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PLUNDER competition!


Jeff

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Glorantha-philes! Here's your chance to participate in the Great Gloranthan PLUNDER Competition! Submit your Gloranthan magical item for the glory of the Tribe! The rules are:

1. Use the format provided below.

2. Use the RQG rules only. 

3. You grant Chaosium permission to edit and publish your submission if they decide it is Pure Gloranthan Gold. 

4. You grant Chaosium and the rest of the world, the right to use your submission.

Here's the format:

Title

Below the title is a description of the item’s physical appearance including any observable evidence of magical power. Occasionally an item will be known by more than one name.

Cults

This section lists the relation of the item (and its possessor) with various cults. 

·       Associated: Members of these cults are the primary users and/or makers of the item. A member of an associated cult is likely to have heard of an item even if it is fairly obscure.

·       Enemy: Members of enemy cults will generally attack the user of an item on sight (unless the user is obviously too powerful). Frequently, enemy cults are those which were defeated, abused, or otherwise offended when the item was originally made.

·       Friendly: Members of a friendly cult have a presumed friendship with the possessor of an item.

·       Hostile: Members of hostile cults will have a strong tendency not to like users of the item. Hostility does not indicate that a battle will occur automatically, but the two parties will not get along together.

 

Knowledge

This section will list one or more words or phrases which have specifically defined meanings relating to the public knowledge of the item.

·       Automatic: The item’s powers work automatically for nearly everyone if the item is used in an obvious way. For example, Frog Masks will work for anyone intelligent enough to put it on.

·       Common: Nearly everyone has heard of the item and knows how to use it. An example of a common item would be a bronze sword with a Bladesharp matrix.

·       Cult Secret: The making and/or use of the item is known only to a particular cult or group of cults (usually those listed under associated cults). Use of such an item can only be obtained from the cult (though it might be possible to steal the necessary knowledge rather than gaining it otherwise.)

·       Famous: The item is well known, and its general powers are thought to be common knowledge. Such an item counts as a showy magic item for the purposes of adding +1 to CHA. This term will not be used in conjunction with common items.

·       FewOnly a limited and small number of these items exist.

·       One of a Kind: There is only one of these items in existence and it is not possible to make another (though on occasion, a difficult HeroQuest might allow the creation of a similar item).

·       Owner Only: Some or all of the item’s powers only can be used by its original owner (who is usually the creator of the item as well).

History

This section tells the history of an item. If the item is one which is normally made (rather than found), it will tell the story of the first person to make one of the items. If it is one which cannot be made, it will tell the story of how the item came to be. For items which are common, this section will frequently be left blank.

Procedure

This section explains the procedure for making the item. If there is no procedure which does not require hero-questing (or something even more difficult) this section will be left blank.

Powers

The items, powers and uses are explained along with details on who can or cannot make use of them.

Value

The value of the item on the open market is given here. This value is intended as the value player-characters could get when attempting to sell the item. It does not imply that anyone with the necessary amount of money could go out and buy the item. The items in this section are very rare and usually not for sale.

Edited by Jeff
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Duck-Skull Spaulders

Description

A set of bone shoulder-armour, fashioned from two duck skulls and secured by leather straps.

Cults

Hostile* – Humakt. *Ducks have a curiously potent relationship with the Death rune, and humiliating the Death God’s chosen servants can anger his worshippers. Roll a D6: on 1–5 there is no reaction from worshippers and they may even find it funny; on a 6 they are outraged.

Knowledge

Automatic.

History

Ducks are cursed and maligned creatures who are frequently blamed for Glorantha’s ills. Some make it a point of principle to display their hatred in physical form, making cloaks of ducks’ feathers or accoutrements of their bones. In the Hero Wars, many Runemasters consider it de rigueur to wear a set of duck-skull spaulders and flaunt their power.

Procedure

Don’t make me spell it out, you bastards.

Powers

Duck-skull spaulders grant 1 point of protection on the arms (ENC 1) for man-sized or smaller creatures, and can be worn in addition to non-plate arm armour. They bestow +2 CHA when interacting with cultures or beings that hate ducks, but -1 DEX (as the wearer is prone to getting stuck in doorways).

Whenever a being wearing duck-skull spaulders encounters a duck, contest that being's combined SIZ + CHA versus the duck's POW on the Resistance Table. If the spaulder-wearer is successful, the duck acts as if afflicted by the Demoralise spell (and will usually flee). If the wearer fails, the duck acts as if under the Fanaticism spell (and will usually attack). Roll individually for any and all ducks present. Ducks add +1 to their POW for each additional duck present.

Value

Typically 50 L, but will drop in price when there’s a Duck Hunt on.

 

Edited by Quackatoa
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The Eye of the Half-Bird

Description

A perfectly spherical golden-yellow gemstone almost 6 cm in diameter with a large 3 cm black spot. The gemstone is semi-semi-transluscent.

Cults

Associated: Belintar.

Friendly: Lightbringer cults.

Knowledge

Famous, One of a Kind.

History

The Half-Bird is a remarkable entity that exists half-alive, and half-dead. The Half-Bird is claimed by some to be a child of Androgeus; others claim it is suffers under a curse from that entity. Belintar stabilised the Half-Bird's condition so that half of the bird is alive, while the other half is now skeletal remains. The Eye is part of the mortal remnants of that remarkable entity.

Powers

By expending 1 magic point and looking through the Eye, a user in the Mundane World can peer into the Spirit World; with 2 magic points, the viewer can see into the Gods World that lies behind our own. The viewer can see otherworld entities and interact with them. 

The reverse is also true - and it enables discorporate spirits in the Spirit World to peer into and interact with the Mundane World.

Value

2000 L or more to the right buyer. The Half.Bird greatly desires the return of its eye and offers invaluable knowledge and magical secrets for its return.

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23 minutes ago, Jeff said:

The Eye of the Half-Bird

Description

A perfectly spherical golden-yellow gemstone almost 6 cm in diameter with a large 3 cm black spot. The gemstone is semi-semi-transluscent.

Cults

Associated: Belintar.

Friendly: Lightbringer cults.

Knowledge

Famous, One of a Kind.

History

The Half-Bird is a remarkable entity that exists half-alive, and half-dead. The Half-Bird is claimed by some to be a child of Androgeus; others claim it is suffers under a curse from that entity. Belintar stabilised the Half-Bird's condition so that half of the bird is alive, while the other half is now skeletal remains. The Eye is part of the mortal remnants of that remarkable entity.

Powers

By expending 1 magic point and looking through the Eye, a user in the Mundane World can peer into the Spirit World; with 2 magic points, the viewer can see into the Gods World that lies behind our own. The viewer can see otherworld entities and interact with them. 

The reverse is also true - and it enables discorporate spirits in the Spirit World to peer into and interact with the Mundane World.

Value

2000 L or more to the right buyer. The Half.Bird greatly desires the return of its eye and offers invaluable knowledge and magical secrets for its return.

Schrödinger's bird?

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Snap-Sneeze Charm

Description

A small oval charm of fire-hardened clay. The crude image of a nose has been inscribed on both sides of the charm. A hole pierces it above the nose, allowing a rawhide thong to be passed through for use as a necklace or bracelet.

Cults

This item has no specific relationship to any cults.

Knowledge

Few.

History

An eccentric shaman known only as Darrdi-Darr wanders the Colymar Wilds, occasionally visiting local clans to trade charms he's made for supplies, information, and, preferably, favors. He will occasionally have a Snap-Sneeze charm for trade.

Powers

By expending 1 magic point and snapping their fingers, the charm's owner can cause one being that they can see to sneeze once, violently. 

Value

50 L if the owner wishes to sell the charm. If purchasing the charm from Darrdi-Darr, he won't accept coin as payment. He is more interested in information and personal favors than coin, although he will occasionally trade for food, furs, or unusual items that pique his interest or might be useful in the creation of another charm.

Edited by Shawn Carpenter
Typo correction.
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Mysterious Odor Charm

Description

A small oval charm of fire-hardened clay. The crude image of a stink-bug has been inscribed on both sides of the charm. A hole pierces it above the image, allowing a rawhide thong to be passed through for use as a necklace or bracelet.

Cults

This item has no specific relationship to any cults.

Knowledge

Few.

History

An eccentric shaman known only as Darrdi-Darr wanders the Colymar Wilds, occasionally visiting local clans to trade charms he's made for supplies, information, and, preferably, favors. He will occasionally have a Mysterious Odor charm for trade.

Powers

By expending 1 magic point and snapping their fingers, the charm's owner can cause a mysterious (and foul) odor to emanate from a location he can see. 

Value

50 L if the owner wishes to sell the charm. If purchasing the charm from Darrdi-Darr, he won't accept coin as payment. He is more interested in information and personal favors than coin, although he will occasionally trade for food, furs, or unusual items that pique his interest or might be useful in the creation of another charm.

Edited by Shawn Carpenter
Typo correction.
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Tosti’s Cart

A large six-wheeled cart with spaces in the rims of each wheel to form mobility runes. It is made of wood, bone and copper, painted green and flies two square Earth rune banners at opposite corners. At the other corners are mounted two Mostali Arbalests on 270o field of fire mounts. There are spaces for 2, 4 or 6 beasts to pull the cart.

Cults

·       Associated: Mostal: Only Mostali can build one of these carts.

·       Friendly: Issaries: Any rune level Issaries will try and buy this item from the owner if they are not Issaries. 

Knowledge

·       Automatic:

·       FewOnly 8 of these items exist, all built by one group of Mostali using God Learner plans that combine the runes of Earth and Mobility.

History

A cache of God Learner writings came out of the Pavis Rubble and fell into the hands of the Lhankor Mhy temple, who then commissioned the local Mostali to build a cart for them, funded by the Issaries temple. Goldgotti of dragon pass owns two of these carts.

Procedure

The Mostali in the Pavis Big Rubble can build you one over the course of 12 months.

Powers

The cart can be pulled by 12 humanoid slaves, 6 horses, 4 bison or beasts of similar strength and it will carry up to 200 Siz / Enc of equipment at a speed of 20Km per day in any kind of weather and over any earth terrain, swamps are “earthy” enough to allow the cart to function, but if the wheels can't reach the river bed then it cannot be used to ford a river, nor can it travel over snow or ice.

Value

The Mostali will build you a new one for 2500L worth of Iron. An owner may sell you theirs for a whole lot more.

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Thumb-Mail Shirt

Cults

·       Associated: Waha, Lysroungho wears her shirt at all the ceremonies she attends, and it well known to Waha worshippers.

·       Hostile: Morokanth are terrified of Lysroungho and her evil shirt, though  they will work against her in secret, not openly.


Knowledge

·       Famous: The item is well known, among the Morokanth and the Sable Riders of Prax, known to warriors of other clans too. It grants +1CHA to its wearer, as it obviously an item of power.

·       One of a Kind: The secret of making of the Thumb-Mail Shirt is known only to Lysroungho, but it is said she prayed to Rattleshirt himself for guidance in its making. No-one yet knows if another person can wear it and gain its powers.

History

Abrodo Dunhide was a Morokanth of powerful repute and ambition, desired a second thumb. He challenged Lysroungho Spearfeather to a contest for her thumb and was easily trounced by the young Sable Clan warrior. Instead of another prize, she took his first thumb as a trophy.

What started out with one Morokanth challenging her to a thumb contest became an obsession. Lysroungho cut a thumb off every defeated foe. She has won several more from other Morokanth, and now only the most foolish would accept her challenges. She cuts them from other warriors she has slain. She is famous for it Now.

She collected enough to weave together a bone shirt covered in thumbs. She is a frightful sight to behold, resplendent in her thumb-mail coat, her braids interwoven with the thumbs of defeated foes, her Iron shears tucked into her baldric. Some say her saddle itself is fashioned from the thumb of a giant. 

This is why we Now call her Lysroungho All-Thumbs. Do not fight her. Leave that to some foolish hero.

Procedure

It is said Lysroungho prayed to Rattleshirt himself to learn the secrets to make her mail shirt. Undoubtedly there is a Heroquest involved in making another, and only a hero could win the first.

Powers

The Thumb-Mail Shirt acts as a bone scale armor hauberk, and the thumbs in her hair act as a armored cap. The shirt offers Lysroungho some other benefits. It acts as Spirit Armour of the same quality,  and seems to enhance her agility, as the effects of a coordination spell at all times. If you should wrestle her, you would find the thumbs aiding her in the fight, as they are prone to grabbing and pinching her opponents in such close quarters, penalizing them a greatly (-30% penalty)

Value

There is as yet only one Thumb-Mail Shirt,  it's value is not known, but some put a price of at least 50W on it, maybe more. The value of the Morokanth thumbs woven into it alone is immense.
 

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Tosti’s Furnace

A large size 30 clay furnace, punctured through with holes in the shapes of Air, Earth, Fire and Movement runes.

Cults

·       Associated: Mostal: Only Mostali can build one of these furnaces but they have only ever built one.

·       Friendly: Lhankor Mhy. 

Knowledge

·       Cult Secret: Lhankor Mhy, Mostal

·       One of a KindBuilt by one group of Mostali using God Learner plans that combine the runes of Earth, Air, Fire and Mobility.

History

A cache of God Learner writings came out of the Pavis Rubble and fell into the hands of the Lhankor Mhy temple, who then commissioned the local Mostali to build the great furnace. Once completed the Pavis Lhankor Mhy temple priests recovered the plans and filed them in the library.

Powers

The furnace is essentially a very large 16 point sorcery matrix allowing anyone who knows the correct 18 hour long ritual to permanently turn copper sand into white hot molten copper.

Part of the ritual involves adding 8 enc of charcoal to the furnace along with 2 enc of copper sand. The furnace is lit and 4 sets of bellows are then used to force air through the earth of the furnace and the fire inside the furnace. During the ritual, the furnace becomes so hot that anyone touching the device will receive 1D6 points of damage.

At the end of the ritual, this will give you a 50% chance to turn the sand into copper, plus whatever adjustments are made by the PC for Rune affinities etc. If the role is a failure the copper sand, charcoal and MPs are all lost, but the furnace remains. If successful 320 clacks worth of copper is produced.  

Value

The Temple would never sell the item due to the great danger involved in handling any device that can turn one thing into another.

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Rockchewer’s Chewed Rocks

 

 

Description

Smooth, irregular stones about the size of a young human child’s fist. The stones show the imprints of Uz teeth.

Cults

Associated: Xiola Umbar.

Friendly: All Uz cults.

Neutral: All other non-chaos cults.

Hostile: All chaos.

Knowledge

Uz:  Automatic—everyUz knows about the Chewed Rocks.

Non-Uz: Varies by culture and region.

History

Created centuries ago by the Xiola Umbar priestess, Charmilla Rockchewer, to give some comfort to refugees from the Indigo Mountain Tribe of Dagori Inkarth. These Uz retreated to the welcoming darkness of the deepest caves when their strongholds were sacked by the EWF, but food was scarce.

Powers

Uz: AnyUz can sustain itself almost indefinitely by chewing on a Chewed Rock. Once the Rock is removed from the chewer’s mouth, however, hunger returns as if it had never gone away, so it is wise to have proper food to hand when you stop chewing!

Non-Uz: Anything that can fit a Chewed Rock in its mouth can chew it, with the same effect as for Uz (but see note on chaos below). Additionally, while chewing a Chewed Rock the chewer can safely digest anything an Uz can digest. Remember that this effect only lasts while the Chewed Rock is actually being chewed, so you better finish digesting whatever ghastly or poisonous thing you just ate before you take the Rock out of your mouth!

Chaos: Chewed Rocks are deadly poison to chaos beings. Powerful chaos characters might become ill instead of dying outright—Ralzakark would get mild indigestion, for example—at the GM’s discretion.

Value

To Uz: Many, many Bolgs. Or your life. Maybe. That, or they’ll just kill you for the heresy of possessing a Rock. Whatever you do, if you’re a non-Uz and you want to survive the encounter, don’t let them see you actually chewing one.

To Non-Uz: 500L to a knowledgeable buyer who can fit the rock in their mouth, or who knows someone who can.

EDIT: Chewed Rock Pellets

The dung excreted by someone chewing a Chewed Rock is magically fertile. Plants nourished by the dung will grow without water in a desert, for example. Of course the problem is gathering enough to make it worthwhile… Dried pellets may be sold for high prices (several hundred lunars even) but only to the right buyer.

 

Edited by Julian Hoxter
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The Sword "Wrath"

Description

A double-edged enchanted iron great sword with a cruciform hilt, intended to be used with both hands. Silver inlayed Runes are carved into the groove of the blade, most prominently the Death Rune.

Cults

Associated: Humakt, Lismelder Tribe..

Friendly: Lightbringer cults.

Enemy: Vivamort

Knowledge

Famous, One of a Kind.

History

Wrath was forged by the Mostali in the Greater Darkness to fight against Vivamort and his minions. Its most famous wielder in the Third Age was the Humakti hero Indrodar Greydog. Indrodar used the sword to bring Final Death to countless undead and even wound Delecti the Necromancer. Since Indrodar's demise in the Upland Marsh, the fate of the sword is unknown.

Powers

Wrath does 2D8+3 damage. It is sentient, with an INT 13, POW 16, and CHA 16. It will link itself to the person who successfully allies with it. It will serve its attuned wielder alone until the wielder dies.Wrath knows the following spirit magic spells: Bladesharp 6, Demoralize 2, Protection 4, Parry 4.

The user attuned to Wrath can spend 2 magic points to use the sword's Turn Undead ability. The user can do this repeatedly, as long as they have sufficient magic points.

The sword also has a flaw, known only to the Humakt cult. At some point, the sword will be commit three terrible deeds on the part of the owner. Indrodar used Wrath to kill his king, his queen, and one other.

Value

2000 L or more to the Humakt cult or the Lismelder Tribe, 1000 L to those unaware of its history.

 

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Bruvala's Armband

This armband is made of verdigris stained copper and heavily inlaid with emeralds. It has been expertly crafted in the form of a glittering blue-green snake. It looks resplendent but otherwise perfectly mundane. If awakened Bruvala's Armband can move just like a living snake.

Cults

·       Associated: The armband will only listen to followers of an earth goddess, and strongly prefers those who follow Ernalda. 

·       Hostile: The snake will not awaken for anyone who does not follow a female earth deity. 

Knowledge

Cult Secret, One of a Kind

History

Bruvala the Great, High Queen of Esrolia was given this emerald encrusted armband as a wedding gift. Rumors say she used it throughout her reign to spy on her rivals, though this has never been officially acknowledged. The armband became a House Norinel treasure and was worn by all Esrolian Queens of the Norinel line until it vanished upon the death of Queen Norina in 1551. While the armband is well known from historical records the ability for it to awaken is a deeply held secret. 

Powers

When awakened Bruvala's Armband has the stats of a small earth elemental. Players should make a CHA resistance roll to attempt to awaken it. The armband has a passive resistance of 3 for Ernalda worshipers and 5 for the followers of all other cults. It will refuse to awaken for anyone who does not follow an earth goddess. Once awoken the armband will loyaly serve its new mistress and can complete many tasks such as stealing any object small enough to carry its mouth, spying on and repeating back conversations, and even suffocating the unsuspecting. These instructions must be successfully explained in earthtongue, and the snake can only be awakened for at most three hours a day.

Value

1500L in gemstones. 3000L to a buyer that knows the use of this item.  If House Norinel discovers someone has the armband they will stop at nothing, not even murder, to obtain it. 

Edited by Ellie
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Yelm's New Sandal

A brown leather foot accessory decorated with gilded solar and equestrian motifs, It is shaped for a right foot.

Cults

·       Associated: Yelm the Father, Yelm the Rider

·       Enemy: Kargzant.

·       Friendly: Lunar cults.

·       Hostile: Pentan cults, Eagle-lord cults. Blue Moon Troll Cults

 

Knowledge

·       Automatic: The user gains 8 CHA, +50 Ride Horse, +50% Ride Augner, +50% ride (suitably sized) bat, if in possession of Yelm's New Sandal in Oraya, First Blessed, or the Redlands.

·       Cult Secret: If the user comes into contact with Yelm's New Sandal in the year following the second scared time since gaining it's benefits, then all benefits are lost and the user's Charisma is reduced permanently by further 1d6 A user familiar with it's lore passes it on to a family member or ally, or attempts to conceal it for a year. 

·       Famous: The existence of the item is known to the nobles of the eastern Lunar Empire and those of many Pentan tribes

·       One of a Kind: This is a unique item

·       History

Yelm's New Sandal was made in 1466 by Hon Eel for the High Priest of the Ziggurat of Yelm the Father following the Battle of Iron Fences. It is uncertain if a left sandal with similar properties was also made at the same time. It was lost in the Nights of Horror in 1506, and has re-appeared sporadically in Lunar or Nomad hands since 1550, it's owners have included army officers, dart competitors, caravaneers, administrators and raiders.

Procedure

A devotee of Hon Eel could conceivably heroquest to make a lesser replica of Yelm's New Sandal, but Eel-Arish portages are no longer welcome in Oraya, and no such items are know to have been produced.

Powers

The user gains 8 CHA, +50 Ride Horse, +50% Ride Augner if in possession of Yelm's new Sandal in Oraya or the Redlands. During their first sacred time in possession the user may sacrifice 1 point of POW to Yelm to obtain the use of the Shield Spell (or to Kargzant to obtain the use of Sureshot). The item can be used only if the finder belongs to a cult allied friendly or Neutral to any of Yelm, Rufelza or Kargzant. It cannot be used by an Animal Nomad or worshiper of Orlanth. When not being worn the item appears suitable for a SIZ12-14 human, but once donned assumes the correct size of the wearer. This item does not detect as magical, and is not instantly recognisable to someone who has not seen it before. However much care is taken to try to craft a matching sandal, it always looks slightly lacklustre next to Yelm's New Sandal. The wearer becomes more charismatic, but seems to draw the attention of enemies as well as admirers, even if they try to keep their possession of Yelm's New Sandal secret.

Value

3000L might be obtainable from an ambitious junior noble or minor horse-clan leader. More senior leaders may be more mindful of the chequered history of previous owners, and consider that the inevitable loss of added charisma may be inconveniently timed. Some prospective purchasers might be well placed to take the item by force from a prospective vendor.

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Biter

Also known as the Mace of the Vampire Lucifer.  This light mace bears an Undead rune on it as well as several other enchantments.

Cults

·       Associated: Vivamort

·       Enemy: Humakt, Eurmal, Grandfather Mortal

·       Friendly: Malia

·       Hostile: All others

Knowledge

·       Automatic: The light mace is a sword biter and can be used to break enemy swords, per Cults of Terror.

·       Cult Secret: The mace can also parry incoming Turn Undead spells.

·       One of a Kind:  Only one is known to exist and it belongs to the Vampire Lucifer.

History

The mace was gained by the Vampire Lucifer on a heroquest which only she knows.  The Quest came to her in a dream sent by Vivamort. 

Powers

Any vampire wielding Biter can parry Turn Undead spells.  It holds a spirit with POW 14, INT 18 CHA 14 that knows the sorcery spell Dampen Damage which it uses to protect itself.  The spirit has access to the Repair matrix enchanted on the mace.  The spirit can also teleport the mace once per day to its owners coffin.  The mace has 12 hp.

Value 

The item is worthless to those who cannot wield it, though Humakt would pay 2000L to anyone who brought it to them to be destroyed.  To vampires its value is inestimable, but they would likely kill to have it.  Lucifer would not part with it over her undead body.

Edited by Pentallion
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Boots of Chonthud Om

Description

These appear as a pair of plain boots made out of soft leather. They will comfortably fit a humanoid of size 12 to 14. They are currently worn by Chonthud Om, a tusk rider.

A successful roll of either the Craft (Leatherworker) or the Craft (Tanner) skill will identify the boots as being made from goatskin. A special or critical will indicate that they have been made from broo skin.

A successful roll of sense chaos will indicate that the boots are chaotic. Casting Detect Magic will reveal them as magical. Evaluate treasure will simply indicate that they are good quality soft leather boots.

Cults

Associated: Cult of the Bloody Tusk

Knowledge

Automatic, One of a Kind (although conceivably a similar pair could be made)

History

The boots were made by Chonthud Om himself.

Procedure

They were made from the skin of a broo with the “Capable of leaping up to DEX in meters” chaotic feature. Chonthud Om killed the broo making a special roll of Bloody Cut, combining this with casting the Death Binding rune spell as well as sacrificing a permanent point of POW. In addition to trapping the broo’s spirit in its hand, the chaotic feature was somehow bound into the broo’s skin.

Powers

Wearing the boots will magically increase the user’s skill in jumping by one half.  The user will be aware of the improvement to his skill the first time he tries to jump whilst wearing the boots.

Every time a jumping roll is made and a special is rolled there is a chance equal to the wearer’s POWx3 or less on D100 that he will permanently acquire the chaotic feature “Capable of leaping up to DEX in meters” as well as gaining the Chaos Rune at 60% (affinity to the rune increases by 10% if it is already held).

Value

500L to the right buyer.

Edited by Peter Hart
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Wow, these all need to be added to a new edition of Plunder!

Edited by Mankcam
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" Sure it's fun, but it is also well known that a D20 roll and an AC is no match against a hefty swing of a D100% and a D20 Hit Location Table!"

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The Wheel of Hemkarba

A shallow jade disc surrounded by a mechanism of six concentric geared rings.  The rings have a pattern of short and long dashes at regular intervals.  The rings are manipulated to form a pattern of eight exotic runes around the jade dish.  The rings move freely until one arrangement is found, which is apparently dependant on the particular magic in the area.  

Cults

Associated: Godunya

Friendly: The Eunuchs of the Closed Hill.

Hostile:  Lhankor Mhy, Mandarins

Knowledge

Few, Cult Secret

History

Godunya developed this when he lived in Dragon Pass to teach the backward natives there truth from error and wisdom from lies.  Its open study is discouraged within Kralorela for the wisdom of Hemkarba (their name for the EWF) is coarsely unsuited for the refined moral temperament on the Kralori.  Should students persist in their study, the local Mandarins are all too happy to arrange for their studies to be completed in the Imperial palace of the Closed Hill, a fortune which few find themselves strong enough to decline.

The appearance of a wheel in the Holy Country after the Opening caused great consternation among the Lhankorings of that land as they recognized its similarity to their revered Alien Combination Machine, a prized tool of their God.  A great disputation was then had over which was invented first, which resolved nothing.  An observation by Carvak Zirvan of God Forgot, about the similarity of both to the Prayer Wheels of the bygone Machine City was probably dismissed much quicker than it should have been.

Procedure:

The wheels are made by master crafters within the Closed Hill.  They are given as gifts by travelling eunuchs to scholars interested in the wisdom of Hemkarba in exchange for favours to be performed at a later date.  A comment that one could find ten in any student dormitory has earned the speaker a whipping.

Powers

Thw full powers of the Wheel within Kralorela are large.  Its usefulness in Dragon Pass has been to render Draconic Energies intelligible to the wisdom of Lhankor Mhy (ince the hexagrams have been simply deciphered to their Theyalan equivalent).  The effect is to add a multiplier of INT (to a maximum of x4) in the creating New Spells Table (RuneQuest Glorantha p390) when Draconic Magics are intended to be created.

Price

The cost of materials and labour in making the Wheel has been estimated at 2000 L.  The real cost in Kralorela is both political and personal.  The cost of using one in Dragon Pass has been the open contempt of the Lhankoring Sages for "Kralori Blasphemy".

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Steward of the Intelligent Word

This is a leather scroll case that is carved a simple depiction of the goddess Etyries with the runes of movement, moon, and harmony forming connected designs. 

Cults

  Associated: Etyries

  Friendly: Issaries

Knowledge

Common

History

First produced hundreds of years ago, these scroll cases aid travelers, merchants and messengers who find themselves far from the heart of the Lunar Empire.  They are mostly used to translate simple communication, documents, and other straightforward writing into something intelligible. 

Procedure

These cases are crafted in Etyries temples by carving the leather and imbuing it with magic during the creation process. They are generally only available to wealthy travelers or members of the Lunar bureaucracy.

Powers

Any scroll or parchment scrap placed inside the case will convert entirely into New Pelorian script. Simple phrases are quickly and accurately translated while long and complex text may take hours or even days to translate and have significant errors. 

Value

25L

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Yohai's Helpful Hand 

This is a large maul with a haft of sturdy wood inlaid with lead in a design that incorporates darkness, harmony, and fertility Runes. The head of the maul is made of lead and takes the form of a clenched troll fist.

Cults

  Associated: Xiola Umbar

Knowledge

Few.

History

This massive weapon was forged by the Third-Eye Blue smith, Piku, as a reward for the services of Yohai Leadbite, The Very Helpful Troll. 

Procedure

This is a one of a kind item. Piku is unlikely to create another exactly like it.

Powers

This maul is a normal lead maul with one exception: If the wielder scores a Special or Critical Hit against an opponent, any of their nearby allies receive healing equivalent to a Heal 3 spell.

Value

1500L

Edited by Shawn Carpenter
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Hunter's Mercy

This is a miniature arrow with a wicked looking flint head. The shaft is made of Arrow Root and it is "fletched" with bristles of game animal fur.

Cults

Associated: Foundchild

Knowledge

Balazaring hunters (Local cult secret).

History

Long ago, a Balazaring runelord of Foundchild developed this charm to enable him to unerringly track wounded prey in order to put them out of their misery. The secret is now passed down to Master Hunters and other hunters sufficiently steeped in Foundchild's mysteries.

Procedure

The creation of  this charm requires the material for its construction, which must e accomplished during the Great Hunt. The charm's creator must successfully pass a Peaceful Cut test and sacrifice 1 point of permanent Power in the process of crafting the charm.

Powers

When the tip of this arrow is dipped into the blood of a wounded beast and then dropped on the ground, it will point in the direction of the wounded prey. Once dipped in prey's blood, it can be dropped repeatedly to home in on the creature's location. The effect lasts until the hunted beast is slain, dies of its wounds, or the arrow is dipped in the blood of another beast.

Value

500L

Edited by Shawn Carpenter
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Polaris' Jewel

A fist-sized white jewel that looks like a polished diamond shaped like an eight-pointed star if you look at it from above, or like a lotus if you look at it from the side. Some of the oldest jewels have some of their points missing. All these jewels twinkle with inner light nonetheless. It weighs 4 ENC.

Cults: Associated: Polaris, Yelorna, Pole Star. Friendly: Yelmalio, Yelm. Enemy: Xentha, Argan Argar, Kyger Litor, Zorak Zoran. All Chaos cults.

Knowledge: Cult secret (Few).

History: Some of these jewels are centuries old and are usually passed from one Star Lady to her successor. They represent the alliance bewteen Yelorna and the Star Captains, mainly Polaris/Pole Star. Some of them were gifted to friendly cults such as Yelmalio. And some of them ended in the treasure vaults of Yelorna's enemies, mainly trolls.

Procedure: This jewel can only be obtained through a Yelornan heroquest. The initiate follows the mythic path of Yelorna as she fought the children of Xentha, Argan Argar, Zorak Zoran and Kyger Litor, and then travelled to the upper sky to fetch the help of the Star Captains and bring them to the surface to aid in the fight, although she had to receive Dayzatar's blessing first. Alternatively, a shaman following the path of Pole Star could also bring one of these back from the spiritual plane.

Powers: The Jewel provides 6 points of Polaris rune magic to any initiate of Yelorna or Polaris. A Praxian shaman can contact Pole Star through the Jewel. The jewel sheds a permanent dim light that lights its surroundings like a torch, although its light can be seen from a 1000 km radius and it is specially visible at night. Shades will avoid getting less than 10 m close to the jewel, and trollkins are demoralized if they get closer to it than that. Some Yelmalian and Yelornan cultists have been known to use these jewels to signal messages, to aid friends to find their way or to lure runelords from Darkness-related cults into an ambush.

Value: 10,000 silver coins, although it is invaluable to any Polaris or Yelorna cultists.

Edited by Runeblogger
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Read my Runeblog about RuneQuest and Glorantha at: http://elruneblog.blogspot.com.es/

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Plate of Heads

A large silver plate with one or more severed heads resting atop them.  The plates are usually inscribed with the name of the Plate's maker and the blessing that he or she seeks from Seseine.

Cults: 

Associated:  Seseine.

Friendly:  Thanatar (They just like the concept)

Enemy: Non-Chaotic Cults.

Knowledge:  Cult Secret, Few

History:  The origins of the first plate has been lost and the Priestesses of Seseine have better things to do than find out.  It has been long known in Fonrit and has recently appeared in Genertela in two places: Nochet, where Fonritan sailors and travellers are often seen, and the Lunar Empire has part of a custom introduced by Send Valu, a demigoddess from Dorastor.

Procedure:  A silver plate is made and inscribed with the blessing to be desired.  The ritually prepared head of one or more enemies of the plate's maker is then placed on the plate.  The plate and head is then consecrated to Seseine with the cost of 3 points of POW.  To avoid damage to the plate, it is usually then sealed up behind a wall or donated to the nearest temple of Seseine.  

Powers: The plate confers an increase of +30% in the requested skill per head so long as the plate and heads remain intact.  The plate's maker is thereafter tainted by chaos.

Value:   The silver in the plate is worth about 500 Lunars.  The value of the plate to the maker is priceless.

 

 

 

 

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Beaver Paddle

An oval leather paddle, usually made of deer hide (never of beaver.)  1 ENC

Cults:

Associated:  Telmor

Friendly:  Sartar, Foundchild

Hostile: Aldryami cults, Arkat

Knowledge:  Few

History:  Telmori shamans have been making deals with the animal spirits in their lands since the dawn age.

Procedure: A shaman must contact the Great Beaver spirit and negotiate his cooperation by offering sacrifices, typically of 1 point of permanent POW.  One of the beaver's minions will then agree to be bound to the paddle until it is used.

Powers:  Slap the base of a tree with the paddle to activate.  The released spirit will cause the tree to fall in a direction chosen by the player.  This is done on the dex SR of the activator and the tree falls on SR 12 of that round.  The gamemaster will need to determine the size of the tree - a 25 meter long by 10 meter wide triangle is suggested but local conditions and tree type will determine this.  Mark the area where the tree falls; until the tree is removed, movement through the area is at half the normal rate.  (This effect stacks with the effects of a slow spell.)  Anyone in the area rolls a dodge.  On a success, they move aside and may position themselves at a point of their choice on the periphery of the fallen tree.  On a failure they are knocked prone and must make a contested roll of STR + SIZ versus 35 to free themselves and stand up.  Unfortunates who fumble the dodge roll are struck by the trunk of the tree and take 4d6 points of damage to a rolled location.  This item is single use.

Value: 500 Lunars

Edited by pmcaveney
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