Runequest Is a Trademark (TM) of Issaries, Inc
Total Page:16
File Type:pdf, Size:1020Kb
Credits and Contents MAGIC OF GLORANTHA Credits Contents Author Publications Manager Credits & Contents 1 Aaron Dembski-Bowden Ian Belcher Introduction 2 Editor Production Director Ian Belcher Alexander Fennell Draconic Mysticism 4 God Learner Sorcery 44 Cover Art Proofreading Tony Parker Brian Leech The Old Ways 56 HeroQuesting 61 Cover Design Playtesters Bob Cram, Dan Howard & Mark Billanie, Daniel Haslam, Tony Magicians of the Jeff Koch Higgins, Mark Howe, Scott Hughes, Imperial Age 87 Alan Moore, Daniel Scothorne, Mark Index 96 RuneQuest Logo Sizer, Michael J Young Anne Stokes Special Thanks Interior Illustrations Ian Barstow, Richard Ford, Roderick Nathan Furman, Slawomir Maniak, Robertson, Nick Robinson & Greg Pascal Quidault, Tony Parker Stafford Copyright Information Magic of Glorantha ©2006 Mongoose Publishing. All rights reserved. Reproduction of of this work by any means without the written permission of the publisher is expressly forbidden. All significant characters, names, places, items, art and text herein are copyrighted by Mongoose Publishing. This game product contains no Open Game Content. No portion of this work may be reproduced in any form without written permission. To learn more about the Open Game License, please go to www.mongoosepublishing.com. This material is protected under the copyright laws of the United Kingdom. This product is a work of fiction. Any similarity to actual people, organisations, places or events is purely coincidental. RuneQuest is a trademark (TM) of Issaries, Inc. Produced under license from Issaries. All rights reserved. Printed in China. 1 INTRODUCTION o be a magician in the Imperial Age is to know, ends the era and opens the way for the Hero Wars. The without a shadow of doubt, that you command the rot is already beginning to set in as the Third Age nears, Tmost powerful magic that can ever be harnessed for despite grand designs, great lore and new boundaries by mortals. In reading through the pages of this book, of magic, the energies required for creating the Great Games Masters and players get the chance to see how the Dragon To Come leech the Empire and its people of sorcerer-lords of the God Learners and the dragonspeakers necessary resources. Though they will not discover the of the EWF possess power far above that of the other truth until it is too late, in building the Great Dragon the Gloranthan cultures. This is as it should be in this era of wyrmfriends are killing their Empire. The flaws in their Empires that threaten the stability of the world itself. plan are beginning to show and those with the power to do anything about it are the ones least likely to surrender The Empire of Wyrm’s Friends embodies the glorious, the magical might they have amassed. It is this state that decadent rise of world-altering magic in the Second Age. we find the Empire and its Dragonlord leaders – also Likewise, its eventual destruction is one of the most called the Wyrm’s Eye Ascendants – at the apex of their significant peals of thunder in the cataclysmic storm that power in the Second Age. Opposing the Empire of Wyrm’s Friends is a kingdom equally blinded by a glorious Introduction A God Learner assaults a dragonspeaker rival rise to ascension. The Middle Sea Empire, called ‘God Learners’ by their allies and enemies alike, share the guilt that will come when the Second Age finally ends in chaos. The misguided conceit of the EWF is internal: they seek to transform what is theirs into the Great Dragon, altering themselves to fit an otherworldly ideal. The hubris of the Gods Learners is external: they manipulate the faiths of other cultures in order to increase their own power, altering the world around them rather than themselves. The Dragonlords will fall because they are parasites over their people, leeching belief and resources to fuel a doomed dream. It will be a grand failure but will seem as nothing compared to the toppling of the God Learners, who will fall because they are parasites over the faith of others, leeching power from the legends of myth and history, siphoning strength from the world itself. Players choosing to portray characters tied to the dragonspeaker cults stand on the stage of a culture in its glorious twilight. They will be the magic-wielding imperial 2 nobility, following their cult of choice towards the Great Work, or they will be among the legion of mercenaries who A Note on Game Balance sign on for a taste of draconic power. In this book, the rules provided for God Learner Sorcerers Players allied with the God Learners are and EWF dragonspeakers allow characters to possess powers trained and equipped to venture into the that will put them in positions of magical might and political influence that standard Gloranthan residents (and even other Hero Planes, violating the legends of Player Characters) can only ever dream of. If some characters immortal deities and plundering them of within an adventuring group follow these paths and others do mythic wealth. not, the imbalance between party members can start to show during long campaigns. The stage is set for the death of The Second Age of Glorantha is not an era based on equal Empires. Empires and worldly balance. In fact, the exact opposite is true. The Imperial Age is an era where the two dominant Empires have Chapter One: Draconic divided most of the world between them through invasion and Introduction Mysticism magical power. God Learner sorcerers and EWF dragonspeakers The first chapter reveals the hierarchical will demonstrate their cultures’ respective achievements and incredible levels of power and may end up towering above those society and mystic arts of the they meet in all political, military and magical respects. This dragonspeakers that oversee the Empire imbalance is not a problem with the setting that Games Masters of Wyrm’s Friends. Though they are often need to work around – it is an integral feature of Glorantha’s reluctant to use their magic, the Draconic doomed Second Age. If it creeps into your group’s games, then Mysticism of the Dragonlords is a run with it. discipline that offers almost unrivalled Enjoy the fruits of God Learner HeroQuesting. Command the physical enhancement, complementing power of the Dragonlord magicians. Revel in the decadence of the dances and martial arts of the imperial these great magical cultures, as they begin their long falls from leaders. The dragonspeaker cults that glory. make up the pyramidal hierarchy of the EWF are locked in political infighting which spreads instability through the Empire. In this chapter, players will find all the rules they Chapter Four: HeroQuesting need to carve out their own slice of influence within the Herein are the rules for HeroQuesting, which the God treacherous imperial courts. Learners practically hold the monopoly over in the Second Age. The bulk of this chapter is given over to assessments Chapter Two: God Learner Sorcery of the gods of the popular pantheons and their various This chapter focuses on the Sorcery mechanics and deeds in mythology. In this light, God Learner players spells of the Middle Sea Empire, which the God Learner are free to enter these legends and emulate the actions of magicians use to assert their dominance over Glorantha these ‘primitive’ gods. and infiltrate the Hero Planes. The spreading doctrines of the Zistorites – combining flesh, magic and machinery – is also detailed for characters with involvement in the Chapter Five: Magicians of the great Machine City. Imperial Age Finally, the book rounds out with a chapter detailing Chapter Three: The Old Ways some of the most powerful and influential God Learner The two largest cultural faiths in the Second Age are and dragonspeaker magicians of the Imperial Age. From detailed here: the Orlanthi faith in the Storm Tribe and the legendary Vistikos Left-Eye to the Arch-Sorcerer the Dara Happan faith in the Sky Gods. Chapter Three Lurghalos himself, each is given a detailed description provides guidance and new spells for players to portray and notes on how best to serve these immensely potent characters channelling the Divine Magic of the Old figures. Ways. 3 DRACONIC MYSTICISM n the Second Age, the Empire of Wyrm’s Friends is in effort into bringing about the Great Dragon. In the years part a repressive, stagnating culture and part a mystical to come all of their great achievements will be burned Iideology founded on the principles of enlightenment in the fires of insurrection, betrayal by their dragonewt and evolution for all. It is this clashing contrast in the allies and the storm of flawed magic. imperial doctrine that makes the EWF such a volatile culture and what makes their magic so compelling. With This is how Empires die. restrictions on the Old Ways and the suppression of any ‘false worship’ of ancient gods, the Empire’s burgeoning Draconised Faith (if ultimately damning) draconic Mysticism is reaching With the rise of the Wyrm’s Eye Ascendants and the Empire incredible potency. And yet the rise of this magic at the from their base in Maniria over the past few centuries, cost of religious freedom is governed with the aim of the religious beliefs of the cultures they have conquered benefiting every citizen within the Empire. As a final come under the increasing pressure of draconisation. The paradox in the Dragonlords’ scheme, it is the devotees imperial faith is in the dragonspeaker cults: the groups with the smallest portions of magical power that are the devoted to the birth of the Great Dragon. This mandate most inclined to use it, while the mystics commanding leaves conquered populations in a dangerous position true mastery over the art are loathe to expend any power should they not desire to convert directly to the beliefs of Draconic Mysticism in the physical world, instead hoarding their energies for their conquerors.