENTAL

BOOST FIRE (Rune Magic, Ranged, Stackable, 1 pt.)  Each point of Boost 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.

FIRE BLAST (Rune Magic, Stackable, Ranged, Instant, 1 pt.)  Does 2d6 damage to a location, ignores armor (including Woad, Natural Armor and Armor Enchantments, but not runic gold armor or temporary magical protection).  MP vs MP Resistance roll required.  Each additional pt gives +5 to resistance roll, does +1d6 damage, or doubles the range.

INFERNO (Rune Magic, Stackable, Ranged, AE = 1 hex.  Instant, 1 pt)  Must be stacked with Fire Blast.  Stacking is a free action.  Makes the Fire Blast hit everyone within 1 hex of the target.  Each additional pt adds 1 more hex to the radius.  Inferno does not distinguish between friend and foe.

DISORDER RUNE MAGIC

CRUSHING NOISE (Rune Magic, Stackable, Requires Rain Dance/Storm Voice, Range = Special AE 20m, 1 pt.)  A huge thunderous boom slams the air within 20m of the target.  Everyone in the area who fails a Resistance roll takes a penalty to Communication skills and Listen skills equal to the caster’s Drum/5 for the duration of the spell.  Darksense and Darkscan are also affected. Additional points double the radius or add +25% to the caster's Resistance roll.

STORM OF ASH (Rune Magic, PBAE = 200m radius, Stackable, 1 pt.)  Reduces available light in a 200 m radius around the caster, applying a -10% to all scan and search checks per pt.  Additional pts apply an additional -10% or add +200m to the radius.

JANATA’S SECRET

(FIRE RUNE MAGIC)

BOLT FROM ABOVE (Rune Magic, Ranged, Stackable, 3 pts.)  The Destroyer calls down a bolt of death from the War Planet and strikes a chosen target.  If the caster overcomes the target's resistance, the target takes 3d6 damage to a single hit location, ignoring all protection, both magical and natural. If the resistance check fails, the target takes half damage. For each additional 3 pts, the Destroyer can hit an additional target. This spell can only be cast outdoors.

           

Edited by RHW
Darjinni Usurpers, probably.
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PURANTAKA THE LEVELER

(Destroyer of Cities, Leveler of Walls)

Shargash as the great leveler, the collapser of walls, the despoiler of cities.  Purantaka was a dawn age hero of Shargash who destroyed the cities of the upstart Rinlindi when they tried to copy the sacred city building rites of Yelm.

Destroyers who follow this subcult may never sleep inside of any city except Alkoth.

CULT PERSONALITY SKILLS:  Tenacious, Merciless

CULT SKILLS:  Craft Siege Engine, Fire Siege Engine, Siege Tactics, Craft Siegeworks

CULT BATTLE MAGIC:  Dispel Magic

DISORDER RUNE MAGIC

BLAST FIELD (Rune Magic, Ritual, Stackable, 1 pt.)  This ritual spell takes a full day to cast.  At the end of the ritual, it renders 100 sq meters of field infertile for an entire year.  Crops already growing wither and die.  If the field is protected by a wyter or other spirit, resistance applies.  Each additional point doubles the area or adds +25% to the resistance roll.

CRACK EARTH (Rune Magic, Ranged, Stackable, 1 pt.)  Opens a 3 m long, 3 m deep, 1 m wide fissure per point of spell.  If cast on a structure, the structure takes 1d6 structural damage per point without any armor.  If the damage is sufficient to destroy the structure’s hit points entirely, the structure collapses.  If the fissure is opened beneath a person, they fall in and take falling damage as per normal rules unless the succeed in a Jump or Dodge skill, if which case they avoid falling in the pit.

DESTROY WALL (Rune Magic, Ranged, Stackable, 1 pt)  This spell destroys 1 cubic meter section of wall.  Destroy wall always starts at the top of a wall and works down.  If the wall is protected by a spirit or wyter, resistance roll applies. Each additional point doubles the volume or adds +25% to the resistance roll.

DIG TUNNEL (Rune Magic, Stackable, Ritual, 1 pt.)  This spell takes one hour to cast.  At the end of the ritual, this spell creates a tunnel with 25 cubic meters of volume in normal earth (typically 1mx1mx25m).  Hard packed clay reduces the volume to  15 cbm.  Stone yields 10 cbm. The tunnel is only as stable as local conditions allow, so a tunnel in sand, for example, collapses immediately, while one in hard stone could well last hundreds of years.

DRY WELL (Rune Magic, Ritual, 2 pts)  With a successful ceremony roll, this spell makes a single well dry up for a number of days equal to the caster’s ceremony skill/10.  If the well is protected by a wyter or other spirit, resistance applies.

EMPOWER SIEGE ENGINE (Rune Magic, Touch, Stackable, 1 pt.)  Each point adds either +1d6 damage or +100m range to the touched Siege Engine.

FIRE RUNE MAGIC

RAIN OF FIRE  (Rune Magic, Stackable, Ranged, Instant, 1 pt.)  Calls down Fiery Stones from the sky in a 5 hex radius around the target.  Firestones do 1d4 physical damage,  armor reduces damage.  Each additional pt does 1d4 more damage or doubles radius or range.  No resistance roll.  Hits everyone.  Only works outdoors and requires 50% or less cloud cover.

PURANTAKA’S SECRET

(DISORDER RUNE MAGIC)

CURSE CITY (Rune Magic, Ritual, One-Use, 1 pt.)  The caster sacrifices for this spell and casts it in a dire ritual.  As part of the casting, the caster names one specific city as the target.  The spell then smolders in the heart of Shargash and waits until it reaches critical mass.  This spell cannot be dispelled.  The spell can be sacrificed for and cast repeatedly and all castings targeting the same city stack.  Eventually, once this spell has been cast hundreds or perhaps even thousands of times, the spell will reach critical mass and the city targeted will be subject to a dire curse, frequently resulting in the destruction of the city by plague, riot, or natural disaster.

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SENDERESH THE THUNDERER

(War Drummer of Shargash)

Shargash created the first drum by pounding on the skull of a giant enemy with the enemy’s own thighbones.  This was the first thunder and created Senderesh.  Whenever the sky rumbles, Dara Happans know they are hearing the voice of Senderesh.

Senderesh Rune Level’s are priests called Thunder Drummers.  A Thunder Drummer must have 90%+ in Drum, 90%+ in Mythology Shargash, and 18+ POW.  They must have sacrificed for 10+ pts of Shargash Rune Magic.

DISORDER RUNE MAGIC

CRUSHING NOISE (Rune Magic, Stackable, Requires Drum skill, Range = Special AE 20m, 1 pt.)  A huge thunderous boom slams the air within 20m of the target.  Everyone in the area who fails a Resistance roll takes a penalty to communication skills and listen skills of the caster’s Drum/5 for the duration of the spell.  Darksense and Darkscan are also affected.  Additional points double the radius or add +25% to the caster's Resistance roll.

DRUMS OF FURY (Rune Magic, Range = 50m, Stackable, 1 pt) This song raises the weapon skills to 150% of normal when fighting against enemies of the Drummer.  This effect continues as long as the Drummer drums and the target remains in range.  Each additional point doubles the number of targets (all targets must be in hearing range of the song, 50m).

KEEP THE BEAT (Rune Magic, Self, Stackable, 2 pts) This spell allows the drummer to continue singing or playing a tune even when conditions might prevent it.  The drummer can drum while running, fighting, badly injured, or exhausted.  (NOTE: While drumming, the Drummer's hands are still occupied, so he can’t use a weapon or shield, even with this spell up.  Likewise, a singing Drummer can’t use Manipulation skills even with this spell active. Drummer's can Kick and Dodge normally.)  

MAKE ‘EM HEAR IT (Rune Magic, Self, Stackable, 1 pt) This spell allows the Drummer’s music to carry over long distances.  For communication purposes, 1 pt allows a Drummer song to be heard 1 km away.  Each additional pt doubles that radius (yes, with 12 pts of WCS, a Drummer can be heard 1000 km away.  “Make ‘em hear it in Boldhome!”)  For purposes of Drum Spells, this spell doubles the effective radius of a Drummer’s beats.  1 pt = 100m, 2 pts = 200m, 3 pts = 400m, 4 = 800m, 5 = 1.6 km, 7 = 3.2 km, 8 = 6.4 km, 9 = 12.8 km.  Targets must still be in line of sight when the Drummer initiates the spell.

SYNCOPATE (Rune Magic, Self, 3 pts.)  Allows the Drummer to maintain 2 drum beats at a time.  (NOTE:  A Drummer under the effect of this spell needs 2 castings of Keep the Beat to make both songs effortless.) 

TERRIFYING THUNDER (Rune Magic, Range = 50m, Stackable, 1 pt)  This beat inspires shame or fear in the target, placing a penalty of the Dummer’s Drum Skill/5 on all opposed attack rolls attempted if the Drummer overcomes the targets POW with his Drum Skill.  This effect continues as long as the Drummer drums and the target remains in range.  Each additional point doubles the number of targets (all targets must be in hearing range of the song, 50m).

STUNNED SILENCE (Rune Magic, Range = 50m, 3 pts) This beat stuns everyone who hears it, friend and foe, into inaction.  Overcome, the listeners can take no action if the Drummer overcomes their MPs with his Drum skill.  This effect continues as long as the Drummer drums and the target remains in range.  This effect ends for all targets if any target is attacked or harmed in any way.

SENDERESH’S SECRET

THUNDER OF WAR (Rune Magic, 3 pts) This spell the casters Drumbeats to affect all applicable targets within hearing range of the song (normally 50m, though Make ‘Em Hear It can make this much farther.)  It has no effect on its own, but must be stacked with another drum beat. 

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Last subcult for Shargash, this is Shargash's most warlike aspect, which, you know, is saying something. Ulkamoon appears on the Gods Wall as figure II-24 and has a mythic antagonism toward griffins.

ULKAMOON THE MACE

(God of Maces, War and Thunder) 

DEATH RUNE MAGIC

FIGHT ON (Rune Magic, Self, 2 pts.)  While under the influence of this spell, the Destroyer can fight and move normally despite any injuries he might take (though severed limbs are still gone). The Destroyer is immune to unconsciousness or incapacitation. When Destroyer reaches negative HPs equal to his CON, he dies. Severing the Destroyer's head halves all the Destroyer's Dex or Str based skills until the head is reattached. If his head cannot see his body, the Destroyer is considered blind. Completely severing both of the Destroyer's legs or severing his abdomen completely immobilizes him until the damage is healed.

GREAT BLOW (Rune Magic, Touch, Stackable, 1 pt) The next attack with the targeted weapon receives a +100% to hit modifier. Additional points effect subsequent attacks or additional weapons.
 

DISORDER RUNE MAGIC

DESTROY SHIELD (Rune Magic, Ranged, Instant, 2 pts.)  This spell shatters a targeted shield.  If the Shield is inhabited by a spirit, the caster must overcome the spirit’s POW.  If there is more than one spirit bound into the shield, each additional spirit adds +1 effective POW to the shield’s resistance.  Each enchantment on the shield also adds  +1 POW to the resistance.  If a shield has no bound spirits but is enchanted, the total number of enchantments act as the shield’s POW.

DESTROY WEAPON (Rune Magic, Ranged, Instant, 2 pts.)  This spell shatters a targeted weapon. If the weapon is inhabited by a spirit, the caster must overcome the spirit’s POW.  If there is more than one spirit bound into the weapon, each additional spirit adds +1 effective POW to the weapon's resistance.  Each enchantment on the weapon also adds  +1 POW to the resistance.  If a weapon has no bound spirits but is enchanted, the total number of enchantments act as the weapon's POW.  

KNOCKDOWN BLOW (Rune Magic, Self, 1 pt.)  For the duration of this spell, the Destroyer’s attacks have a chance to knock down foes.  After any successful attack, the Destroyer rolls his total damage vs the opponent’s SIZ in an opposed resistance check.  If the Destroyer succeeds, the opponent is knocked down.  This spell does not work when the Destroyer attacks with ranged weapons (except thrown hammers or maces), piercing weapons, or minimal impact weapons like nets.

SMASH MANY AT ONCE (Rune Magic, Self, 2 pts.)  The next attack by the Destroyer hits every enemy target within melee range.

THROW MACE (Rune Magic, Touch, 1 pt)  This spell allows the Destroyer to make a single attack on anyone in spell range with his mace attack in melee combat round.  The mace flies out, strikes the target, and then returns to the casters hand.  Shield AP applies as if this were a melee attack though the defender may apply anti-ranged weapon magic and other defenses.

ULKAMOON’S SECRET

(Death Rune Magic)

HAMMER SOUL (Rune Magic, Ranged, One-Use or Reusable, 3 pts) If the Destroyer overcomes a mortal target with this spell, the target dies.  If the Destroyer fails to overcome the target’s resistance, the target takes 1d6 Con damage.  Any Destroyer who learns Ulkamoon’s Secret must choose to whether or not to fully dedicate himself to Shargash’s Death aspect.  If he wishes to learn Hammer Soul reusuably, he becomes unressurectable.  Otherwise, the spell is one-use.

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1 hour ago, Richard S. said:

Where's my boi Alkor! Shargash gotta have some green.

Heh. I imagined Shargash as a Great God with three aspects, much like Orlanth, each with their own subcults. So Orlanth Allfather, Orlanth Thunderous, Orlanth Adventurous -> Green Shargash, Black Shargash, Red Shargash. I didn't do much work on Orlanth Allfather because I knew my players and they wouldn't have much interest. Likewise, I only statted out Red Shargash because that seemed to be the aspect people are most likely to meet out in the world, both as PCs and as enemies. (And indeed in my later Lunar campaign, one of the players played a Red Shargash Berserker.)

I structured Ernalda the same way. Ernalda Allmother, Ernalda the Healer, Ernalda the Queen. Mechanically, in my write-ups, that's what differentiates a Great God (Orlanth, Yelm, Ernalda, the Moon Goddess, Lodril, Shargash) from a normal god. Great Gods have multiple aspects each with their own cult and subcults, regular old gods (Humakt, Heler, Chalana Arroy, Yinkin) have a single cult with its own subcults. Minor gods (Black Fang) have only a single cult with no subcults.

Shargash is an interesting case in that he doesn't seem to have enough worshipers to qualify as a Great God, but the mythos clearly says he has three aspects with radically different domains, so I treated him as a Great God and justified it by deciding he qualifies because the entire area of Alkoth is singularly dedicated to him, and he gets even more worship as Tolat, Vorthan, Urnvoreth, etc.

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2 hours ago, RHW said:

Heh. I imagined Shargash as a Great God with three aspects, much like Orlanth, each with their own subcults. So Orlanth Allfather, Orlanth Thunderous, Orlanth Adventurous -> Green Shargash, Black Shargash, Red Shargash. I didn't do much work on Orlanth Allfather because I knew my players and they wouldn't have much interest. Likewise, I only statted out Red Shargash because that seemed to be the aspect people are most likely to meet out in the world, both as PCs and as enemies. (And indeed in my later Lunar campaign, one of the players played a Red Shargash Berserker.)

[...]

Shargash is an interesting case in that he doesn't seem to have enough worshipers to qualify as a Great God, but the mythos clearly says he has three aspects with radically different domains, so I treated him as a Great God and justified it by deciding he qualifies because the entire area of Alkoth is singularly dedicated to him, and he gets even more worship as Tolat, Vorthan, Urnvoreth, etc.

Often a smaller cult has such different aspects because the deity is a composite deity or at least the cult is a composite cult.

In my opinion Shargash shares an experience with Lodril - he descends from the Sky World and touches the Underworld, merges with some entity down there, and re-appears changed.

Alkor the Green is a good candidate for the pre-Umath planetary son of the south. There is no indication that Alkoth started out as the Hellgate in the Golden Age. Shargash's collision with Umath and his subsequent dismemberment of the Storm God in the Underworld appear to have changed that deity. In this case, possibly from green to red.

The Copper Tablets suggest that the overseer deities of the cities that hovered above their ziggurats disappeared from their positions after the invasion of Umath, but the post-flood Anaxial dynasty finds the overseers of these cities still in place, like Jernedeus watching over Mernita. By then, I expect black Shadzor to have become the primary aspect of the city god/celestial representative.

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Telling how it is excessive verbis

 

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