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The Seven Scrolls of Sisitus

These texts are meant to educate military officers on the basics of strategy, maneuver, and logistics.

Knowledge: Common among Lunar elites and members of the Imperial Army

Cults:

Associated: Irrippi Ontor

Friendly: Any Lunar, Lhankor Mhy

Hostile: It is said that some prominent Zorak Zoran rune lords brag of having eaten the scrolls.

History:  Sisitus was an Irrippi Ontor scholar who was commissioned by the Red Emperor to prepare a curriculum for training Lunar army officers. After the devastation of the Night of Horrors the empire had a need to train a new cohort of future generals.  He gathered together existing texts, some well known in Peloria and some from distant lands, and had a scriptorium turn out hundreds of copies.  The first scroll is today a standard textbook for the Heartland Corps. The second scroll is popular with the Cavalry Corps; very few people read the other five, though.  However they are commonly found in beautiful wooden caskets that are clearly labeled so that your house guests can spot them easily in your library.  For this reason they became a status symbol among the Lunar elite.  Appius Luxus is said to read them every night before bed, particularly when he suffers from insomnia; he tells of a priestess who prophesied that the Hero Wars will begin the day after he reads the last sentence of the last scroll.

First Scroll:  Stars of Victory, written by Emperor Radaidavu in the first age. Compare to Frederick the Great's "Instructions to His Generals".

Second Scroll:  Twelve Commands, a manual for Carmarian Cataphracts.  Compare to the real-world Strategikon of Maurice.

Third Scroll: Ormandel's Letter, the text which convinced Duke Martien to hire the Slontan general for his war against the EWF.  Restates some of the ideas of Sun Tzu's Art of War.

Fourth - Seventh Scrolls: History of the Dorastor Wars, written by a priest of the Nochet knowledge temple named Hensar the cross-eyed.  Similar to Thucydides and Xenophon.

Procedure: They are not magical and may be copied by the usual means.

Powers: A player engaged in self-study who has access to the scrolls gains benefits as if being trained by an expert instructor of the battle skill.  Each scroll contains enough knowledge for one season of study.  If all seven scrolls are completed then the player gains an additional +10% to their battle skill; this is in addition to the training benefits and may exceed the usual 75% limit.

Value:  100 Lunars for each scroll

Edited by pmcaveney
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God Forgotten Spell Ascender

A blank crystal inscribed with a rune with other surrounding runes providing ancillary benefit.  The crystal is usually set in some other device such as the pommel of a sword, a wand or a necklace. Ascenders associated with the Death Rune are the most common.

Cults

Associated: God Forgot.

Friendly: Aeolian

Hostile:  Other Malkioni ("Magical Walking Sticks?!?  The very idea!")

Knowledge: Few, Common

History: 

The origin of these devices lie in a simple philosophical exercise to derive the principles of Sorcery from spirit and rune magics.  One day, Reiruof wondered if sorcery could be derived from spirit magic and also from rune magic, then could rune magic be derived from spirit magic?  The results were anti-climatic but they led to the construction of the Spell Ascenders that would allow ascend certain spirit magic spells into their rune magic equivalents.

They are usually found in the hands of the leading warriors of God Forgot to give them an edge in conflict although important people among the Bandori are gifted these as a sign of friendship.  

Procedure:

The spell Ascenders are made from The principle of the runes construction is fairly basic but tedious and only certain crafters in God Forgot spend their time making them.

Powers:

Each Spell Ascender is associated with a specific rune.  Casting a spirit magic spell through the Ascender transforms it into a near-equivalent Rune Magic Spell.  Thus:

Befuddle - Moon - Madness

Bladesharp  - Death - Truesword

Demoralize - Darkness - Fear

Disruption - Disorder - Shattering

Heal - Any - Heal wound.

Protection - Any - Shield

Ascended spells are cast as per rune spells in terms of chance of success and rune point cost (which is usually to a specific rune rather than a God).  Some spell combinations are impossible or only rumoured such as the Spell Ascender/Fireblade combination which was possibly made up to insult a visiting Seshnegi noble.

Value:

Worth 1000 Lunars to one who knows them and how to use them.

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Duck Masks

Description: Full-sized masks in the form of Duck faces, made of various materials and of various degrees of realism.

Cults

Associated: Ducks, Humakt
Enemy: Delecti's Horde

Knowledge: Common amongst ducks and Delecti's forces, uncommon elsewhere.

History: When Delecti created the Upland Marsh he extended his protection to all the inhabitants of the area. These included Ducks who lived in harmony and safety within Delecti's Realm. All of Delecti's army were programmed not to attack Ducks unless they were specifically ordered to. This meant that the Ducks were safe from all the mindless zombies and skeletons of the army. When the Lismelder tribe became duck friends some tried to live in the Upland Marsh but were attacked by Delecti's patrols. A wise duck craftsman found the solution when he created the first Duck Masks. The secret has been handed down amongst the Ducks and those Lismelder tribes people living in the Upland Marsh.

Procedure: Make a mask out of wood, metal, cloth or any other available material. Paint it to look like a Duck and put it on.

Powers: A Duck Mask allows the wearer to pretend to be a Duck, allowing them free passage through the Upland Marsh. This works because zombies, skeletons and other undead do not recognise the difference between real ducks and people wearing Duck Masks. It is known that Vampires and Mummies do not attack people wearing Duck Masks, but nobody knows whether the masks work against them or whether they are just humouring the silly mortals. What is known is that people wearing Duck Masks who ambush Delecti's patrols often disappear.
People wearing Duck Masks can pass the Humakti defences of any Duck Tower without a problem, unless they are Undead. Delecti uses this property to explore Duck Towers with hired flunkies.

Although there exist elaborate masks which are very lifelike, the Ducks know that extremely primitive masks still work. Therefore, even simply carved wooden masks painted in a Duck face will protect the wearer from Delecti's Hordes.

Value: A Duck Mask is typically worth 20L to travellers within the Upland Marsh. However, enterprising Ducks may be able to charge a lot more for a more realistic Mask .

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Wakboth's Teeth

DESCRIPTION

A mottled grey fang, in its raw state. A mottled grey weapon, normally a spear, sword or dagger, in its attuned state.
CULTS

ASSOCIATED: Cacodemon, Primal Chaos,
FRIENDLY: Other Chaos Cults
ENEMY: Storm Bull
HOSTILE: Other Chaos Fighters
KNOWLEDGE Cult Special, Uncommon

HISTORY

When Wakboth fought Storm Bull in Prax, he was crushed by the Block and his remains were mashed far into the ground. Much of his body was destroyed, but some remained relatively intact. Some of Wakboth's Teeth were broken into pieces which still retained some of their powers.
A Cacodemon HeroQuestor, known only as Dag the Krjalk, quested towards the end of the First Age in order to uncover some of the secrets of his deity, Cacodemon. As Cacodemon was born from Wakboth's Death, he Quested to the Block and descended beneath it, finding Wakboth's Skull and returning with one of Wakboth's Teeth. He managed to evade the Uroxi and made the HeroQuest known to others.

Since then, many creatures of Chaos have tried to find one of Wakboth's Teeth, but most have failed, sometimes killed by the Uroxi near the Block, sometimes by the Chaos beneath the Block and sometimes through attuning the Teeth.

PROCEDURE

There are two ways of gaining one of Wakboth's Teeth, through HeroQuest or by liberating one from its current owner.
The HeroQuest is available through certain Temples of Cacodemon or through the Cult of Dag the Krjalk who may be contacted in the Footprint, Snake Pipe Hollow, the Marsh, the Tunnelled Hills and beneath the Block. It is extremely dangerous and will be detailed here in the future. It involves going to the Block, entering the Caves below, locating the remains of Wakboth's Head, finding a Tooth or fragment, controlling and binding the Tooth and returning to the normal world.

Taking a Tooth of Wakboth from its current owner seems simpler, but when it is borne in mind that the current owner probably survived the above HeroQuest and has one of Wakboth's Teeth as a weapon, the task suddenly appears somewhat more difficult.

To attune the Tooth, match POW vs a POW of 3D6 + 6, rolled each time the Tooth is attuned. The attuner loses 1D10 POW when he attempts to attune the Tooth, regardless of success.

If the attuning is successful, the attuner gains the Chaos Feature "Appears Extremely Dangerous" and may use the powers of the Tooth. If the attuning fails, the attuner gains the Chaos Feature "Appears Harmless" and may not touch the Tooth, otherwise he suffers the effects of being damaged by the Tooth when a location touches the Tooth.

POWERS

Once attuned, the Tooth takes on the appearance of a weapon of the user's choice. If the Tooth is complete, it may take on the form of any size weapon. Otherwise, the Tooth may only take on the form of a weapon of the correct size (ENC). Incisors are ENC 10, Canines are ENC 6, Pre-Molars are ENC 15 and Molars are ENC 20. Fragments of the Teeth will retain the Powers but will be smaller.
When a Tooth is wielded in battle, calculate damage normally, but if the Tooth penetrates armour it does a special type of damage. Match the wielder's MP vs the target's MP. If the roll fails, no damage is done. If the roll succeeds the location struck is turned into Chaos Slime (cf Plunder) and destroyed. If a limb or other non-vital location is destroyed, it may be restored through Divine Intervention or Regrow Limb.. If the location is vital, the target is dead and may only be restored through Divine Intervention- Resurrection will not work. Cure Chaos Wound will halve the time taken to regrow a limb and will halve the POW lost through Divine Intervention to restore a location.

A Tooth of Wakboth can be used to parry normally, with Armour Points equal to its POW. It does not take damage from Runic or Magic weapons, but takes normal damage from Truestone weapons and double damage from Adamant weapons.

VALUE

As a generator of Chaos Slime, this is invaluable. As a Weapon, it is unequalled. To Chaos creatures it is priceless, to enemies it will be gained at any cost. For these reasons, it is impossible to put a price on Wakboth's Teeth.

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Thunder Arrows

DESCRIPTION: Tin arrows with flint arrowheads. When activated, the arrowhead sparks as a Thunder Stone.


CULTS

ASSOCIATED: Orlanth
ENEMY: Yelm, other Fire/Sky cults


KNOWLEDGE: Cult Secret, Few


HISTORY: When Orlanth killed Yelm during the God Time he picked up the objects that Yelm left behind with him as spoils of victory. Some of these objects were the golden arrows that Yelm had fired at him. Orlanth filled these with his own power and transformed them into Thunder Arrows.
During the First Age, many followers of Orlanth HeroQuested and travelled back to his victory over Yelm. There they found the method to create Thunder Arrows.

 

PROCEDURE: The Thunder Arrow variant of the "Orlanth Slays Yelm" HeroQuest is available from many Orlanth Great Temples. A determined Orlanthi Wind Lord should be able to locate the HeroQuest by travelling around the Temples.
To create the Thunder Arrows, the Orlanthi must perform the "Orlanth Slays Yelm" HeroQuest and must take one or more of the arrows fired at him during the fight. If no arrows were fired at him, he may not create Thunder Arrows. He must then use the Create Thunder Arrow spell on each arrow to create a Thunder Arrow.

A member of the Thunder Arrow Magic Weapons Subcult may use Thunder Arrows created by another member by sacrificing 1 POW per point of the Thunder Arrow.

 

POWERS: A Thunder Arrow acts as a ThunderStone when fired at an enemy. For each point of the Thunder Arrow the Thunder Arrow does 1D6 MP and 1D6 General HP damage to the target. The damage is blocked as normal Thunder Stone.
Once used, the Thunder Arrow is de-activated and must be re-activated using the Bless Thunder Arrow spell.

 

VALUE: Thunder Arrows will sell for 100L per point in the Thunder Arrow.

NOTES

Thunder Arrows have several advantages over normal ThunderStone. They have a longer range and are easier to use, most Wind Lords being more proficient with a bow than with throwing rocks. Thunder Arrows are re-chargeable and may be reused.
Thunder Arrows are also more expensive to create and may only be created at the culmination of a HeroQuest. They may only be re-charged and created by members of a small Magic Weapon Subcult of Orlanth which is only found in certain Great Temples.

The following spells are available from a Thunder Arrow magic weapon subcult whose members only include those who have successfully performed the "Orlanth Slays Yelm" HeroQuest.

Create Thunder Arrow (Stackable, 1 Use, Permanent, Ritual Enchant)

This spell may only be cast at the culmination of the "Orlanth Slays Yelm" HeroQuest by the Orlanth of the HeroQuest.

The caster must have collected arrows fired at him by Yelm during the Quest. He then casts the spell and attempts the Enchant roll. If the roll is successful, he loses 1 POW per point of spell and enchants the Thunder Arrow. In any case, he uses the spell and must re-sacrifice if he wants to create more in the future.

The Thunder Arrow created will act as a Thunder Stone when fired as detailed above.

Bless Thunder Arrow (3 point, Reusable, Permanent)

This reactivates a Thunder Arrow, the caster must be able to touch the Thunder Arrow and it becomes energised with Orlanth's power.

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Moon Swords

 

DESCRIPTION: Ornate two-handed scimitars made from a red metal. Moonswords glow with a faint red sheen which waxes and wanes with the phases of the moon, when the Red Moon is dark the sword does not glow, when full it glows almost as brightly as a Light spell.
CULTS

ASSOCIATED: Yanafal Tarnils, Red Emperor, Red Goddess, Lunar Cults
ENEMY: Orlanth, Storm Bull, Moon-hating cults

HISTORY: There are many demigods serving the Red Goddess and the Red Emperor on the Red Moon. One of these is a master smith who makes magical weapons for the court. After several HeroQuests he came back with the knowledge required to make the Moon Swords. For the past 40 years or so he has been making Moon Swords at a rate of one per year. The process takes so long because the Smith must refine Moon Rock in order to create the Moon Metal used to make the Sword.
Moon Swords are given as gifts by the Red Emperor to those he feels worthy. It is known that Jar-Eel carries two one-handed versions, the Red Emperor has a Moon Sword but never uses it, the High Priest of the Crimson Bat has a Moon Sword as does Jar-Eel, the head of the Bloodspillers cult, whose Moon Swords are one handed and she carries two of them.

PROCEDURE: The only way to gain a Moon Sword is by sucking up to the Red Emperor to the extent that he will gift you with one. Generally, only Lunar Heroes or important religious of political figures may be given Moon Swords. As Moon Swords only work for their owner they may not be gained through conquest.

POWERS

Moon Swords share many of the properties of Scarlet Scimitars with which they have much in common.
The Scimitar has the same AP as an iron scimitar and acts as a runic weapon.

The owner may cast a Truesword on the sword once per day except when the Moon is Dark. This spell is provided by the sword itself. On days of the Full Moon, this spell lasts for 1 hour.

On command, the Moon Sword will glow a bright red, illuminating an area of 50m diameter.

A Moon Sword does special damage, depending on the Phase of the Moon. The scimitar does 1D8 + 1 on Dark Days, 2D8 + 1 on Crescent Moons, 3D8 + 1 on Half Moons and 4D8 + 1 on Full Moons.

Once per week the owner of a Moon Sword may call forth a Lune from the Sword. On a Dark Moon, no Lune will come, on a Crescent Moon you can summon a Small Lune, a Medium Lune on a half Moon and a Large Lune on a Full Moon. This Lune will remain summoned for 1 minute on a Crescent Moon Day, 5 minutes on a Half Moon Day and 15 minutes on a Full Moon Day. The Lune must be commanded as usual with Command spells which the Sword does not supply. Once summoned, a lune may not be resummoned until the next Full Moon.

Within the Glow Line or within a Glow Spot, the Moon Sword will function as if the Moon were Full. This makes them extremely powerful within the Empire proper. The Truesword spell affects the Sword fully, doubling the sword damage. This doubles with a Slash and is compatible with Gifts that cause damage to be doubled against certain foes.

VALUE: A Moon Sword is priceless to its original owner. If he loses the Moon Sword, it is a matter of honour to regain it. In this case, the owner will generally pay up to 10,000L to regain the Sword but would be just as likely to try and take the Sword by force.
As trophies, Moon Swords are worth around 1,000L.

NOTES

Two-Handed Scimitars

Moon Swords, with the exception of those wielded by Jar-Eel, are 2 Handed scimitars. These are seldom used, even in Lunar areas, as most Lunars use the standard 1 Handed scimitar.
Here are the statistics for a 2H Scimitar.

Type Sword, 2H
Name: Great Scimitar
STR 11 
DEX 13 
Damage 2D6 + 2 
HP 12 
Cost 150L
ENC 1.5
Length (Range) 1.4
SR 2
Basic 10
5-25% 400L
0-50% 800L
51-75% 1200L

 

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Spirit Weapons

DESCRIPTION: Spirit Weapons are typically small versions of real weapons, maybe a painted shield or ceremonial spear. They are often decorated with tassels, feathers, stones or engravings, carvings or painting. They may well take the form of non-weapons, such as musical instruments or images of powerful people.
CULTS

ASSOCIATED: Daka Fal, Shamanic cults
KNOWLEDGE: Common, Shamanic.

HISTORY: The Horned Man gave his children many weapons in order to protect against Spirits. The secret of how to make them was passed down amongst the shamans until every shaman in the world knew.
PROCEDURE: Spirit Weapons are made by shamans who know the ritual to make them. This ritual may be a Spirit Magic spell or a HeroQuest spell, depending on he individual GM's preferences. The Shaman makes a Spirit Weapon using the techniques that his culture uses to create Medicine Bundles in general. So, Elven shamans will use plants and stones in the manufacture whereas Praxian shamans may use bones, feathers and cloth, Troll shamans may use bones, hair, cloth and polished stones and so on.
The cost of creating a Spirit Weapon depends on the ritual used and the powers gained, but is typically 1-3 POW.

POWERS

Spirit Weapons must be used correctly for their powers to work. Thus, drums must be played, rattles must be shaken, pipes blown, spears and shields wielded. They are, of course, designed to look silly while being used.
While the user performs the activity he gains the benefits of the Spirit Weapon. If he stops then the abilities are lost until the activities start up again. A Shaman will use these weapons during his Discorporation ritual and can then use them while discorporate, as long as he continues to perform the required activity.

Spirit Weapons have varying effects when used, depending on the powers of the individual items.

Some sample weapons are listed below:

  • Spear - Increases Spirit Combat Damage by a variable amount, e.g. 1D6 or 2D6
  • Shield - Allows you to reduce damage taklen in Spirit Combat by 1D3
  • Drums - Add 1D3 ro the effective POW to all friends in Spirit Combat within earshot
  • Pipes - All unintelligent Spirits within earshot will try to move towards the player to listen to the music.
  • Net - When thrown over a Discorporate Spirit in Spirit Combat, prevents the spirit from disengaging. The combat can only end with the spirit bound or the opponent reduced to 0 MPs and possessed or captured.
  • Rattle - Doubles damage inflicted on Disease Spirits fought.
  • Bull Roarer - Doubles the user's POW for the purposes of determining Spirit Combat results

VALUE

Spirit Weapons have variable powers and this determines their value. Weapons with minor effects may be worth 100L, those with major powers anything up to 1,000L. Weapons which affect groups or areas are worth more than those which affect individuals.

 

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God Bundles

DESCRIPTION: God Bundles are typical Shamanic Medicine Bundles. They contain many different components, maybe with runes or symbols as decoration, typically decorated with feathers, bones, cloth, and so on. All God Bundles contain at least one item sacred to the spirit to be contacted, perhaps a piece of flint to contact Orlanth or a raven feather to contact Raven.
CULTS

ASSOCIATED: Shamanic cults, the cult of the spirit to be contacted
ENEMY: Enemies of the spirit to be contacted
HOSTILE: Members of the cult of the spirit to be contacted who do not like outsiders gaining access to their spirit

KNOWLEDGE: Common, Shamanic.

HISTORY: When the Horned Man told his children how to contact the Spirits, some came to him and asked why they could not contact the deities who walked the world. The Horned Man thought a while and went to each deity in turn asking if they would allow worship by his followers. Most of the deities were greedy and wanted more worship with only a few refusing. Dayzatar was one who refused, as was Ourania Queen of Heaven. Those deities who refused may not be contacted with a God Bundle. The Horned Man then made the first God Bundles and taught the secret of their use and manufacture to his children.

PROCEDURE: God Bundles are made by shamans who know the ritual to make them. This ritual may be a Spirit Magic spell or a HeroQuest spell, depending on he individual GM's preferences. The Shaman makes a God Bundle using the techniques that his culture uses to create Medicine Bundles in general. So, elven shamans will use plants and stones in the manufacture whereas praxian shamans may use bones, feathers and cloth, troll shamans may use bones, hair, cloth and polished stones and so on. However, all God Bundles have to contain some kind of link to the Spirit to be contacted. So, a Sun Hawk God Bundle may contain one of Sun Hawk's feathers, a stone with Sun Hawk's Runes written on it, a picture of Sun Hawk or a Sun Kiss flower.
The cost of creating a God Bundle depends on the ritual used but is typically 1-3 POW.

POWERS

God Bundles may be used by anyone having the knowledge to use one. All Shamans are taught how to use God Bundles as part of their training. Some GMs may want to play that God Bundles may only be used by shamans of the same or related culture to that of the creator, so only Praxian shamans may use God Bundles created by a Praxian shaman. 
A God Bundle allows a shaman to contact a spirit in order to worship the spirit and to gain benefits from that direct worship. The Shaman must still discorporate and find the spirit to be worshipped, then must persuade the spirit to allow the worship as per normal shaman rules, but the God Bundle allows this to occur.

Most shamans cannot contact spirits for individual worship without a God Bundle of some kind.

As shamans generally only know how to create God Bundles for the spirits they normally contact, finding a God Bundle of a new spirit is important as they can now attempt to contact the new spirit.

Shamans typically have many God Bundles, one for each of the Spirits they worship. They are often jealous of these God Bundles as if they lose a particular bundle they will not be able to contact the Spirit and may no longer regain the use of the Spirit's Divine Magic nor may they sacrifice for more Divine Magic until the Bundle is restored or a new one created.

VALUE: Typically, a God Bundle is worth a great deal to a shaman, especially if it is one he does not possess or for a spirit which he wishes to contact. God Bundles are typically sold for 4 points of Spirit Magic, or maybe up to 8 points for rare or important spirits. 

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Ancestor Bundles

DESCRIPTION: Ancestor Bundles are typical Shamanic Medicine Bundles. They contain many different components, maybe with runes or symbols as decoration, typically decorated with feathers, bones, cloth, and so on. All Ancestor Bundles contain at least one item sacred to the ancestor to be contacted, perhaps a piece of the ancestor's body or a picture of the ancestor or something owned by the ancestor during life. In more civilised areas, Ancestor Bundles may well take the form of icons or small shrines which would sit in the family shrine and allow the ancestor to be called.
CULTS

ASSOCIATED: Daka Fal, Shamanic cults
ENEMY: Humakt, other Death Rune Cults
HOSTILE: People who were hostile to the ancestor while alive

KNOWLEDGE: Common, Shamanic.

HISTORY: When Daka Fal taught people to contact those who had died and were part of their family, he also taught how to contact individual spirits more easily, so as to make it easier and less dangerous to contact these spirits. Thus were created the first Ancestor Bundles.

PROCEDURE: Ancestor Bundles are made by shamans who know the ritual to make them. This ritual may be a Spirit Magic spell or a HeroQuest spell, depending on he individual GM's preferences. The Shaman makes an Ancestor Bundle using the techniques that his culture uses to create Medicine Bundles in general. So, Elven shamans will use plants and stones in the manufacture whereas Praxian shamans may use bones, feathers and cloth, Troll shamans may use bones, hair, cloth and polished stones and so on. However, all Ancestor Bundles have to contain some kind of link to the ancestor, so a troll Ancestor Bundle may contain a finger of the ancestor, a lock of hair, a piece of cloth worn by the ancestor and so on. The cost of creating an Ancestor Bundle depends on the ritual used but is typically 1-3 POW.

POWERS

Ancestor Bundles enable easy contact with the ancestor specified in the creation of the Bundle. One need not know one's exact genealogy in order to summon this ancestor when using an Ancestor Bundle, all one needs to know is that one is a descendant. 


A Summon Ancestor spell is still required to summon forth the spirit and there is no chance that the wrong spirit will be called. The ancestor tied to the Ancestor Bundle is typically well-disposed to the user of the Bundle, subtract the user's POW from any reaction rolls which need to be made.

Summoning Spirits which are not one's ancestors using these bundles is a bad move and cause the user's POW to be added to reaction rolls. Also, the only spirit which may be summoned is the spirit linked to the Bundle. This may be used to trap a spirit who is not one's ancestor.

VALUE: Ancestor Bundles are worth a great deal to the descendants of the Spirit in question. Depending on the relative power and prestige of the ancestor, an Ancestor Bundle may sell for anything from 500L to 20000L. They may also be sold to enemies of the Ancestor for around half the amount.


NOTES: Some Ancestor Bundles are extremely sought after. Any Bundle that ties to a Mistress Race Troll is valuable to the trolls as many trolls are descended from these beings. In places such as Prax and the Rubble, Ancestor Bundles may allow powerful ancestors to be summoned in times of war, in which case Bundles tied to mighty warriors or magicians are especially sought after.
Some families will summon ancestors of rival clans using these Bundles and will then bind or destroy those ancestors to weaken their enemies.

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Teshnan Waveblade

Description:  A wavy-bladed sword.

Cults:  

  • Associated: Somash, Sshorg
  • Friendly: River Cults

Knowledge: Automatic, Common

History:

These blades were first made in Storm Age Teshnos, representing the serpentine might of Sshorg.  They were used by Foot-soldiers then as the nobles of the Zaranistangi preferred to remain true to the Red Sword that Tolat had given them.  Soravatoor is the Hero who changed this.  He declared that the waves was but the undulations of the Sky River.  Armed with this truth, he fought the Zaranistangi in battle and defeated them.  Since then, the blades have become the favourite weapon of the Nobles of Teshnos.  They are found further west as a chance trophy of some Praxian raider or, most curiously, retrieved from the mud surrounding Corflu.

Procedure:

Any redsmith with sufficient practice could make a passable waveblade.  Only the smiths of Teshnos have had the sufficient practice to make such swards to date.

Powers:

A waveblade counts as an elemental weapon for both fire and water for the purposes of Runic Inspiration (RuneQuest Glorantha p227)

Value:

A waveblade had little value other than a functional surio and so would rarely sell for more than 60 Lunars in Prax and Dragon Pass.  Among the Teshnans they are status weapons among the nobility and the possession of one by an outsider is enough to mark him as a thief or a murderer,

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Hydra’s Tooth Arrow

This longish arrow appears to be made of bone, with black fletching and a glistening tip that seems to be seamlessly merged with the shaft.  The tip gives off an acrid stench and every so often, drips a foul fluid to the ground, which sizzles as the fluid hits. 

Cults

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

·       Associated: The secret of making these arrows is limited to cults that specialize in the use of poisons and acids – Aranea, Bagog, Bodkartu, the Black Fang Brotherhood, Natha etc.  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:  Humakti tend to consider poisons and acids as the weapons of assassins.  As such, anyone known to have such an arrow is likely to be an assassin, or someone who deals with assassins and should therefore be killed on sight.

·       Friendly: Given the likely use and the probably nature of the user, none.

·       Hostile: All healing cults (e.g. Chalana Arroy) and most warrior cults (e.g. Orlanth and Storm Bull) detest the use of poison unless it is against Chaos.  Higher ranking members of Chalana Arroy who are aware of their cult's involvement in the history of the item will go to additional lengths to make sure the proper authorities (e.g. Humakti) are aware of anyone with such an item.  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

Automatic, Cult Secret, Few.

History

Ironically, the potential of Hydra's teeth was first discovered by a somewhat naive worshipper of Chalana Arroy who was looking for a potential cure for Hydra venom.  He was the first to re-activate the tooth of a dead Hydra so that he would have a reliable source of venom to practice with.  Unfortunately, his work was discovered and his secret was tortured from him by a Black Fang Brotherhood Rune Lord.  It didn't take long for the cult to see the potential uses for such a weapon.  The only challenge they face is the shortage of accessible Hydra and people willing to die to get the necessary raw materials.

Procedure

First, find a Hydra’s tooth.  Them prepare or procure a POT 13 systemic poison and a POT 6 acid.  Mix the poison and acid with the tooth, cast Heal 6, then clean the arrowhead and attach it to a bone shaft and cast Repair 2.  Finally, request a successful Divine Intervention to imbue the arrowhead with some of the hydra’s original life force and to merge the arrowhead and shaft together.

Powers

The tip of this arrow is made from a hydra’s tooth.  The arrow has 15HP and is constantly dripping hydra venom from its tip.  The venom is both a 13 POT systemic poison and a 6 POT acid.  On a hit, the tooth does 1D6 normal damage, then the acid permanently damages the target’s armor.  If this is sufficient to penetrate the armor, then any remaining POT from the acid is immediately applied as damage to the underlying location.  The systemic poison is then introduced, taking effect 1 melee round later.  Venom that has left the arrowhead loses its potency after 1 minute. 

Anyone can use this arrow; however use is not without risk.  The user must take great care how they handle the arrow because of the constant dripping and must make a DEXx3% check every time they draw the arrow, are subjected to rough movement or move faster than half their normal move allowance in one round.  If they fail this check, then one random locations has had venom fall on it (resolve as per above).  Some of this risk can be mitigated if the user is able to seal the arrowhead in a container that can survive the acid. 

If the arrow is ever broken, or the arrowhead is removed from the arrow, the tooth and the arrow permanently lose all magical power.

Value

This item would never be sold on the open market as it has limited uses in most people’s eyes.  However, on the black market and to the right buyer, it could be worth up to 10,000L.

 

 

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RQG PLUNDER – TRUE DRAGON'S BLOOD

Description: The blood of a True Dragon can be found in two different states: molten and cooled. When spilled the blood seems like a thick liquid, glowing and radiating heat—similar to the pouring of smelted bronze. Despite this intense heat, the blood of a True Dragon lights no fires. Rather, it causes the world around to become mutable, melting as if made of candle wax. No substance save truestone resists this entirely, although older things endure it better than younger. The more fixed into its shape a thing is, the better it will endure a True Dragon's essence.

Deprived of the irreality—or perhaps hyperreality—of the True Dragon, the shed blood slowly cools over the course of a season. This process can be accelerated by mundane methods of dousing heat. Once the True Dragon's life leaves it, dragonsblood is smooth and glassy. It is brittle like obsidian, but of many iridescent colors rather than black.

Cults: Associated – Dragonewts; Friendly – Kralorelan mystics, EWF remnants;

Knowledge: Cult Secret; Few;

History: Dragonsblood is rare. While many gods fought against and alongside True Dragons in the God Time, it is more difficult to find dragonsblood in the Middle World than to find the blood of gods. Further, the cooled substance is often mistaken for colored glass or an unusual rock, rather than the treasure it is. The cooled substance's comparable fragility further adds to this scarcity.

The largest known piece of True Dragon's blood was about the size of a big man's head, colored ivory and aquamarine. It was kept in the treasury of Orlanth's temple in Whitewall, and said to be the blood of Aroka. This treasure disappeared after the city's fall in 1621.

Procedure: Make a True Dragon bleed. More realistically, find a chunk of cooled blood from EWF ruins, by stealing from dragonewts, or for those who value their skin where it is, finding it through dumb luck. It may be possible to bring back molten dragonsblood as a boon from an appropriate God Plane heroquest (like Orlanth Slays Aroka).

Powers: True Dragon's blood has a variety of effects. Its POW varies depending on the size of the sample. An adventurer must attune both cooled and molten dragonsblood, overcoming POW in the same fashion as for magic crystals. It can also be used for alchemical purposes, described following. An adventurer can only be attuned to one piece of dragonsblood at a time, and cannot be attuned to both dragonsblood and a magic crystal.

Dragons are anathema to the gods and elements, creatures which see the Glorantha for the illusion it truly is. They are dispassionate and unattached to the Middle World. Any adventurer who attunes a True Dragon's blood is consequently affected by this alien mindset. In addition to other consequences described below, any adventurer attuned to dragosblood has a constant penalty to their Passions equal to the attuned piece's POWx5%. This penalty lasts for a full day after attunement ends.

Table: Size and POW of Dragonsblood:

Size:

POW roll:

Average POW:

ENC:

Tiny (the size of a coin)

D6

3-4

0

Small (the size of one's palm)

2D6

7

(2)

Large (the size of one's fist)

4D6

14

1

Enormous (Anything larger)

6D6+

21+

3+

Whether or not the adventurer succeeds at attuning a piece of dragonsblood, they lose 1D10% from their highest Elemental Rune. This is a consequence of magically tampering with draconic powers. So long as the adventurer remains attuned, their Elemental Runes cannot rise higher than 100 minus the blood's POW; if a Rune is already above, it remains at that value.

In attuning dragonsblood, an adventurer borrows a fragment of draconic power. Typically, this provides the adventurer with a draconic effect. To randomly determine this ability, roll D100 and consult the table below depending on the piece's POW. Ability descriptions are following. This should not be treated as an exhaustive list, but rather a collection of most common abilities. A dragonsblood power takes place on strike rank 1 unless stated otherwise.

Table: True Dragon's Blood Powers:

Ability: // POW:

1-5:

6-10:

11-15:

16-20:

21-25:

26-30:

Molten:

Draconic Passion

01-20

01-10

01-15

01-05

01

----

----

Understand Auld Wyrmish

21-50

11-20

16-20

06-20

----

01-30

----

Dragon Claw

51-65

21-35

21-30

21-30

02-15

----

01-05

Growth

66-75

36-50

31-40

31-35

----

31-35

----

Shimmering Hide

76-80

51-60

41-50

36-40

----

----

----

Draconic Blood

81-85

61-65

51-55

41-50

16-30

36-40

06-20

Rough Scales

86-90

66-80

56-65

51-55

----

----

----

Dragonewt Roads

91-98

81-90

66-80

56-60

31-40

41-45

----

Dragon Armor

99-00

91-98

81-85

61-65

41-50

46-60

21-35

Firebreath

----

99

86-95

66-70

51-70

61-70

----

Soul-blast

----

----

96-99

71-80

71-85

71-80

36-50

Sprout Wings

----

----

----

81-95

86-90

81-85

----

Call Dream Dragon

----

----

----

96-99

91-98

86-95

51-60

Draconic Consciousness

----

----

----

----

99

96-99

61-00

Roll Twice

----

00

00

00

00

00

----

For dragonsblood which exceeds 30 POW, roll once for a POW 30 piece, and again for the remainder. The blood has all rolled abilities. Always re-roll duplicated abilities, whether for extremely high-POW pieces or for results of Roll Twice.

Attuning a portion of still-molten True Dragon's blood is somewhat more complex. In attuning the living substance, the adventurer may change their nature, becoming a little draconic. When an adventurer attempts to attune molten dragonsblood, first add an additional D6 to the rolled POW based on the piece's size. Then, have the adventurer roll to attune immediately, without taking the usual week to attune. If the adventurer overcomes the dragonsblood, they feel a strong compulsion to sacrifice POW equal to the blood's POW. This bonds the adventurer to it. Whether or not they sacrifice, the blood rapidly cools into a hardened state. If the adventurer sacrificed to it, the piece's appearance is different to normal cooled dragonsblood It shimmers and glitters, slowly changing colors; life is preserved within.

If the adventurer did not sacrifice, determine the piece's ability as usual.

For attuned molten dragonsblood, roll both on the appropriate POW column in the Powers table, and then again on the Molten column. The piece has all rolled powers. The adventurer also permanently gains Draconic Passion. While they are attuned to this piece of blood, they gain access to all of its abilities. In addition so long as the adventurer does not unattune, the piece will both generate and store magic points as if a living creature, which can be used by the attuned adventurer. Any other person who attunes the piece will not gain access to the Molten ability. If the adventurer ever unattunes the piece (whether by choice or involuntarily through death, etc) the dragonsblood “dies”. Reattuning gives renewed access to the Molten ability, but the cooled dragonsblood no longer generates or stores magic points.

Dragonsblood Powers:

Call Dream Dragon: After fifteen minutes focusing on the blood, the adventurer must pass a Meditate roll. If they do, a dream dragon with random characteristics (Glorantha Bestiary 118-119) is called from the surrounding area and arrives within the next hour. This does not, however, give the adventurer the supernatural ability to command the dragon. Call Dream Dragon does not cost magic points.

Draconic Blood: The adventurer adds the dragonsblood's POW to their own when resisting spells. However, they automatically resist all spells—including their own. Additionally the adventurer's blood changes color, typically to purple or green.

Draconic Consciousness: While attempting to attune the blood, the adventurer's mind is forcibly opened to the infinity which is OUROBOROS. The adventurer must succeed at a POWx1% roll, or else be driven insane. Roll on the Insanity table for the Madness Rune spell (RQG 334) to determine the exact effects. If they avoid insanity and attune the blood, the adventurer has survived some form of Illumination. The consequences are best determined by the gamemaster of each campaign. Some examples include:

  • Draconic Soul: Lose 1D6% from the Beast and Man Runes, and gain the Dragonewt Rune at the lost percentage. If the adventurer's Dragonewt Rune becomes dominant among the three (all balancing to 100%), they hatch in Dragon's Eye as a crested dragonewt after death.

  • Shape Dream: Realizing the illusory nature of the senses, the adventurer gains Shape Dream as a Magic skill. Shape Dream's base percentage is the sum of the adventurer's INT and POW. The adventurer may immediately sacrifice any amount of POW or unspent Rune points. This creates a pool of POW which the adventurer may use to alter reality. Treat this pool like Free INT for sorcery. To use Shape Dream, the adventurer must succeed at a skill roll, then spend POW equal to the levels of strength, range, and duration they wish to create. For example, a Call Light of strength 3, range 1, and duration 3 would cost 7 POW from the pool. The light called would be like low daylight, within 10 meters, and last 20 minutes. Shape Dream is not sorcery; use the sorcery chapter of RQG as guidelines for Shape Dream effects. Shape Dream costs no magic points. Whenever the adventurer uses Shape Dream, they lose 1D10% from the skill as a consequence of getting entangled in mundanity. The adventurer's POW pool for Shape Dream can be replenished by spending a week in meditation and succeeding at a Meditate roll. Shape Dream can be increased the following ways:

    • Researching the skill during downtime.

    • Sacrificing their Passions and Elemental Runes. Every 5% sacrificed increases Shape Dream by 1%.

    • Experience.

In any case, this effect is permanent. The adventurer may attempt other attunements as usual and behave as expected for their culture, but they know that the nature of reality is otherwise. The draconic attunement penalties to their Passions and Elemental Runes is permanent, even while they are not attuned to a piece of dragonsblood.

Draconic Passion: The adventurer gains a draconic Passion at 60%, feeling a compulsion to behave that way. These are pervasive attitudes like Suspicion, Optimism, or Laziness. Consult the dragonewt entries in the Glorantha Bestiary 39-41 for ideas. This passion remains so long as they are attuned, and for 24 hours afterward. It can increase and decrease through augments as usual. This Passion is not subject to the draconic attunement penalty. If the Passion decreases to zero while the adventurer is still attuned, they immediately gain one POW and a new draconic Passion—usually one in some way opposed to the previous.

Subject to GM's discretion the adventurer can spend time researching this Passion as though it were a skill to reduce it, instead of increasing it. This involves meditation on the adventurer's emotions to develop self-control and focus on Right Action.

Dragon Armor: Invoking this effect costs the adventurer 1D10% from any Elemental Rune. Their skin changes slightly, being covered in shimmering, nearly-transparent scales. While this effect is active, damage is absorbed at a cost of magic points, at a rate of one magic point per point of damage. This happens after reduction from armor, protective spells, etc, and even mitigates damage from critical hits. The most damage this ability can absorb from a single blow is the dragonsblood's POW. The magic points can be pulled from any source.

Dragon Armor ends when the adventurer dismisses it, unattunes from the blood, or if they take a blow and do not have enough magic points to absorb it. All magic points are spent reducing the damage as far as possible, then the effect ends and the adventurer falls unconscious.

Dragon Claw: Invoking this effect costs the adventurer 1D10% from any Elemental Rune. Their left hand transforms into a dragon's claw. Its base damage is 2D6 and the adventurer starts with a Claw skill of DEXx5%. A successful parry blocks as if it had weapon hit points equal to the dragonsblood's POW. It can hold weapons and shields made by dragonewts, but handles other objects clumsily, reducing the adventurer's skill to half. Dragon Claw lasts until dismissed. It ends immediately if the adventurer unattunes.

Dragonewt Roads: The adventurer can point to the nearest dragonewt road by concentrating on the dragonsblood for a minute. It doesn't tell them the distance. They can enter a dragonewt road at suitable locations and travel it, bringing along companions equal to the dragonsblood's POW. Entering the dragonewt road requires a successful POWx5 roll, and costs each traveler one magic point per hour. Each hour traveling on the road covers the distance of a day's travel by mundane means.

Firebreath: Invoking this effect costs the adventurer 1D10% from any Elemental Rune. They spit a glob of fire at a target within the dragonsblood's POW in meters. This deals damage to each hit location of the target equal to the percentiles lost from the adventurer's Rune. Armor and magic protect as usual.

Growth: This ability can be activated by rolling under POWx5. The adventurer must expend magic points, up to a maximum of the dragonsblood's POW. Each magic point spent increases the adventurer's SIZ by one, changing their hit points, damage bonus, category modifiers, and so on accordingly. Growth lasts minutes equal to the dragonsblood's POW.

Rough Scales: This power is activated by rolling under the adventurer's POWx5. It changes the adventurer's skin, making it rough and scaly. This protection absorbs one point of damage per magic point spent on the power. This stacks with armor and magical protections. The adventurer may spend magic points up to the dragonsblood's POW. Rough Scales lasts minutes equal to the dragonsblood's POW.

Shimmering Hide: The adventurer takes on a mirage-like appearance. It is activated by rolling under the adventurer's POWx5. Each magic point spent on this power reduces chances to hit the adventurer by 5%, and adds 5% to the adventurer's Stealth skills. The adventurer may spend magic points up to the dragonsblood's POW. Shimmering Hide lasts minutes equal to the dragonsblood's POW.

Soul-blast: This power costs four magic points, and activates by rolling under the adventurer's POWx5. If the adventurer overcomes the target's POW, the target loses 2D6 magic points. Soul-blast has a range of meters equal to the dragonsblood's POW.

Sprout Wings: Invoking this effect costs the adventurer 1D10% from any Elemental Rune. They sprout wings, which last until the effect is dismissed. The adventurer gains a Fly skill of DEXx5 and a MOV equal to the average of STR and the dragonsblood's POW. If the adventurer attempts to use this ability while wearing solid armor, they immediately take 1D6 damage to the chest and the effect fails.

Understand Auld Wyrmish: The adventurer understands spoken Auld Wyrmish at the dragonsblood's POWx5%. This does not give them the ability to speak it (although it certainly should accelerate the process if they can find a native speaker willing to teach). This does not let the adventurer learn to speak the language above 25% per RQG 174-175.

Alchemical Properties of True Dragon's Blood:

Ground-up, cooled dragonsblood is used in potions which restore magical essence. Due to the scarcity of this material, no cult teaches the recipe. The alchemist must discover it either through experimentation or by the Library Use skill. Few libraries still preserve the relevant EWF documents.

Properly prepared, a Tiny portion of True Dragon's blood makes one potion, which restores D6 magic points per POT. The POT is always equal to the dragonsblood's POW. This restoration happens at the end of the melee round the potion is imbibed. The drinker takes a penalty to their Passions equal to the magic points restored for the next 24 hours; this penalty is cumulative if multiple potions are drunk.

Larger chunks of True Dragon's blood can be broken down into the powder needed for potions, making potential doses as noted on the table following. Each time a Tiny piece is broken off, roll the new portion's POW and reduce the larger chunk's POW by a full six (there is always some magic lost in processing). Further, roll against the initial piece's POWx5; only on a failure does the smaller fragment retain its magical potency.

Table: Blood to Doses Conversion:

Piece Size:

Doses Possible:

Small

D3

Large

D6

Enormous

D10

Some adventurers may attempt to imbibe molten dragonsblood, bathe in it, and so on. This is generally suicidal. Coming into direct contact deals 1D6 damage to the relevant location. If the adventurer continues their foolhardy attempt, they must resist the blood's POW with their own, or take that POW in general hit point damage as it melts their very existence into a waxy puddle.

Should the adventurer resist, survival is its own reward.

Value: Molten dragonsblood is functionally priceless, if it can be transported or preserved in that state. Cooled dragonsblood's value varies depending on what power the piece bestows. At the very least, it should have a value of POWx100 Lunars, if the adventurers find someone with both the coin and the inclination to purchase.

Edited by Crel
Formatting to make more forum-friendly.
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Herit’s Sword of Indrodar

This sword is a Bronze Falcata, a single edged curved sword with a heavy concave part of the blade near the tip and a convex part near the hilt. Runes of Indrodar are engraved upon the blade near the non-bladed edge the Runes are: Death, Mastery and Death in a repeating pattern.

Cults

·       Associated: Indrodar Greydog. It should be noted this is the first of its kind and while known it is not well known.

·       Enemy: Lunar Empire Cults: Jakaleel the Witch, Delecti the Necromancer

·       Friendly: Humakt.

·       Hostile: Vivamort, Zorak Zoran

  Knowledge

·       Automatic: This is a sword. It can be used by any that have the ability to use such a weapon

·       One of a Kind: Indrodar himself enchanted this sword, there is the chance he would do so again given good reason (and a heroquest)

History

Herit grew up in the Bush Region of Old Tarsh, a hunter for his village. The area he hunted was dotted with ancient ruins of ages past and these gave Herit a taste for things outside his home.
Each time he found another ruin he tried to understand who and what had been there before… his curiosity became too great and he soon began travelling further from home.

Herit learned much from the ruins especially an old ruin that had once been dedicated to Indrodar Greydog. During his roaming Herit always returned to this place. It was peaceful and gave him much rest, except one night where his sleep was beset by horrible dreams.

In his dreams he saw creatures from the grave rising up, as far as he ran he could not seem to escape them, all his skills simply kept him just ahead of them just out of reach. Then when he was sure they would reach him he stumbled dropping his broad sword and came to a place that stilled his frantic heart, gave peace to his panic.

He saw the ruins of Indrodar’s Shrine as it once had been and before him stood Indrodar himself, looking at Herit he reached out a hand lifting Herit’s sword which now shone with a golden light and said, “One comes who will teach you my ways…” then Herit saw him lift his gaze, “Now awaken before it is too late for you my Hunter”

Herit awoke and found himself on his feet his fire burning low his sword in his hand and reaching for him was one of the creatures from his dreams.

“Indrodar!” he shouts and noticing for the first time his sword glowing golden he slashes at the unlife abomination. The creature gasps once, but not in pain but in release and Herit knows its spirit is finally released. The empty shell of a body drops to the ground.

Herit kneels before the broken shrine his still glowing sword in hand when he hears the approach of someone, another man steps into the clearing and nods as if to himself.

“You are Herit, I believe we have much to discuss…”

The Indrodarian spent many nights and days with Herit teaching him of Indrodar Greydog and the battle against all Unlife.

On the day that the Indrodarian left he said nothing till he had stepped into the forest, pausing he says in tones of sorrow,

“Return to your village Herit, return as quick as you may.” Then he was gone.

Herit ran through the land he had travelled for so long and soon came upon the remains of his village.

From the tracks a large group had attacked and he sees a few dead bodies, Lunar Soldiers.

As he cries out in despair he sees other bodies of his people and his kin, he looks at the burning homes and the devastation felt in his heart is mirrored by what he sees.

Then a foul stench assails him and he stands sword ready, the dead bodies glimmer as runes appear over them then fade away and the dead begin to slowly shamble upright, the Lunar devils had used foul sorcery to create Zombies. Herit raises his sword and his cry to Indrodar falls silently from suddenly cold lips as he sees his own kin rise up as zombies.

He screams his horror and loss once and then, “Inrodar!” his sword blazes golden and he attacks the Zombies, his sword empowered by Indrodar’s Divine power, severs the enchantments that created their hideous Unlife.

Leaving his home for the last time Herit seeks out other areas of Unlife, his hatred for the Lunar Empire knows no bounds his desire to free all Unlife is his duty, while his quest is to learn anything he can about ending Unlife.

During this time Herit was attacked and captured by a Lunar Slave Skyboat, all his possessions were taken from him including the sword.

It’s location in unknown.

Procedure

Created by the god Indrodar Greydog.

Powers

This Falcata was blessed by the god Indrodar, its wielder was handed the sword by the god himself and it enabled him to defeat Zombies raised by Lunar Sorcery.

It is a Bronze Falcata, a single edged curved sword. (Broadsword)

It has the ability to glow when undead are nearby (25m max detection range) the glow is, at its brightest, the same as a torch at its dimmest it is as an ember. It shows the distance of the undead by its brightness, dimmer the further away the undead are, it does not show direction.

The glow will act as the spell Demoralize (against undead only though), by matching the wielders POW vs POW or MP of the undead.

The sword itself has a permanent Release Undead spell upon it.

Value

5000 Lunars. To those who fight undeath it is priceless. To an Indrodarian worshiper it is beyond priceless

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RQG PLUNDER -- DEBT-COINS OF ETYRIES

Description: A silver Lunar depicting Etyries the Messenger, which glows faint red on Full Moon Day.

Cults: Associated – Etyries; Friendly – Seven Mothers, other Lunar cults; Hostile – Lightbringer cults, especially Issaries;

Knowledge: Cult Secret; Common;

History: While walking the path to godhood, the mortal woman who became Etyries incurred seven unpayable debts. In order to cleanse her soul for apotheosis she gave each creditor a silver coin and declared that she and her followers would always honor the debt owed when such a coin was presented. Those seven coins have long been lost, but Priestesses of Etyries follow their goddess's example when indebted beyond their ability to repay.

Procedure: A Debt-Coin of Etyries may be made by a Rune Priestess using the spell Enchant Debt-Coin.

Powers: Apart from providing a dim candle's light on Full Moon Day, the Debt-Coins of Etyries can be exchanged with members the Etyries cult for goods or services. When a priestess believes she owes a great debt—greater than she can repay—she might offer one of these coins in recognition. In turn, the cult of Etyries strives to meet this debt when a coin is offered. While a coin can exchange many hands before returning to the cult, only a properly attuned coin is accepted as sign of a debt owed. Unattuned coins do not glow, but are still magical.

An initiate of Etyries may attune an unattuned Debt-Coin with a successful worship during any Etyries holy day.

To pass a Debt-Coin from one person to another while the magic remains active, it must be sold as part of a transaction. Each participant must sacrifice two magic points to the coin to transfer the cult's debt to the buyer. If the Debt-Coin is given away without this procedure, the debt is canceled and the coin must be re-attuned by an initiate or Priestess of Etyries.

Value: The value of a Debt-Coin varies widely based on its context, but an attuned coin offered by its original recipient typically is worth 500-1000L. Alternately, a Debt-Coin can make otherwise impossible transactions worth considering (if the adventurer has enough wealth in addition). This could be magic crystals, items of enchanted Rune metals, or other exotic treasures of the gamemaster's discretion.

An initiate or Priestess of Etyries might pay up to 50L for an unattuned coin.

New Spell – Enchant Debt-Coin: Rune: Magic. 1 Point. Ritual (Enchant), Nonstackable. This spell enchants a normal 1L coin to become a Debt-Coin of Etyries, which is attuned to the enchanter. It requires an hour-long ritual on a seasonal holy day of Etyries, and sacrificing 1 point of POW. The priestess learns the appropriate ritual for passing an attuned Debt-Coin when she learns this spell.

Edited by Crel
Small correction.
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Seeds of the Hills

Description

A fist-sized huge acorn shaped gem. It is glass-like transparent, and emits a faint magical glow from within, which can be found in the dark.

Cult

Associated: Earth, Larnste

Hostile: Mostali and dragonewts (for their own unexplained reasons)

Knowledge

Famous, but rarely found.

History

The descendants of Seeds of the Mountains that the Soul Arranger planted around the world in the Green Age. It is found in caves under old mountains, extremely rarely.

Power

By sowing this seed on the ground and feeding it Magic Points, the ground rises into a mound which height is 1 meter per MP provided.
The hill grow up in a minute, then slowly shrink back to flat ground in about three days. If Rune Points are consumed permanently instead of MPs, the hill does not wilt but becomes semi-permanent. Magic and Rune Points can be provided not only from the user, but also from anyone include spirits and items.

Value

Never traded in money. (40L worth as non-magical jewelry).

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Fetching Arrows

The Fetching Arrows consist of a set of six arrows of extraordinary craftsmanship. The head of each is heart-shaped and made of an unidentified, gold-colored metal. The heads are also carved with intricate yet inexplicable runic designs and embossed with various animals, ranging from ladybugs to falcons.

Cults
Hostile - any shamanic cults who learn about the arrows will probably have a strong dislike for them and their users.

Knowledge
Automatic - they can be activated simply by using them as regular arrows and shooting or stabbing someone with them.
Few - there are only six known to exist.

History
These arrow-shaped charms were carved from the remnants of a star that fell from the sky during the gods war and used by the desperate community where it crashed to survive the darkness. With the dawn of time, most the arrows remained hidden in the far north where the star fell, though it is believed that two have made their way south.

Procedure
None. There is no known way to make more of the arrows.

Powers
The power of the Fetching Arrows is to awaken an individual's Fetch, regardless of whether or not they possess any shamanic training, immediately and with great trauma. A Fetching Arrow will activate when shot or stabbed into a victim and dealing at least 1 point of damage. Upon activation, the spirit of whoever it damaged will automatically be flung through the spirit world, undergoing extreme trauma in mere seconds as their untrained soul is forced through trials beyond their comprehension. Afterwards, if they survived, the victim will probably be unable to understand or remember fully what happened during their awakening.
During their awakening, the victim will lose 3D6 POW to their new fetch; if this brings their POW to 0 or less the victim instantly dies. If they survive this, they next must make a POWx3 roll in place of the Spirit Dance roll a shaman would make, though using the same table. The victim does not face the bad man, and so gains no taboos, but also gains no more gifts other than the one free one. What free gift they receive must be determined by the gamemaster; usually it is Materialize Fetch.
Unless they have gone through a shamanic apprenticeship beforehand, the victim will probably be unable to take advantage of the benefits a normal shaman has, due to a lack of knowledge of the spirit world and the unnatural way in which they acquired their Fetch.

Value
Selling one of the arrows to someone who had no knowledge of their power would probably only fetch a few clacks, maybe more on account of the excellent craftsmanship and beauty of the arrow. To someone who knows of the arrows' properties, though, they could fetch anywhere from 1000 to 2000 Lunars.

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9 minutes ago, Richard S. said:

The head of each is heart-shaped and made of an unidentified, gold-colored metal. ... The power of the Fetching Arrows is to awaken an individual's Fetch, regardless of whether or not they possess any shamanic training, immediately and with great trauma. A Fetching Arrow will activate when shot or stabbed into a victim and dealing at least 1 point of damage.

Does it work on vampires, perchance? (... or have I assumed an incorrect reference? ;))

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7 minutes ago, Crel said:

Does it work on vampires, perchance? (... or have I assumed an incorrect reference? ;))

Ah damn, I forgot to add the part where it gives everyone in your family tree Fetches too. And yes it does work on vampires, but the whole thing just ended up breaking the compromise and time stopped!

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Hiia’s Scabbard of Persistence.

A scabbard made of black leather, bound with silvery-grey thread made from some kind of animal, possibly a wolf.  The scabbard automatically changes size and shape to accommodate any one-handed sword.

Cults

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

·       Associated: Humakt.

·       Enemy: The hair bound around the scabbard was taken from the wolf form of a vanquished Telmori.  As such, Telmori will generally attack the user of this item on sight if they recognize the hair bound around the scabbard for what it is (difficult Scan skill check).

Knowledge

Automatic, One of a Kind.

History

Hajii died to cross the Crossline.  Whilst in the spirit world, he encountered what appeared to be an old maid who offered him the scabbard if he swore to protect and champion the helpless. He readily agreed to this and when he found himself back in the world, he also found the scabbard strapped to his side.

Procedure

Requires a hero-quest.

Powers

Must be attuned.  The wearer of this scabbard does not go into shock or become incapacitated when an extremity (arm or leg) suffers excess damage.  They do however lose the normal amount of hitpoints from the attack and may lose the limb or use of the limb as normal, depending on the amount of damage.  If their chest, head or abdomen is reduced to 0 then they still collapse as normal, but are otherwise able to continue taking actions as long as their total hit points are greater than 0.

Value

5,000L.

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Asrelia’s Penny Pants.

A slightly threadbare pair of trousers, seemingly made from bison skin.  The trousers are stained with a variety of substances and have obviously been around a long time.  Despite that, the stitching is completely intact.  The trousers have one pocket on the right side.  This pocket appears to be lined with white silk.

Cults

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

·       Associated: Orlanth and Xiola Umbar. 

Knowledge

Automatic, One of a Kind.

History

Asrelia has a somewhat unfair reputation among the gods and goddesses as a bit of a hoarder.  She created these trousers and released them into the world so that there would always be evidence that she shares wealth rather than hoarding it.

Procedure

Requires a hero-quest.

Powers

Must be attuned.  If the trousers are ever destroyed (10 HP), then the remains vanish and re-appear randomly somewhere in Dragonpass.  They provide 2 points of armor for the legs but cannot be worn under or over any other armor.  If the pants are worn for 12 uninterrupted hours, the wearer can reach into the pocket, where they discover one perfectly normal Clack coin that they can remove and keep.  The pants can only produce one Clack per day, but the wearer can accumulate coins over a period of time.

Value

200L.

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Title: SOUL STONES

Cult: All (n/a)

Knowledge: Famous, but does not count as a showy item as it turns to dust once used.

History: Lost in the annals of time, thought to predate the arrival of the Spike, these stones have long been sought by adventurers preparing for heroquests. Often created by God Learners for their followers to find.

Procedure: Matrix Creation; sacrifice of POW and "soul".

Powers: For a specific ratio may increase a stat 1 pt for a sacrifice of POW. Like Rune spells, this pow can be re raised through power gain rolls.To determine which stone you have found requires a Analyze Magic spell be cast. The sacrifice process requires 1 week of no strenuous activity.

               The ratio would be 1 pt str or dex 2 pts of pow

                                                  1pt con or char 3 pts of pow

                                                   1 pt of siz or int 4 pts of pow

Value: 2000 for dex or str

             3000 for con or char

             5000 for int or bod

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Garzeen's Earring of Understanding

Description

An earring made of gold or silver, usually decorated with Harmony and Movement runes.

Cult

Associated: Issaries - Friendly: Lhankhor Mhy

Knowledge

Few, cult secret.

History

Garzeen was the son of Issaries who created Tradetalk. His invention helped everyone in Glorantha to communicate and trade with people from other cultures. But before Garzeen created Tradetalk, he travelled extensively, learning all the languages in the world. His innate powers of understanding others helped him a lot in this regard. Some followers of Issaries know the secret to bring back Garzeen's earring from the God plane and many heroes of Issaries have used this holy item to travel to faraway lands where no one speaks Tradetalk.

Procedure

An initiate of Issaries must follow the path of Garzeen in the Godplane in order to bring back his magic earring. In each station of this heroquest (usually 5), the quester must successfully understand what an unknown foreigner is trying to communicate to him. The secret to be learned is deep empathy and the desire to immerse yourself in the foreigner's culture leaving behind all biases and prejudiced opinions.

Power

Garzeen's Earring of Understanding will whisper to its wearer the translated words of anyone who may be speaking at listening distance. The most powerful of these earrings can even translate the language of spirits and the sounds animals make. Garzeen's Earring of Understanding does not improve the wearer's chances at speaking a foreign language. It merely allows the wearer to perfectly understand anyone speaking a foreign language as if they were using the wearer's mother tongue.

Value

5000 L.

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ALTAR TO A SMALL GOD

Description:

A small altar which is set before a clay figure.  Upon the alter is a shallow depression which sacrifices are usually burned.  The clay figures come in a variety of styles but usually look like the alter's maker.

Cults:

  • Associated: Zabandan, Ethilrist
  • Friendly: Arkati
  • Hostile: Ethilrist (seeing an altar dedicated to anybody else makes him feel small).

Knowledge

Cult Secret, Few, Owner Only.

History:

These altars are sacred to Ralian God Zabandan, the Receiver of Sacrifices, whose worship was condemned and suppressed by the God Learners.  Because of their oppressors, his worshippers found friendly faces in the lands of their enemies, such as the EWF, the Kingdom of Night or the Carmanian Empire.  But the magnitude of sacrifices required meant the worshippers were never very strong in distant lands and they soon died out.

Procedure:

Both the idol and the altar are made from clay which is soaked with the maker's blood.  The altar is plain while the idol is shaped and garbed in the image of the maker.  It is thereafter hailed as the Great God Zabandan and sacrificed to regularly.

Power:

Any one rune affinity of the maker's becomes awakened and can act as a source of rune magic.  Rune points to oneself may be obtained and regained at the altar.  The acquisition of rune magics is more complex requiring This World Quests.  For example, to learn the Truesword would require the maker's idol being gifted with an iron sword taken in battle from a powerful enemy.  The Priests of Zabandan had Commentaries on the Red Book that would allow them to duplicate much of the rune magic that was known in their time but only fragments of those remain.

Value:

The Altar and Idol have value only to their maker.  The accoutrements of the Idol could be worth a fortune depending on the idol's accoutrements.  Forgotten altars to Zabandan have value as abandoned treasure troves.

 

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