RUINQUESTRUINQUEST

The Fantasy Role-Playing Game

BY

STEPHEN J WELLS

adapted from RuneQuest devised by

STEVE PERRIN RAY TURNEY STEVE HENDERSON WARREN JAMES

with editing and special sections by John Sapienza and

illustrations by LUISE PERRIN

Sartar and Prax maps by WILLIAM CHURCH

based on the universe created by GREG STAFFORD

1 This book is dedicated to Dave Arneson and Gary Gygax who first opened Pandora's box, to Ken St. Andre who found it could be opened again and to , Ray Turney & Friends who gave us hope to dream of better.

With thanks to the following playtesters and critics -

Saturday Gang: Peter Wells, Mike Crewe, Gary, James and Alex Watson, Peter, Alex and Duncan Taylor; and Mega- Bashers: Mike Whelan, Paul Winser, Mark Williams, Phil Thomas, Quentin Earle, Rob Bird, Tony Habergham; plus extra mentions to Steve Brooks for introduction/imperative, and Paul Stradling for ancient lore and encouragement.

Version History 1.0 20SEP2012 First version declared 'done' – enough! SJW's RuinQuest rules in RuneQuest 2 style/template. Featuring: Many simplifications, Imperial units, Heroic Defence, Traits, Weapons Expertise, etc. 1.1 22SEP2012 Version history table p2; timeline mod p7; heal bleeding p18; acid reword p44; poison updates p44,79,82,84,89,116; power runes together p53; line & toads p75; TF p79; manticores don't fly p82; snake details p84,85; money changing costs & coin weight p115; index updates p118. 1.2 03OCT2012 Defence for all (Animals DEXx3), p73-89; Increase skills on adventures and practice later, p42; Appendix H - Herb finding/tables, p105-109; Treasure Factors & Gem table modified, p74-92. 1.3 10OCT2012 Non-initiate Divine Intervention, p54; Crystal/spirit & Spell ranges, p32-39,56-71passim,94,95; Appendix O - Other Magic Systems Summary (mage/cleric) [for details see Other Realms], p114. 1.4 21OCT2012 More fun Rune Spells, p59-62; Appendix G (started), p104. 1.5 04APR2013 Summary Sheets done, p126+; Appendices completed – Herbs, Gems & Goods, minor tweaks. 1.6 18JUL2013 HeroQuests description added, p56.

I INTRODUCTION 3 special combat rules 24 VII RUNE MAGIC 52 background 4 shields & missiles 25 mastering the Runes 52 map of 6 weapon expertise 26 Rune cults 53 timeline of the Lunar Empire 7 armour & helmets 28 becoming an initiate 54 sample suits of armour 28 becoming a Rune lord 54 II HOW TO CREATE AN becoming a Rune priest 57 ADVENTURER 8 V BASIC MAGIC 29 Rune magic 58 characteristics 8 battle magic spells list 30 Rune magic spell descriptions 59 abilities & basic skills 9 increasing power 31 elementals 62 character background 11 battle magic spell descriptions 32 summary of cults 66 character details & traits 12 spirit contacts & shamans 37 Orlanth 66 the character sheet 13 diseases 41 Kyger Litor 69 Black Fang brotherhood 71 III MECHANICS AND MELEE 14 VI SKILLS 42 skills, experience, rolls etc 14 introduction & summary 42 VIII MONSTERS 72 time, movement, encumbrance 15 alchemists' guild 44 creatures of Glorantha 72 combat overview 16 the free sages 46 non-human races 72 natural damages & conditions 17 thieves' associations 47 monster descriptions 73 hit locations, wounds & injuries 18 players and minstrels 48 chaotic features table 89 maritime brotherhood 49 non-humanoid hit locations 90 IV COMBAT 19 foresters 49 combat resolution details 19 armourers 49 IX TREASURE HOARDS 91 fumbles & impales 20 horsemasters 49 treasure factors 91 the fight at Gimpy's Tavern 21 the mercenary bands 50 special & extra-special items 92 weapon types & categories 22 mercantylers & other guilds 51 melee weapons 23 increasing characteristics 51 X APPENDICES 97

XI INDEXES 116 plus SUMMARY SHEETS 118

May Arachne Solara bless and protect this book. Many contents copyright © 1978, 1979, 1980 by , Inc., P.O. Box 6302, Albany, CA 94706, U.S.A. Original version published in the U.K. by Games Workshop Ltd., London, under licence; Printed in Great Britain. NOT FOR PUBLICATION

2 I INTRODUCTION

INTRODUCTION FEATURES RuinQuest is similar to other role-playing games, but simpler and WHAT IS A FANTASY ROLE-PLAYING GAME? yet more realistic. RuneQuest strike ranks, skill categories, damage A role-playing game is a game of imaginative adventures, magic bonus dice, separate attack/parry skills, movement and encumbrance storytelling, and character development simulating the process of are replaced with more straightforward, easier systems. D&D armour personal development commonly called “life”. The players act roles classes, restrictive character classes, extensive arbitrary rules, over- in a , just as they might act in a play. It is performed powered magic, anti-heroic sacks of hit points and bully-boy attitude with the players' imagination, pencil and paper, dice and often with are avoided in favour of more consistent and realistic mechanisms. miniature figures on a tabletop. However it is played, the primary purpose is to have fun. EQUIPMENT NEEDED TO PLAY Besides these rules, RuinQuest players will need the following: WHAT IS RUINQUEST ? RuinQuest is an RPG built on Chaosium's RuneQuest and BRP. DICE These rules are a streamlined and improved version, extended for Dice of various shapes and sides are needed for this game. They classic fantasy settings such as this author's own World of Pandaria. are available at many specialist game stores or online. The basic mix RuinQuest is not limited to one world, however: the systems for needed for play is as follows: skills, experience, combat, magic, training etc can be adapted to any setting without difficulty. I hope you will find this system exciting, Type Abbreviation realistic and easy to play, wherever your adventures take you. percentile dice (usually two 10- or 20-sided dice) D100 one 20-sided die marked from 1 to 20 D20 HOW TO USE THESE RULES one 12-sided die D12 Get together with friends and play. Roll up characters and see how one 8-sided die D8 the rules apply. Invent some simple scenarios with no surprises for three 6-sided dice D6 anyone and play them through until you know how the rules work. one 4-sided die D4 Then your imagination is the only limit. In these rules, dice are referred to using the above abbreviations. These rules provide a reasonably detailed game system, but don't Thus, if it is necessary to roll two 12-sided dice, it will be written as have all the answers. Additional publications will expand on how the 2D12. If it is necessary to roll a 3-sided die, D3, simply roll a D6 and game works in Pandaria and how it extends to other worlds. divide by two, always rounding up. Thus, 1-2=1, 3-4=2, 5-6=3.

PURPOSE OF THE GAME Other Playing Aids The title of the game, RuinQuest, describes it's major activity. RuinQuest does not need a playing board. Players' imaginations Players are often exploring ruins on quests to defeat monsters and provide the stage on which the characters act. As assistance in this win treasures, using magic, combat skills and their wits. For this they drama, you'll find the following helpful: create characters, known as adventurers, and act as them in various scenarios designed by the Referee or Game Master (GM). PENS AND PENCILS Surviving adventurers gain experience in skills and maybe cash to advance further. Successful adventurers gain status within their PAPER – Blank, lined and/or graph paper for maps. guilds, religious cults and/or ruling hierarchy, becoming a Wizard, High Priest or Lord of their world. Perhaps they will even step up FLOOR-PLANS or PLEXIGLASS SHEET & GREASE PENCIL – into the ranks of the immortals, by becoming a Hero! Optional but handy devices for showing the dimensions of rooms, While having amazing adventures, the characters can develop corridors, houses, streets, ships, landscapes and, of course, ruins. personalities - and the players have fun. MINIATURE FIGURES – Also optional but give the game focus and help clarify who/what is where. 25mm scale is the most suitable.

TIME – From a couple of hours for a quick scenario to many years of epic adventures and heroism and for a long-running campaign.

IMAGINATION

3 GLORANTHA – THE BACKGROUND After several hundred years the empire was replaced by a ruling body of men and gods called the Third Council. Legends relate that there was no telling the men from the gods in the council chambers. But the magic of the council could not counter the miseries of its worshippers, or control the swords of the rebels who did not sacrifice to them. Foreign gods gained power and prestige as the provinces of the Third Council Revolted or were overrun by invaders. At last the council turned its energies to defending its worshippers. Epic battles raged across the land. Finally, the dragonewts, dormant for centuries, rose against the council and slew them all. Some 78 years later the human allies aiding the destruction of the empire turned against the dragonewts. With few allies, they seemed helpless before the destroying might of the hordes. Nests were scoured with wildfire, planted with seeds laid by Chaotic parasites, sealed by diseases unnameable, and cursed by fear and loathing for any that would mourn them. Heartless and relentless, the humans crushed and plundered, but when they closed in upon Pass the assembled human armies HISTORY met those who would mourn the loss of dragonewts. The Glorantha was created by its deities from the Primal Void of Chaos. from all across Time and Space assembled in their ancestral home to At first, there was no history, for the initial creation formed the preserve the purity of their birthplace. The Dragonkill War got its period of magic and timeless simultaneity called Godtime. During name from what the dragons did, not what they suffered. Humans this time, all the world was populated with the beings and races of have feared the dragons since that time, despite draconic the Golden Age. indifference, and none now seek to smash the eggs of the The birth into this world of Umath, the Primal Air, shattered the dragonewts, even though they might plunder the nest city. period of peace with crowding, confusion and fear. This escalated Dragon Pass was abandoned by humanity. Elsewhere, old empires into the War of the Gods, resulting in the death of the Sun, the Great shook and seas were utterly closed to human crossing. New Darkness and Chaos let loose upon the world. Total Destruction kingdoms rose to fill the power vacuums and new magics and deities seemed near. broke free from ancient shackles. But Glorantha was not destroyed. Spurred on by Hope and Chance, North of Dragon Pass, in the region called Peloria, there arose the the Seven Lightbringers sought through the Chaos-ridden Cosmos Red Moon Goddess. In her were balanced Constancy and Change, and, after harrowing adventures. liberated the life-giving Sun God. Life and Death, Love and Indifference, and all the dichotomies of the The joyful god leapt to his rightful place in the sky and the Dark was Universe, including a touch of Chaos. Her arrival changed the face banished. of the land. To keep entropic Chaos from coming to their realm again, the gods After living in Glorantha a short time she ascended to the heavens swore great oaths and compacts resulting in the Great Compromise. where she remains in her cyclical beauty, viewing the land which she Men call this Time. By altering the world, the gods saved it, and left to her family below. The ever-reincarnating Red Emperor of the History began. Lunar Empire is her son and her pride. There followed the Dawn Ages. This was a time of peace and The Lunar Empire expanded from its founding in 1220. When growing, as the survivors rebuilt and taught themselves the way of defeated it rebounded stronger than ever. They went north to the icy the world inside Time. The ancient races, , dragonewts, dwarves wastes, east to the bounds of the horse barbarian lands, and west and trolls, were as healthy and proud as humans. In Dragon Pass, on until they were halted by the magical Syndics Ban. But in the south the continent of Genertela, the First Council was a balanced the empire continued to grow and grow. organisation including humans and non-humans, men and women, When they reached Dragon Pass they found it populated again. mortals and divinities. Moreover, it was owned by the Kingdom of Sartar, ruled by a wise This age of innocence could not last. Ancient feuds were dynasty cautious to maintain the great and magical laws which gave remembered and conflicts grew with peoples outside the council. it its strength. Inside dissension and outside enemies forced the formation of the Despite initial defeats, the emperor eventually marched almost Second Council, a warlike empire, which grew in arrogance and unhindered into the Sartar capitol of Boldhome. He defiled the power until they dreamed of bringing back the Godtime. The Temple of Sartar and ravaged the city. So far, it was the typical experiment ended in the birth of Gbaji, the Chaos god, whose reign Lunar conquest. of terror kept Glorantha at war with itself for 75 years. This was the But the spirits of Sartar Temple incited the natives to rebellion. death knell of the inhuman races, which have never had the same When the Lunar priestesses attempted to construct a Temple of the stature in the world since then. This was the end of the Dawn Ages. Reaching Moon on Wind Top to extend Glowline. a dragon Out of this shattered world grew new political entities. Among the unearthed itself under the foundation, devouring the priestess there most powerful was the state which called itself the Empire of the and half of the attendant armies. Shortly afterwards, rebellion in the Wyrms Friends. This empire, centred in Dragon Pass, lasted for 500 outpost city of Pavis spelled Lunar defeat, and the victorious years, proud of and famous for their friendship with the dragons and barbarian warlord led his army towards Dragon Pass. wyrms of the pass. The peoples and places thrived, made contact with two other continents, and delved deep into spiritual byways.

4 The warlord was Argrath Dragontooth, member of a minor Sartar Gold was the first coinage of the world, brought to the people by household and refugee from Lunar justice. He had grown famous the enigmatic Sun-Wheel Dancers. In their honour, gold coins are amongst the tribes of Prax and now claimed heirdom to Sartar's still called Wheels. Gold, however, is scarce and very valuable. One realm. He defeated Lunar forces in a military victory and relit the golden Wheel equals 20 Lunars of silver. Gold is still mainly used as fire in Sartar's Temple with a command. Thus, the empire was a means of settling debts between nations rather than individuals. thrown back again. Copper coins were invented by the dwarves. As is usual with any The bravery and glory of Sartar's fight for independence attracted innovation brought out by that most inventive race, humans shrink thousands of volunteers, and people from all about Glorantha from acknowledging the contribution. The copper coin is called a became Adventurers in order to build up their skills to take their Clack, or often just a Copper. It takes ten Clacks to equal one Lunar. places in the ranks. The period was known as the Hero Wars, and the fighting around Dragon Pass drew the greatest collection of Heroes 1 Wheel = 20 Lunars and Superheroes the world had ever seen in one place. 1 Lunar = 10 Clacks This is the game of that period. In these pages one learns how to start to become a Hero, to take one's place in the Hero Wars.

TECHNOLOGICAL BASE Glorantha is a Bronze Age world. This general statement is meant to illustrate the social development and cultural level of most of the people of the world. In addition, the prevalent metal in use there has many properties similar to our own bronze. Bronze is used throughout RuinQuest to refer to the terrestrial metal to which it is most similar. However, Gloranthan bronze can be mined directly from the ground, and has some properties dissimilar from our earthly metal. We chose to substitute the familiar term rather than the awkward terms of Ga-metal, ze-metal, and so on, which are documented in Gloranthan references. Other metals are similarly labelled with terrestrial analogues. Bronze is common, and can be mined directly from the bones of the gods who died in the Gods' War. These bones provide a ready source of the metal. Unalloyed, or pure, metals, such as iron, lead, tin, and copper, prevent a person from using magic unless he is “sealed” to the Rune connected with that metal. See Chapter VII for a list of what metals are aligned to which Runes. Note that all coins are alloyed, as are gold and silver ornaments.

SOCIOLOGICAL BASE Glorantha is an ancient period and early Dark Ages world. It has far more to do with Mesopotamia, ancient China, Hyboria, and Lankhmar than it does with medieval Europe, Le Mort D'Arthur, or the Carolingian Cycle. Its heroes are Conans, Grey Mousers, and Rustums, not Lancelots, Percivals, and Rolands. Unlike the worlds in other role-playing games, there is no alignment, as such. People have allegiances to nations, cities, religions, and tribes, not to abstract concepts. It is also possible for people within the game to survive quite well with no allegiances whatever except to themselves. In Glorantha, the gods, the forms of their followers and cults, play an active and important part in most major events. However, most gods are complementary, and rarely oppose each other directly. Only the gods of Power are actively antagonistic, and even then only within their own spheres of interest.

MONETARY BASE The coinage of Glorantha is based on silver. While both gold and copper are used as coins, silver is by far the most common monetary metal. Silver coinage was first introduced into Glorantha by the Lunar Empire. The generic term for silver coins used over the continent is the Lunar, in honour of the Lunar Empire. However, in the empire, the basic silver coin is referred to as an Imperial. In Sartar it is called a Sovereign, and in the city of Corflu, run by various guilds, it is called a Guilder. All of these coins are roughly equivalent in value. Note that a Lunar, abbreviated in the rules as L, is worth about one pre-WWII English pound, or five US dollars.

5 Glorantha

6 THE WORLD OF GLORANTHA 1288 - Lunar Empire conquers the last stronghold of Dara Happa, securing all of Lowland Peloria for the Red Goddess. On the facing page is a world map of Glorantha, the first world of 1330 - Refugee Pelorians discover the Temple of the Shaking Earth RuneQuest. It is not a planet, as is ours, but instead is a slightly and found the Twins dynasty and the Kingdom of Tarsh. bulging, squarish lozenge, like the earth-Rune's shape. 1340 - Hill tribes move north from Hendrekei and Esrolia and settle The earth floats upon Sramak's River, the Primal Ocean of in the southern hills of Dragon Pass. mythology. The sky overhead is an off-centre bowl rotating about the 1347 - The Conquering Daughter defeats many tribes of Southern Pole Star which marks the centre of the sky, and is the only stable Peloria and adds the provinces to the Empire. point in the celestial dome. Between the earth and sky is the 1374 - Great barbarian invasions from the Wastelands devastate and turbulent realm of the air and storm gods. Underneath both earth and overrun most of Peloria. The shaman Sheng Seleris begins sea is the dark, silent Underworld. his epic campaign against the Red Emperor. The scale of the map is 1200 miles to the inch (or 760km per cm). 1380 - War between hill peoples of Dragon Pass and Ducks. Mountains on the map are marked by solid black patches. Lesser 1397 - Yara Aranis is born, a demonic barbarian-killing daughter of ranges are not shown. The land areas are those which surround the the Red Emperor. The barbarians no longer grow in mountains. The centre of the map and the connected areas are water, strength. as labelled. In strict terminology, the Oceans are the places which are 1402 - War between Grazelanders and Kingdom of Tarsh ends with a connected directly to the Primal Sea, while the Seas have earth defeat for the Grazelanders, who are forced into the hills. beneath them. 1420 - Pol-Joni tribe, including many disgruntled ex-Grazelanders, is The shaded regions are places unknown to mortal races. There are founded and established in Prax despite efforts to stop them lands of immensely powerful supernatural races, such as Altinela or by the Animal Nomads. Vithela or Luathela. These beings occasionally come to the world of 1448 - Tarsh King Orios dies without heir; civil war begins. men, but few men ever travel to them. Some are areas of myth, like 1455 - Illaro dynasty founded in Tarsh; kingdom is quickly re- the Sea of Fire where the sky fell to earth and set everything burning, established or the Lands of Dawn and Dusk where the sun rises and sets each 1460 - Sheng Seleris and Red Emperor meet in personal combat; day. Only Heroes can travel to such realms and survive, and from after many great magics only the Emperor emerges. there they can find their way to the very worlds of the gods. 1470 - Sartar makes his early appearances among the hill tribes of The unshaded areas are those lands commonly known to mankind. Dragon Pass. The unlabelled box near the centre of the map, on the southern edge 1477 - Tarsh King Tastanim is killed by Telmori, a migrating tribe of Genertela, is the area of the maps in the Appendices of this book, which worships werewolves. consisting of Dragon Pass and Prax. 1480 - Sartar makes peace with the Telmori, and they settle near Genertela is the name of the northern continent. It is colder than Prax. the southern continent, and the northern-most regions are abandoned 1490 - Hon-eel the Artess comes to Tarsh and woos the king. After by men but inhabited by ice demons. The White Sea separates the he disappears, her son becomes the first Lunar Tarsh king, permanent winter from the northlands of men. The continent is called the founder of the Governor King dynasty. temperate in climate, and in the south the seasons are moderate. 1492 - Boldhome founded by Sartar, who is named king and the land The great central oceans of Glorantha are mild and almost balmy, is named after him. though seasons affect them. The many islands are pleasant places, 1538 - Palashee Longaxe leads a Tarsh confederation against the semi-tropical in nature. Magasta's Pool, at the centre of the world, is Governor Kings and drives the Lunars out of Tarsh. a gigantic whirlpool which draws all the waters of the world to it and 1539 - Sartar is apotheosized, leaving the mortal realm. His dynasty drops them to the dark primal sea below. begins ruling the Kingdom of Sartar. The inhabited lands of the southern content developed 1550 - Dragonewts Dream begins, lasting for five years. No human independently from the north, though both cultures came into violent has an idea of what this was about. conflict during the Second Age. The northern coastal regions are 1555 - Palashee Longaxe is killed in battle, and the Lunar Governor extremely pleasant, but the temperature increases the further south Kings retake Tarsh. one travels. Beyond the lands that men know are dense jungles and, 1575 - Pavis Outside the Walls is settle by Sartarite colonists. finally, the arid and unlivable Burning Wastes. 1582 - Tarsh rebels and Sartar forces are smashed at the battle of Even in the central areas only some regions have been well- Grizzley Peak, and all unified Tarsh rebel activity is halted documented and mapped; others live on in the ignorance and bliss of forever as part of that force joins Sartar. This is the region illiteracy. Further publications explore and explain some of these of the Far Point. regions in more detail. 1602 - Boldhome is sacked by the Lunar army, and the last known heirs of Sartar are slain or driven away. TIME LINE FOR THE LUNAR EMPIRE 1605 - Lunar Empire defeated in Holy Country at Building Wall AND THE DRAGON PASS REGION battle. 1610 – Bison and Impala tribes defeated in Prax by Lunars and Sable 1100 - Dragonkill War wipes out all human inhabitants in Dragon allies. Pavis city falls, as the Empire seeks a route to the sea. Pass, leaving it to the other humanoid races. 1613 – Kallyr Starbrow leads another Sartarite rebellion, quickly 1220 - Red Moon goddess born in Rinliddi, Peloria. crushed by the Empire. 1230 - Dragonewts and elves unite to destroy warring troll factions. 1615 - Grazers raid Sartar, and evade a massive Lunar punitive force. 1242 - Carmanian Empire conquered by Red Goddess. 1616 - The Pharaoh of the Holy Country vanishes. Wolf Pirates 1247 - The Red Goddess attains immortality and ascends to the sky. defeat the Holy Country fleet and loot the islands. 1250 - Defeated in battle, the forces of the Pure Horse tribe of Prax 1618 - Greymane's raiders plunder deep into the Holy Country. hide in haunted Dragon Pass. They find peace instead of 1619 - Heortland invaded by the Lunar Empire: all Hendrikei seized demons, and are accepted by the local residents. Changing and rebellious south-Sartar city of Whitewall besieged. their name to Grazelanders, they settle in the area. 1620 - The Crimson Bat comes to end all resistance at Whitewall.

7 II HOW TO CREATE AN ADVENTURER

CHARACTERISTICS SIZ, whichever is the larger. If CON is the character's highest rating of the three then it cannot be increased except by magic. To create a human Adventurer, the player rolls 3D6 for each of the following characteristics, re-rolling one die of each if desired. This 6. CHARISMA (CHA) - CHA is the measure of leadership. This is provides a range of from 3 (low) to 18 (high) for each characteristic the ability to say “follow me” and find oneself leading a charge. It and this range gives the basic parameters of human development. should not be mistaken for beauty, although looks play a vital part. Other races such as elves, dwarves and dragonewts may have CHA is useful for obtaining training credit and has various other uses different ranges for many characteristics. These differences are dealt which will become apparent throughout the rules. CHA can be with in the section on monsters, Chapter VIII. changed by the success or failure of previous ventures which have a definite influence on the Adventurer's current CHA. 1. STRENGTH (STR) - An Adventurer's STR affects the damage he does, the kind of armour he wears, and what weapons he can wield. 7. SIZE (SIZ) - This indicates the mass of a character. It affects his It can be increased through training, explained later, up to the rating ability to do and absorb damage. Both large and small Adventurers for the character's Constitution or Size, whichever is highest. If STR have certain advantages. Large people can absorb more damage and is a character's highest rating of the three then it cannot be increased carry heavier loads, but find it harder to skulk in shadows or dodge except by magic. blows. Small people have the opposite benefits and drawbacks. Characters may be over- or under-weight but this does not affect SIZ, 2. INTELLIGENCE (INT) - This characteristic is trickier. It is a as it represents their ideal weight. SIZ cannot be naturally altered. measure of an Adventurer's ability to deal with abstractions and SIZ also affects a character's height. The 3-18 scale produces wide memorization. This includes the theory behind skills such as variation, around an average of 5ft4 for human males – about right in fighting, thieving, magic, and crafting. INT is a major modifier of an ancient world setting. It depends on the campaign, so consult your characters' ability to progress in skills through experience. It also referee. For modern norms or characters of potentially heroic stature, determines how many spells a character may memorize. This suitable dice rolls are 2D6+6 for males and 2D6+3 for females. characteristic never changes, save through some miraculous intervention.

3. WISDOM (WIS) – This represents a character's willpower, insight and mental strength. It is also the measure of his soul. A high WIS shows the favour of the gods, for he is in tune with the Universe. This aids the ability of magic-using characters to cast magic spells, as WIS determines their initial POWER (POW). Characters POW is set equal to their WIS when they first have to deal with magic. Thereafter POW develops separately and can vary widely; WIS seldom changes. Spell use depletes a character's POW, and rest restores it. Successful spell casting can cause an Adventurer to gain more POW. Rules for this are in Chapter V, Basic Magic.

4. DEXTERITY (DEX) - This is the measure of how fast and accurately a character can perform different functions such as fighting and magic. DEX can also be raised by training up to the limit of the species maximum, as explained later.

5. CONSTITUTION (CON) - This is the measure of the health of a character. It is a major factor in determining the amount of damage a character can take before he dies. The CON of an Adventurer is what all attacks by Poison or Disease must be matched against. Training can increase CON. It can be increased up to the character's STR or

8 CREATE A CHARACTER – BECOME A HERO! Every skill is a percentage, initially equal to a multiple of the Every player needs a character. Roll 3d6 for each of the six basic relevant characteristic - usually STAT x 1% but maybe more. characteristics STR, INT, WIS, DEX, CON, CHA and also SIZ with Characteristics also give modifiers to abilities by 'Statistic 2D6+6 (females 2D6+3). You can re-roll one die of each if desired. Bonuses', calculated from the value of each characteristic as follows:

THE SAGA OF RURIK THE RESTLESS Statistic Bonus = (STAT – 10) / 2 (round down) To provide a running series of examples for the reader we will be presenting the Saga of Rurik the Restless throughout this book. Characteristic Bonus For now, let's roll up his characteristics. . . 01 -5 02-03 -4 STR=12 - This is a high average STR, allowing him to handle 04-05 -3 most weapons and wear any armour Chapter IV, Combat Skills, 06-07 -2 gives more detail on these limits. 08-09 -1 INT=16 - This is a very good roll. As you will see later, it gives 10-11 0 him a number of advantages in gaining expertise in skills and 12-13 +1 lets him memorize a goodly number of spells. 14-15 +2 WIS=12 - Again, this is a high average roll. When he learns magic, 16-17 +3 he will have a fair number of “POW points” to put into it, his 18 +4 chance of influencing others with his magic is decent, and he has a Each +2 +1 more reasonable resistance to spells. Again, for more detail see Chapter V, Basic Magic. 1. DEFENCE DEX=6 - You can't win them all. Our boy Rurik is starting out This is the most important ability for a Hero. A somewhat tricky clumsy. This detracts from his chances of hitting and getting a concept, Defence is the art of getting out of the way: the ability to be parry in the way of a weapon, but fortunately DEX can be where a blow is not. Some oriental martial arts use these techniques, improved, as the muscles and reflexes are trained. but no-one had so developed it in this ancient world. Defence CON=16 - An excellent roll. He will be able to soak up a fair enables characters to dodge out of harm's way - if they are lucky! amount of damage, and has a better than average chance of surviving things like Poison, Disease, etc. Defence = 10 + DEX bonus – SIZ Bonus % CHA=10 - At this point, Rurik has an average chance of persuading someone to follow him anywhere, and is sometimes HOW DEFENCE WORKS - An Adventurer can use their Defence to persuasive. Remember, this is only partly to do with looks. avoid damage from any source, be it a broadsword, spell, or SIZ=12 - This puts him at some 5ft 6ins tall, above the average whatever. When a character is at risk of losing hit points, they may height for his ancient world, and weighing around 168 pounds. roll their Defence. If successful, then some or all of the damage is evaded – whether by dodging, favour of the gods, or sheer Heroic RURIK'S POTENTIAL INCREASES Luck, is a matter for interpretation (but must involve the character STR - Thanks to his CON of 16, Rurik's STR can be increased, as suffering some disadvantage, such as moving back or falling). This is explained later, to a maximum of 16. explained later. INT, WIS & SIZ - Failing an act of the gods or the intercession of Lady Luck, Rurik is stuck with what he has. Fortunately, what he HOW DEFENCE INCREASES – Defence can only be increased by has in the form of INT is very good and WIS & SIZ reasonable. “Bonus Experience Points” the GM awards for good role-playing: POW and DEX - These two attributes can be increased to species Heroic acts, good characterization, making tea – whatever adds fun! maximum eventually. With DEX, Rurik has a long way to go. Each point awarded gives an immediate +1% increase. CON - Because it is the highest of the three of STR, CON, and (This rule is in total contrast to the usual rules for increasing skills SIZ, this characteristic cannot be changed. It's fortunate that it by experience shown in Chapter III, but it is the only exception). is as high as it is. CHA - As shown later, Rurik's CHA will rise and fall with events. The Reasons Why DEX - Dexterity obviously has a significant role to play in dodging. MAXIMUM AND MINIMUM CHARACTERISTICS SIZ – Small size does bring some advantages. Characteristics may not be increased beyond the maximum amount rollable on the characteristic dice plus the number of dice RURIK'S SAGA rolled. This is their Species Maximum. Thus, no human may have Calculating Rurik's Defence (probably the most important ability any characteristics higher than 21. for a would-be hero), we find that his poor dexterity and large size work against him. Rurik's DEX bonus is (6–10)/2 = –2, and his SIZ ABILITIES AND HOW CHARACTERISTICS bonus is (12–10)/2 = +1. Note that SIZ bonus counts negative in INFLUENCE THEM this case though, so it all totals up to make his initial Defence 10 –2 –1 = 7%, a very poor natural defence ability. For now, he has very Each Adventurer has various abilities which can improve with little chance to avoid foes striking him. training, and skills which can also be improved by experience. The Rurik will be keen to improve this by performing heroic deeds. characteristics determine the initial values of each ability and skill, giving the “natural ability” of the character in that field. 2. HIT POINTS Skills are in categories, each governed by one characteristic: This is more an attribute than an ability. Hit Points (HP) are the Manipulation (STR), Knowledge/Perception (INT), Will/Insight measure of how much damage the character can take before dying. (WIS), Agility (DEX), Stamina (CON) and Communication (CHA). Hit Points falling to 0 or less means injury. HP -10 or less is death. The following sections list the major abilities and basic skills. Hit Points = SIZ / 2 (round up) + CON bonus

9 The Reasons Why The Reasons Why SIZ – The larger a person or creature is, the more damage he can STR – Great strength helps an attacker move his weapon faster and sustain before taking significant injury. Thus more SIZ means more brush aside another parry, and likewise aids parrying. Low STR has Hit Points. the opposite effects. CON – the fitter a person is, the more damage he can soak up before As an Adventurer learns more about combat through training and his wounds prove debilitating or fatal. experience, he can use more combinations, trickier feints, more deceptive movements, and generally have a better chance of landing RURIK'S SAGA a blow. But initially, the major determinant is their strength. Rurik's slightly larger-than-average SIZ and excellent CON (bonus +3) give him a good number of Hit Points: 12/2+3=9 HP. RURIK'S SAGA Remember Rurik? Checking his characteristics, we find that his 3. DAMAGE BONUS 12 STR gives minor benefit with melee weapons, at 12% or 24%. This deals with the capability to do more damage to foes than is ordinarily done by the weapon being used. 6. MISSILE WEAPONS Ability to shoot or throw is a matter of hand-eye co-ordination and Damage Bonus = STR bonus reflexes, though experience will make one more able.

This bonus applies to damage done by weapons in hand-to-hand Missile Weapons = DEX % melee combat. Missile weapons, both projectile and thrown, get ½ Simple Missile Weapons = DEX x 2% the normal damage bonus (rounded down), and some allow no (Crossbows) positive bonus (bows, crossbows) unless specially made to suit the Throw = DEX x 2% strength of their wielder. Prone attackers do not get a positive damage bonus in melee. The Reasons Why DEX – the ability to control where a shot will land is extremely The Reasons Why important in being able to hit successfully. STR – The stronger a character is, the harder he can hit. RURIK'S SAGA RURIK'S SAGA Rurik comes out somewhat the worse for this, thanks to his low Rurik's reasonable STR of 12 gives him a +1 damage bonus. DEX of 6, so his basic skill is only 6% with any shooting/hurling weapon and would likely be only 18% even with military training. 4. INITIATIVE BONUS Initiative determines when a character gets to act in combat. 7. MANIPULATION SKILLS – STR Manipulation skills are those which involve heavy work, such as Initiative Bonus = DEX bonus blacksmithing, armouring etc, that require plenty of brawn.

This bonus applies to 'Initiative Rolls' which determine when Heavy Crafts (e.g Smithing) = STR % character act in combat and similar situations, whether that is striking blows, casting a spell, charging in, running away, etc. The Reasons Why Initiative is fully explained in Chapter III, Mechanics & Melee. STR – Strength is important for manipulation, as for using weapons.

The Reasons Why RURIK'S SAGA DEX – The quicker a character's reflexes, the sooner they will act. Again due to his decent STR, Rurik picks up a solid 24% for this sort of skill – the same as he has with a cudgel (or club). RURIK'S SAGA Rurik's awful dexterity (DEX 6) means his initiative bonus is a 8. KNOWLEDGE/PERCEPTION SKILLS – INT dismal -2. So, although he may hit foes quite hard, it is most likely Knowledge includes all book learning, such skills as Speaking they will hit him first. Languages, making Potions and Literacy (by no means common), are all included. Perception is the detection of anomalies and The following are the categories of characteristic-based skills, following through on hunches; it too depends on mental discipline. with examples of each type. These skills are explained in more detail in Chapter VI, Skills. Speak Languages = INT x 5% Literacy = (INT – 8) x 10% 5. MELEE WEAPONS Spot = INT % Attacking an opponent is not just one stroke, but a combination of Listen = INT % blows, feints, and shifts intended to make an opponent open himself up and be killed. Also, the parry is a series of movements designed to The Reasons Why interpose a shield or weapon in the way to deflect or block an INT – Ability to memorize and work with abstracts is essential in attacking weapon. Ability to both attack and parry is included in each learning. If you aren't smart enough to look, and learn what to look weapon skill. for, you won't notice the trap, hidden door, noise, etc.

Melee Weapons = STR % RURIK'S SAGA Simple Melee Weapons = STR x 2% Rurik's intelligence gives him superior command of language (Club/Mace, Dagger, Hammer, Staff, Med/Large Shield) and good literacy (both 80%) and good initial perception skills Brawl (Grapple, Fist, Kick, etc) = STR x 2% (Spot and Listen starting at 16% each).

10 9. WILL/INSIGHT SKILLS – WIS 13. COMMUNICATION SKILLS – CHA Deeper mental strength and spiritual understanding help characters Good looks, persuasiveness and commanding personality are very with these various insightful skills, as well as putting them in tune useful when trying to charm or convince others. with the mana flows of magical power in the world. Oratory/Fast Talk = CHA % First Aid = WIS % Bargaining = CHA % Evaluate = WIS % Singing = CHA x 2% Insight = WIS % The Reasons Why The Reasons Why CHA – Those who are pleasing to look at and listen to are more WIS – The ability to look deeper than the surface and understand likely to get their message across. what's going on underneath are vital for these skills. RURIK'S SAGA RURIK'S SAGA Rurik is utterly average in persuasiveness and charm, as well as Young Rurik starts out with reasonable will and insight due to his his looks. He is unlikely to become a great leader – but he might... high-average WIS of 12, and may improve as he matures. CHARACTER BACKGROUND 10. AGILITY SKILLS – DEX This is ability to work with small and intricate things, and other A character just beginning a career as an Adventurer can be expe- tasks requiring being able to place your feet/fingers precisely. cted to have some money to start with, though probably not much. To find out how much, roll on the Background Table below. This Play (an instrument) = DEX % gives the background the character come from – his “social class”, Light Crafts (e.g. Pottery) = DEX % which may limit, or at least guide, his advancement in the world.

The Reasons Why BACKGROUND TABLE DEX – The ability to keep from tripping over your own feet of D100 Background Money fumbling your thumbs is essential for skills requiring deftness. 01 Very Rich Noble D100 x20 L/game year** 02-05 Rich Noble D100 x10 L/game year** RURIK'S SAGA 06-15 Poor Noble D100 x5 L/game year** Unfortunately, Rurik's DEX lets him down badly. He is bright 16-30 Barbarian (hills) D100 L* enough to know where he should step and move, but finds himself 31-40 Barbarian (plains) D100 L* in trouble bumping into things. 41-75 Townsman 2D100 L 76-00 Peasant D100 L 11. STEALTH SKILLS – Inverse SIZ These are the abilities to be surreptitious and go unnoticed. * A barbarian can be expected to have a riding animal (20% chance he doesn't), leather armour and basic weapons. Hide = (20 – SIZ) % ** A noble with an income must return to a specific spot each Sneak = (20 – SIZ) % campaign year to obtain the money. Otherwise, it just piles up, collecting no interest. The specific spot may be determined by The Reasons Why agreement between player and referee. The poor noble's money is SIZ – Small size helpful to the stealthy character; the more you have usually cut off around his 21st year. The rich noble can usually to hide, the harder it is. keep drawing his stipend. This depends on Fate, i.e. the Referee.

RURIK'S SAGA RURIK'S SAGA Rurik's slightly-above-average size means he only has slightly- For Rurik, we roll a 43 as background and find that he is a below-average initial skill with these techniques of stealth. townsman. Rolling D100 twice gives us 18+47, or a starting stake of 65 L. With this, Rurik seeks to learn to fight... 12. ATHLETICS/STAMINA SKILLS – CON These are abilities that use the entire body as a whole, not just STARTING EQUIPMENT manual dexterity or physical strength. Beginning characters can be expected to come with the following... CLOTHING/EQUIPMENT: Tunic, Breeches/kilt, Sandals/boots, Ride = CON % Underwear (usually loin cloth), Warm cloak/coat, Headgear/hat/cap, Swim = CON % Belt, Knife, Fire making gear. Climb = CON x 2% Depending on their background, a character may also have... The Reasons Why RICH/VERY RICH NOBLE: Basic weapon (e.g. broadsword), Chain- CON – Stamina and overall fitness aid these skills more than nimble mail hauberk or brigandine, Chainmail limb protection, Closed helm, fingers or simple brute strength. Riding horse, 2-handed or missile weapon (depending on DEX). POOR NOBLE: Basic weapon (e.g. broadsword), Ringmail hauberk, Open helm, 2-handed or missile weapon (depending on DEX). RURIK'S SAGA BARBARIAN: Snares, Week's rations, Rope, Cooking gear, Torches Rurik's excellent CON means he is very athletic, and gives him a Camping gear (tent, bedroll, etc.), Riding gear. good start with such skills. A pity there are relatively few... TOWNSMAN: Flasks, Torches, Lamp, Rope, Tools (mallet, spikes). PEASANT: Snares, Drinking skin, Basic camp gear, Torches. Anything else he needs, he must buy.

11 THE CHARACTER SHEET RURIK'S SAGA Keeping track of a character's abilities, skills, equipment and other Working out these details for Rurik, we discover that he can details requires a Character Sheet, which shows everything about speak Pavic and Tradetalk but could learn up to 6 more languages. your Adventurer on one sheet of paper. This author hopes that given He is 5ft 6ins tall, and weighs 12 stone (168lbs), has dusky olive here is close enough to The Perfect Character Sheet for our purposes. skin, dark brown eyes, shaggy auburn hair, and is 16 yrs old. Those areas of the sheet whose uses are not immediately apparent will become clear as you read these rules. Please copy it as needed. PERSONALITY TRAITS

FURTHER CHARACTER DETAILS Characters should be role-played with a personality of their own. Define your character's personality by choosing 2 traits from this list: LANGUAGES KNOWN Characters can initially know two languages, normally that of 1. Brave/Cowardly 8. Just/Arbitrary their homeland/race and the (next) most common tongue locally. 2. Prudent/Reckless 9. Merciful/Cruel Extra languages, up to an additional one per INT above 10, may be 3. Chaste/Lustful 10. Modest/Proud learned later in play or during previous experience. 4. Energetic/Lazy 11. Spiritual/Worldly For simplicity, it is also assumed the character can speak all the 5. Forgiving/Vengeful 12. Temperate/Indulgent languages they know at their Speak Language skill percentage and 6. Generous/Selfish 13. Trusting/Suspicious can read/write the associated scripts at their Literacy skill. 7. Honest/Deceitful 14. Love/Hate of something* Optionally, Languages/Scripts learned only recently may be regarded as known to only half or less skill, at Referee discretion. * Typical objects of such passions might be: a Certain Person, Your Languages/Scripts of particular significance, such as special cult Family, Liege, Tribe or Nation; a Race/Monster type; a Deity; etc. languages, may be given individual skill ratings as required. Consult your Referee regarding languages in the campaign area. These are the standard traits, listed as paired opposites (a character should not have both opposites unless insane). Others are possible. HEIGHT AND WEIGHT Height and weight depend on the SIZ attribute. Approximately: ROLE-PLAYING PERSONALITY ALLOWS A RE-ROLL If you role-play your character as acting in the manner of one of Height: 5ft +/– 2ins per SIZ over/under 8 (12 inches = 1 foot) their traits, then you may re-roll a skill roll to try for a better result. Weight: SIZ stone (14 pounds = 1 stone) (The re-rolls are limited to CHAx5%. Only one re-roll per trait is allowed per game session. The GM decides if a re-roll is deserved.) See the Height/Weight Table in Appendix A for greater detail. Female characters are normally 3 SIZ less than males, so generally ACQUIRING NEW TRAITS shorter and lighter. Optionally, females can subtract 1 STR but add 1 More personality traits can be gained, up to CHA/4 (round down). to each of DEX, CON and CHA, up to their species maximum. If you act very notably in the manner of a trait, the GM may decide your character is developing that trait. Write down the trait on your BASIC DESCRIPTION character sheet with the others, but in brackets. (A bracketed trait Players are free to decide what their characters look like, within does not grant re-rolls). Later on, if you once again act notably in the reason, although campaign setting may restrict certain skin colours. manner of that trait, the GM may decree that you have now acquired For inspiration, choose or roll d6 for each of these features: that trait fully - erase the brackets. If the new trait takes your character over their CHA/4 maximum, D6 Skin Colour Skin Tone Eyes Hair Colour Hair Texture then one of their old traits must be removed - you can choose which. 1 Black Very Dark Dark Brown Black Bald ('Bracketed' traits are removed if you act notably as their opposite). 2 Brown Dark Light Brown Dark Brown Frizzy 3 Yellow Dusky Hazel Light Brown Shaggy RURIK'S SAGA 4 Ruddy Medium Grey Auburn Curly By his epithet, Rurik the Restless is clearly Energetic and we can 5 Olive Pale Green Red Wavy safely say he is Brave to seek out a life as an Adventurer – although 6 White Very Pale Blue Blond/e Straight he may err on the side of recklessness. We shall see. Whatever traits we choose for him now, his true personality will emerge in In addition, you may like to use the Distinctive Physical Features play. table to choose or roll for more unusual details. (See Appendix D) Currently he can have 2 traits at most, but if his CHA improves to 12 or more that will increase. For some reason I get a feeling INBORN TALENTS/FLAWS - “BOGEYS” that in the future he may come to Hate Trolls... Optionally, you may also like to roll (not choose!) from the table of Inborn Talents and Flaws (see Appendix B). Each roll you make YOUR LIFE OF ADVENTURE BEGINS for a positive talent must be matched with a roll for a negative flaw. That's it - the basics of your new character are complete. Now, before going on an adventure, you may decide to gain some STARTING AGE Previous Experience (see Chapter H). The initial age of a basic character created thus is 14 + d6 years. Also, in Glorantha's Dragon Pass & Pavis, certain fighting bands, But if you opt for the character to have gained Previous Experience guilds and religious cults will extend credit to would-be heroes in the (see Appendix E), they will begin play significantly older. form of training in combat skills, spells or other skills. You may decide to put yourself in debt to one of these institutions in return for ADDITIONAL BACKGROUND DETAILS such benefits (see Chapters IV, V & VI respectively). The campaign setting may give additional background details, or even allow characters to be non-human - consult your Referee. Now invent a name – and set out to WIN a name for yourself!

12 13 III MECHANICS & MELEE

SKILLS : HOW TO SUCCEED IN LIFE Your character has skills, which they can use to achieve success. SKILL Critical Special Fumble SKILL Critical Special Fumble When using a skill, roll D100 and score your skill percentage or less 01+ 01 - 96+ 105+ 05 21 00 to succeed (rolling over the skill% is a failure). Easy! 05+ 01 01 96+ 110+ 05 22 00 10+ 01 02 96+ 115+ 05 23 00 TRAITS : ROLE-PLAY YOUR PERSONALITY You also have traits, which can give you extra chances to succeed. 15+ 01 03 96+ 120+ 06 24 00 If acting in the manner of one of your traits (Generous, Brave, etc), 20+ 01 04 97+ 125+ 06 25 00 then you may re-roll a skill in hope of achieving a better result. 25+ 01 05 97+ 130+ 06 26 00 30+ 01 06 97+ 135+ 06 27 00 EXPERIENCE : IMPROVE YOUR CHARACTER 35+ 01 07 97+ 140+ 07 28 00 As in real life, to improve skills you have to use and practice them. 40+ 02 08 98+ 145+ 07 29 00 When your character succeeds, mark the skill with a 'tick' (just one). Later, when there is a pause in the game, you and the other players 45+ 02 09 98+ 150+ 07 30 00 can try an Increase Roll for each ticked skill, to see if they improve. 50+ 02 10 98+ 155+ 07 31 00 Roll D100 once for each ticked skill: scoring OVER the skill gains an 55+ 02 11 98+ 160+ 08 32 00 increase for it – roll D6% to add to the skill's value (or +3% instead). 60+ 03 12 99+ 165+ 08 33 00 65+ 03 13 99+ 170+ 08 34 00 NB: Any roll over Experience Maximum (100 – 2 x INT) gains an 70+ 03 14 99+ 175+ 08 35 00 increase, even if the skill is higher. This allows skills beyond 100%. 75+ 03 15 99+ 180+ 09 36 00 DEFENCE : HOW TO BE A HERO 80+ 04 16 00 185+ 09 37 00 Defence is your ability to dodge misfortunes and so be truly heroic. 85+ 04 17 00 190+ 09 38 00 Unlike the ordinary skills, it can only increase by good role-playing. 90+ 04 18 00 195+ 09 39 00 The game-master (GM) awards 'experience points', each worth +1%. 95+ 04 19 00 200+ 10 40 00 Normally you can get 1 per game session, but might earn up to 3 for 100+ 05 20 00 etc etc etc etc excellent ideas, characterization, heroism - anything that adds fun! To tell quickly if you rolled a Special or Critical, multiply your roll CRITICALS, SPECIALS & FUMBLES by 5 or 20: if that's still under or equal to your skill, you've done it! Rolls much better or worse than usual give better or worse results. CHARACTERISTIC ROLLS Critical success occurs when 1/20th skill% or less is rolled, or 01; Sometimes the GM may ask for a Characteristic Roll instead of a Special success occurs when 1/5th skill% or less is rolled; skill roll, usually when no skill applies (also known as a 'resistance A roll of 96-00 always fails, and 01-05 always succeeds for common roll', 'stat roll', 'STR/DEX/INT/etc roll' or 'saving throw'). skills (but not for certain specialist-only skills). The target will be a relevant characteristic multiple, e.g. CON x 5. Fumbles occur when 96+critical% or more is rolled, or 00. (The GM will tell you which characteristic and maybe the multiple). Roll d100 to see if you make it (or find the multiple you do make). The results differ from normal. Generally: Special is twice as good; Critical three times as good; and a Fumble is amusingly disastrous. These rolls will often be against unfortunate events, e.g. to avoid falling into a pit, to resist effects of a spell, or to survive poisoning. TRICKY SITUATIONS Bonuses or penalties may apply to the roll (e.g. if you hold a blessed Some situations are specially Hard – this disadvantage halves skills. holy item, or the spell or poison is stronger than usual). These cases Other situations may be Easy giving the advantage of doubled skills. give a modifier which alters the characteristic value for that roll. (Some may even be Very Easy/Hard, putting skills at x10 or /10). If characteristics directly conflict (e.g. STR v STR arm-wrestling), Hard (x1/2): Attack while Prone/Held; v Mounted; Med.Range. one side rolls their STAT x 5 modified by 10 minus opposed STAT. Very Hard (x1/10): Target invisible (also parry); Long Range. Easy (x2): Attack from Rear, v Prone/Held, etc; Point-blank Range. These is often called a Resistance Roll. Percentages required are Very Easy (x10): Attack v Incapacitated, Asleep or Helpless; etc. shown on a table, the Resistance Table, in Chapter V (page 32).

14 TIME Terrain Modifiers Rough terrain slows movement, of course. These terms define periods of time used in the RuinQuest rules. MAJOR RIVERS - One day to cross, if no bridge or shallow ford. FOREST or HILLS - Movement x 2/3. MELEE ROUND MOUNTAINS - Movement x 1/3. The melee round is 12 seconds long. One complete round of These modifiers are cumulative. If movement is by cavalry through attacks, parries, spells and moves happens during a melee round. forested mountains, move rate is cut first to 2/3, and then the result is cut to 1/3 of that. Thus, instead of going 24 miles a day, they will go FULL TURN approximately 5 miles (24x2/3 = 16 x 1/3 = 5.3 miles). A full turn represents 10 minutes or 50 melee rounds. It is used to denote passage of time during a scenario.

GAME WEEK This defines passage of time for the characters in their world. Training, Rune Magic, and other considerations are based on the game week. How long is a game week in real time? A time scale of 1 real week per game week makes the game drag unless the campaign is being played by mail. This author recommends a scale of 1 real week to 2 game weeks, but this will often vary and be very approximate.

MOVEMENT

There are 3 scales of movement in RuinQuest.

MELEE MOVEMENT ENCUMBRANCE (ENC) Each creature in RuinQuest has a movement rate in “inches”. This is the number of 5ft steps the creature can move in one round. Ideally, an encumbrance rule for a role-playing game should read, The normal movement rate for humans is 12”. Carrying weights or “Characters may not carry more than is reasonable”. Unfortunately, large awkward items will slow this movement. reasonableness is interpreted differently by different players, so here is a simple system. COMPARATIVE MOVEMENT RATES – Many long-legged, multi- legged, and/or flying creatures would be much faster than their given 1. “MAX ENC” - This is the maximum weight a character can rates, relative to the human 12”. However, we are speaking here carry, and will suffer various penalties if carrying over half that. about combat speed during a melee – i.e. how fast one can move Maximum Encumbrance carrying capacity = STR x SIZ lbs. and still dodge out-thrust spears, pools of blood, falling bodies, and have time to do some fighting himself. Under such conditions even 2. ENCUMBRANCE PENALTIES – Carrying more than half flying creatures must slow down to avoid obstacles and make Max Enc value halves Move Rate, Initiative Rolls & DEX skills. reasonably accurate attacks. FATIGUE & EXHAUSTION FLIGHT/CHASE/UNHAMPERED MOVEMENT RATES – For Extended exertion requires a CONx5 roll to avoid Fatigue - that speed unhampered by considerations of melee (normally impossible halves Move Rate, Initiative Rolls & ALL skills. Further extended if conflict is occurring nearby) double all 2-legged movement exertion when fatigued requires a CONx5 to avoid Exhaustion – and speeds, triple all 4 or more legged creatures (as well as 2-legged that reduces them to 1/10th normal values. species with extraordinary size, like giants) and multiply the speed of Recovery from Fatigue takes 1 hour of rest; Exhaustion 8 hours. flying creatures by 5. Non-legged creatures (snakes, etc) should have their speed multiplied by only 1.5 (they can usually be outrun). RURIK'S SAGA Rurik, outfitting for adventure with money loaned by his local SCENARIO MOVEMENT mercenary band, has a MAX ENC of 144 lbs (STR 12 x SIZ 12). During a full turn, a character may cautiously advance 120 yards, Looking over the possibilities, he tries a large shield (15lb), a stroll as much as 240, or run 1000. A riding animal can double this bow and arrows (2lb+5lb), a broadsword (4lb), plate-and-mail speed, although a walking horse does not walk faster than a walking body armour (30lb cuirass), limb armour (40lb more), and a full man unless well trained. helm (20lb). This is a total ENC of 116 pounds (over his half-max limit of 72) DAILY MOVEMENT so he finds himself slowed to half movement rate, his already This is used to travel from one place to another across the world. lamentable initiative likewise reduced and his general ineptness Many factors may affect travel rates, such as the season or type of doubled. He decides to cut back to medium shield (10lb), a short mount, but the following simple system should be sufficient. spear (5lb), a broadsword (4lb), a light scale hauberk (20lb), cuirboilli limb protection (total 20lb), and an open helm (10lb). Basic Rates This is a total of 69 pounds and even leaves room for a pack. If he These rates assume about 10 hours travelling a day, on average. picks up any treasure, he can always leave a weapon or armour WALKING - 12 miles a day (normally up to 60 miles a game week). behind, or the contents of his pack. MARCHING - Forced marching: 18 miles a day (90 miles a week). RIDING/WAGONS - 12 miles a day (60/wk). CAVALRY - Riding walk-trot-walk pace: 24 miles a day (120/wk).

15 RESOLUTION OF COMBAT MELEE ACTIONS Each combatant can usually do one Move and one Attack action Combat is a common occurrence in RuinQuest adventures, and the per melee round and maybe Free actions too (parry, dodge, speak). details are explained in Chapter VI, Combat. But here is a brief summary of how combat works. MOVE – Characters can move a number of steps (5ft squares) equal to half their Movement Rate each round, and still do an attack. A melee is a mass of combatants trying to do many things at once Moving further, up to the full movement rate distance in the one and keep from dying all at the same time. To control this chaos and round, is possible but this costs character their attack action. keep all involved, RuinQuest requires each player to act in turn. It is important to realize that, although players act in their separate WITHDRAW – Withdrawing from combat is a special move that turns, the action represented is actually simultaneous. takes the full round (both move and attack actions), but prevents free Combat proceeds in a series of melee rounds, and is typically attacks from enemies (see below). It is a half-move only, must end regulated with a grid of squares, each representing 5ft in scale. out of melee, and cannot be combined with other actions.

INITIATIVE ROLLS ATTACK – Characters can try to hit an opponent with a melee or In any combat, someone is going to have the edge - the chance of missile weapon, or cast a spell (of standard or less casting time). striking first and setting the pattern for the combat. RuinQuest A few spells take a full round or longer to cast (basic magic spells determines the order characters take action with Initiative Rolls. cast without a focus take two rounds). In this case the spell-effect Each character/monster rolls for initiative with D12, modified by does not occur until the next round - and the spell-caster is subject to their Initiative (DEX) bonus. Highest then goes first, and so on. This free attacks until then, as described below. same initiative sequence is kept from round to round. FREE ATTACK – Opponents within reach get a Free Attack, extra to OTHER CRITERIA FOR INITIATIVE their normal attacks & sequence, at anyone casting a spell, or In some situations the initiative is determined by other factors. shooting a missile, or moving past/away from them incautiously.

1. WEAPON LENGTH – Very long weapons, such as spears and FREE STEP – Character can make one 5ft-step, in combat or not, some polearms, can reach further and thus strike at approaching without provoking a free attack, but not combined with a move. opponents. In such situations, the long-reach weapons will strike first If a combatant steps back, dodges or withdraws, their opponent as combat is joined. Roll normal initiative for the rest of the melee. may immediately make a free step into the space vacated.

2. HUGE CREATURES – Unusually large creatures, such as giants, PARRY – One attempt to parry per round is a free action. Attempt can also reach further to strike approaching opponents, as above. But the parry-roll when a hit is scored. if they use natural weaponry of their body (e.g. a fist) this does not apply because they are putting their body in jeopardy of being hit. DODGE – Any number of attempts to dodge using Defence are free actions. Make the rolls as required. NB: Dodging requires a step 3. SURPRISE – Even a fast, large man with a long weapon can be back, falling prone or some similar tactical disadvantage. slow to react when a with a short sword and two heads suddenly steps out of the wall. Taking someone by surprise gives an OTHER ACTIONS - Most activities are equivalent to some action attacker opportunity for one or more rounds of actions before the type, e.g. readying weapons is a move, spell casting is an attack. opponent can take any offensive actions or even move (though they can still use defensive free actions to parry and dodge). NORMAL COMBAT SEQUENCE

SURPRISE ATTACK - The attacker rolls D100 against his weapon skill to see if In an encounter, one group may be surprised if the other hides or he hits, and rolls for damage with dice according to his weapon. sneaks up without being spotted or heard, or otherwise sensed. An alert group may become aware of another by successful use of PARRY - If a hit is scored, the target may roll D100 against their Spot or Listen skills, actively checked due to being on guard. weapon/shield skill to see if they can parry the parry blow. If one group is aware of another which is not aware of them, the PARRY REDUCES DAMAGE - If the parry succeeds, the damage opportunity arises to use their Hide and/or Sneak skills. Failure of of the blow is reduced by the Armour Points of the parrying weapon. Hide/Sneak attempts mean the unaware group can try INT rolls to PARRY WEAPON DAMAGED – If not all the damage was stopped, notice (as explained in more detail in Chapter VI, Other Skills). the parrying weapon is damaged. Shields lose 1AP, weapons 2AP. Success means they remain sufficiently hidden and/or quiet to remain undetected and get away – or close in. DODGE - If the parry fails, or damage gets past it anyway, the target A group which successfully closes in surprises the other group. may try to dodge by rolling D100 for their Defence. This allows them one or two rounds of action before the others can DODGE AVOIDS DAMAGE – If their dodge succeeds, the damage react – surprised individuals who make an INTx5 roll can react in the of the blow is reduced by 10 points (more if a special/critical dodge). 2nd round of surprise, on their own initiative rolled as normal. (There are other benefits to surprise, such as it being harder for an ARMOUR PROTECTS – The damage is then reduced by the target's opponent to dodge, as detailed in relevant rules sections). Armour Points (unless it was critical hit, described later).

DAMAGE INFLICTED - Any damage remaining is then inflicted on the target and deducted from their Hit Points.

WOUNDS SUFFERED - If the target takes a significant wound, roll for the hit location with D20 and type of injury with D6 if required.

16 NATURAL DAMAGES AND CONDITIONS MISSING THE TARGET When a projectile misses its target, the actual point of impact may FALLING be significant. This depends on the style in which it was thrown: Falling causes damage of D6 per 10ft (round to nearest). Armour PITCHED (hurled directly at the target) – Roll D8 for clock-face will protect against some of this (max 2AP) and magic protects fully. direction (1 high-over, 2 high-right, etc) and carry on to full range; Light-armoured characters can try DEXx1 or Acrobatics(Jumping) LOBBED (tossed up to fall onto target) – Roll D8 for compass skill, which reduce damage by D6 if successful. Defence applies. direction (1 'north', etc); and off by D6 x 10% of distance thrown. Fall Damage 0 – 5 feet No effect EXAMPLE 6 – 10 ft 1D6 Gworch the Trollkin lobs a rotten egg at Rurik the Rune Lord, 11 – 20 ft 2D6 who is in a parade with many Pavis notables. Gworch throws at 21 – 30 ft 3D6 70% - unfortunately his player rolled a 75%, and the egg misses. 31 – 40 ft 4D6 Rolling D6 for distance gives 2, and 2x10% of the range which was etc. etc. 40yds, makes 8 yards (24ft). Rolling for direction, the referee disco- Referees should make adjustments for relatively soft landings, or vers that Gworch actually hit Angerbad, an important Great Troll... any stakes or other pointed objects at the bottom of a pit trap, which will vary between that of daggers (D4) and spears (D8). CANDLES, TORCHES, LANTERNS Forward velocity should also be considered to determine damage. Candles are sticks of wax with a wick which bums. A candle illu- A simple fall from a horse is under 10ft but being thrown off is more minates a 3ft radius and will go out in very little breeze. If dropped it like a 20ft fall (2D6). Likewise, if a Large Sylph hurls someone 30ft usually goes out (01-05 on D100 it doesn't). it is actually the equivalent of a 60-foot fall (6D6). Torches are sticks which burn on the end, due to flammable stuff on the end, such as oil-soaked cloth. A torch held up illuminates a DROWNING 40ft radius, but one on the ground reaches only 10ft. A dropped torch This happens after failed swimming attempts or immersion in an usually won't go out (96-00 on D100 it does). Undine or water trap. It can also be applied to poison gas attacks. Lamps are small crockery pots filled with flammable grease or oil. Each round of immersion, the character makes a CON-roll. On the They illuminate as torches, and are otherwise like no-beam lanterns. first round it is CONx5, second CONx4 and so on. (If the character Lanterns are devices with reflectors and a shutter which allows a was expecting it, he can hold his breath prior to immersion and starts beam to be directed. Such a beam can reach up to 60ft. These may the sequence at CONx10 instead of x5). use candles for a light source, which have a 25% chance to go out in When one of these rolls is missed, the character loses D3 points of strong wind or if dropped, or use burning oil wicks, which wind will CON, and must make CONx1 rolls each round thereafter. put out but have a danger if they are dropped – as per this table: (If they manage to catch their breath again, the CON-roll multiple 01-30 Goes out completely. increases by one per round they manage to breathe, up to CONx10). 31-70 Unbroken - roll for beam direction. At CON 2 or less, the character is unconscious; CON 0 is death. 71-85 Breaks and spreads oil over the floor, a very slick surface. 86-00 Breaks and spreads burning oil over floor, as a small fire.

FIRE Fire generally inflicts D6 HP damage per round of exposure. Small fires, less than a yard square, affect anyone in or entering it, on their most-contacted hit location. This is usually a leg, but can be other parts of a victim who falls into it. Armour does not protect. Torches must be held against the target for a whole round to have that effect. Momentary contacts, as when wielding a flaming torch as a weapon, only add +1HP burning damage, but armour does protect. Large fires, more than a yard square, also do D6/round but may do damage to CON through flame/smoke inhalation, in the same fashion as drowning. Only large burning fires have this effect. A large bed of burning coals will only have the effect of a small fire.

FIRE AS A WEAPON A torch is equivalent to a club, but if alight does +1 burn damage; armour protects against this. However, if a torch is held to a target for an entire melee round, the target will take D6 fire damage, and armour does not protect (as described above) but magic does. If a target is readily flammable, it might also catch fire. A being's skin and body are not readily burnable; body hair is. If the target is flammable, it will continue to burn if the initial flame damage is 4+ (signifying the fire burned well and took hold) for D6 per round.

PUTTING OUT CREATURES ON FIRE To put out a fire by dousing it with water or smothering it, roll the D6 fire damage, then roll D6 for the extinguishing attempt. Damage taken that round equals the difference by which the fire exceeds the extinguishing. If damage is less than zero, the flames are put out.

17 HIT LOCATIONS AND WOUNDS SERIOUS & GRIEVOUS INJURIES TABLE

DAMAGE, INJURY & DEATH Characters struck down to -4HP or less suffer a Serious Injury, or a Adventures are dangerous, so characters may frequently get hurt. Grievous Injury if struck down to -7HP or less. Suffering damage reduces their Hit Points (HP) by a given amount. Consult this table, rolling D6 and cross-referencing hit location: While a character still has a positive number of HP, they are relatively alright. HEAD SERIOUS (S) & GRIEVOUS (G) INJURIES If damaged to 0 HP or less, a character is significantly injured: roll 1. Chin S: Jaw broken [level 5]: lose/break d20 teeth, -1 CHA. D20 for the body area location bearing the brunt of the hit. G: Spurt! Spurt! Spurt! Carotid artery slashed: bleed 1hp/sec (light). 2. Nose S: Nose broken [level 2]: lose 1 CHA. D20 Hit Location G: Nose broken and brain damaged: lose 3 lots of d6 INT/WIS/DEX. 19, 20 HEAD 3. Skull S: Skull fractured [level 4]: concussion (amnesia, fainting, etc). G: Skull broken [level 10]: coma until 'Rest' period complete. 13 - 18 (odd: L) ARM (even: R) 4. Ear (L/R) S: Ear sliced/ripped off: deafened on that side. 10 - 12 CHEST G: ...and skull broken (see above). 7 - 9 ABDOMEN 5. Eye (L/R) S: Eye blinded. 1 - 6 (odd: L) LEG (even: R) G: Eye destroyed (50% for other eye, too) and skull fractured (above). 6. Neck S: It's a bleeder! Jugular vein pierced: bleed 1hp/rnd (light). 0 HP or less – DISABLED : hit location incapacitated. G: Neck severed/broken: bleed/choke 1hp/sec until dead (critical!). -4 HP or less – SERIOUS INJURY : e.g. bones broken in location. CHEST -7 HP or less – GRIEVOUS INJURY: e.g. location maimed/severed. 1. Liver S: Ribs broken (d6): see below. G: Liver failure [level 3]: bleed -10 HP or below – DEATH. 1hp/hour (serious). Survivors lose d3 CON. 2. Lungs S: Ribs broken (d6): see below. G: Lung punctured [level 3]: bleed 1hp/turn (light). Survivors lose 1 CON. Roll on the Injuries Table for details of Serious/Grievous injuries. 3,4. Ribs S: Ribs broken (d6): movement painful (half walking speed, max.) [level 2]. G: Ribcage smashed [level 8]: never mends. Below 0 HPs, bleeding occurs and may lead to death: 1 more HP 5. Shoulder S: Collarbone broken [level 2]. G: Arm severed at shoulder: bleed is lost each round until First Aid or magical healing is applied. 1hp/rnd for 10mins (R serious/L critical). Just 1 point is required to stop the bleeding of light wounds, but 2 6. Heart S: Ribs broken (d6): see below. G: Heart punctured [level 4]: bleed points are needed for serious/grievous wounds. Some injuries are so 1hp/sec (critical). Survivors lose d6 CON. critical they require 6 points to stop bleeding, as noted on the Table. ABDOMEN 1. Groin S: "Ouch!" Genitals damaged: bleed 1hp/min for 3 mins. Hit location may also be rolled if a target struck has armour which G: "What a rip off!" Genitals lost: bleed 1hp/min for 6 mins [level 4]. is not uniform over their entire body, to determine what AP to use. 2. Hip (L/R) S: Hip broken [level 9]: permanent limp, move reduced by 1". Non-Humanoid creatures hit locations may be extrapolated from G: Pelvis shattered [level 10]: crippled permanently. the table, or rolled on one of the Non-Humanoid Hit Locations tables 3,4. Guts S: Intestinal damage: bleed 1hp/min for 10 mins [level 4]. to be found at the end of Chapter VIII, Monsters. G: Eviscerated: bleed 1hp/turn [level 6]. Lose d3 STR & CON. 5. Stomach S: Stomach punctured: bleed 1hp/hour [level 4]. G: Stomach ruptured: bleed 1hp/turn [level 6]. NOTES ON DISABLED HIT LOCATIONS 6. Kidneys S: Kidney damage: bleed 1hp/min for 10 mins [level 4]. LEG - The limb is useless and the character falls, doing nothing else G: Kidney failure - bleed 1hp/turn (serious). Lose d3 CON. that round. They may fight from the ground in later rounds. ARM ABDOMEN - Both legs are useless and the character falls. They 1. Hand S: Fingers sliced/ripped off (d4). may heal themselves but will be unable to do anything else. G: Fingers lost and hand smashed [level 6] - permanently useless. CHEST - The character falls and is too busy coughing blood to do 2. Wrist S: Wrist broken [level 4]. anything. They are unable to perform any action, even healing. G: Hand severed at wrist - bleed 1hp/min for 1 min* (light). ARM - The limb is useless and anything held is dropped. The char- 3,4. Forearm S: Forearm broken [level 4]. acter remains standing and can fight with any remaining limbs. G: Forearm severed - bleed 1hp/min for 3 min* (light). HEAD - The character is unconscious and can do nothing. 5. Elbow S: Elbow broken [level 5]. G: Arm severed at elbow - bleed 1hp/min for 3 mins* (light). Further blows to disabled limbs still affect the character's Hit 6. Upper Arm S: "How humerus!" Upper arm broken [level 5]. Points. Characters seriously or grievously injured are normally G: Upper arm severed: bleed 1hp/min for 6 mins* (light). functionally incapacitated. They can no longer fight and are in shock LEG but may heal, if their injury is not to the head or chest. 1. Foot S: Toes (d6) torn off: permanent limp, move reduced by 1". A modern, high-velocity, bullet, hitting a limb hard enough to put G: Foot shattered [level 5]: crippled permanently, move halved. 2. Ankle S: Ankle broken [level 3]. it out of action, will probably kill the limb-owner with hydrostatic G: Foot severed -bleed 1hp/min for 3 mins* (light), move halved. shock. Slower-moving ancient weapons do not have this effect, but a 3,4. Shin S: Shinbone broken [level 6]. G: Lower leg severed: bleed 1hp/min mortal blow is deemed to have also struck a nearby vital area. for 6 mins* (light), move halved. 5. Knee S: Knee broken [level 7]. G: Leg severed at the knee: bleed 1hp/min HEALING & RECOVERY for 6 mins* (light), move halved. Successful use of First Aid skill repairs d3 hit points (Special 2d3; 6. Thigh S: Thighbone broken [level 8]. G: Upper leg severed: bleed 1hp/min Critical 3d3) but only works if used before other healing. Even if not for 10 mins* (light), move halved. a successful roll, First Aid stops bleeding and so does magical Breaks: Rest for d3xLevel days (Move:CONx5 or 1hp) & Recover for Level weeks. healing (except for any extra bleeding noted on the Injuries Table). * Crushed limbs bleed until amputated, or given the indicated level of healing. Natural healing restores only d3 HP per week. Serious/Grievous injuries take a very long time to recover, if at all, without magic.

18 IV COMBAT

Combat is a common way of resolving conflicts encountered when COMBAT EFFECTS adventuring and so often features in RuinQuest. This chapter is about all the details that make the combat system as realistic as possible. ATTACK Success - Normal weapon damage. Special - Double Damage Dice. COMBAT RESOLUTION Critical - Ditto and Bypass Armour. Fumble - Roll on Combat Fumble Table. The basic procedure is an attack, which can then be parried and/or dodged, inflicting damage which may be reduced by armour (as out- PARRY Success - Blocks Armour Points damage. lined in Chapter III, Mechanics & Melee). Now for those details: Special - Blocks double Armour Points. Critical - Blocks all damage. COMBAT ROUNDS Combat is resolved as a series of melee rounds, each of 12 seconds. DEFENCE Success - Dodge 10 points of damage. Special - Dodge 20 points of damage. INITIATIVE Critical - Dodge all damage. Roll D12 + Initiative (DEX) bonus for your character, and likewise for each participant – the highest goes first, and each acts in turn. ARMOUR Armour Points reduce damage (except critical hits). (This order is usually kept during an entire combat, for simplicity). Armour reduces weapon damage, but not all types - so beware!

ACTIONS DAMAGE TO PARRYING WEAPONS & SHIELDS You can normally Move and Attack once each round, and may also If a parry doesn't stop all of a blow's damage, the parrying weapon perform certain Free actions (parry, dodge, speak briefly). loses 2AP. A shield or weapon designed for parrying loses just 1AP.

MOVE DEFENCE MEANS DODGING You can move up to your Movement Rate per round in 5ft squares, Using Defence in combat requires stepping back, or falling prone. but if you move more than half that you cannot also make an attack. If unable to move or are prone/unaware, Defence chance is halved.

Opponents within reach get a Free Attack at you if you cast a spell, NO PARRY OR DEFENCE FUMBLES or shoot/hurl a missile, or incautiously move past/away from them. Parry and Defence do not have fumble effects, other than failure to stop/avoid the incoming blow. The character is in enough trouble. Most activities are equivalent to an action, e.g. readying weapons. Casting a spell usually takes one action. Some take longer, e.g. a full HEAVY BLOWS - THE GOLFBALL EFFECT round – in which case the spell-effect does not occur until the next Hits of 10+ damage (counting Defence reductions only) may knock round (and the spell-caster is subject to free attacks until then). the target back, and inflict further effects depending on weapon type:

To Withdraw from combat without provoking a free attack, you Knockback: Roll Damage* v Target HP to knock-back 'Damage'* ft, may only make a half-move and cannot perform any other actions. minus 5ft per 10 SIZ, and roll DEXx5 or fall for d6 damage per 20ft. If a combatant withdraws, shifts or dodges back, their opponent may (* Charging attackers add their SIZ to these values). immediately step into the space vacated without provoking attacks. If parried with a weapon (or small shield, at the wielder's option), instead of knockback it is knocked away unless STRx5 is rolled. THE ATTACK Attempt to hit any opponent within reach, or in range of a missile Impale: Weapon sticks in. If target is hurt, they can't move (without weapon. Roll weapon skill or less on D100 to hit, then roll damage. taking ½ damage again) or heal the wound until weapon removed.

THE PARRY Crush: Armour at location struck is damaged 1AP; and a minimum You can normally parry once per round, using your shield/weapon of 1HP damage is done despite armour/parry, by concussive effect. skill. Success reduces damage by your shield/weapon Armour Points. Slash: If target is hurt, unless they roll CONx5 the wound will bleed HEROIC DEFENCE making them lose 1hp per round until healing or first aid is applied. Defence is your chance to dodge damage with sheer heroic luck.

19 BASIC CHANCES RURIK'S SAGA The basic chance for most weapon skills, hence attacks/parries, is Rurik, we find, has a 24% chance (STR 12, x2) to hit someone STR% (or DEX% for missile weapons). However this will change with a club, or cudgel, which he no doubt had some experience according to circumstances and character abilities. with, running with the street gangs of his home town. Note he also A roll of 01-05 on D100 will always mean a successful attack or uses this same skill when he attempts parrying with that cudgel. parry. Conversely, a roll of 96-00 on D100 will always mean an If Rurik tries to use a broadsword, he would attack at 12%. unsuccessful attempt at whatever is being attempted. Even with a 100% chance of hitting/parrying, 96-99 is still a miss Rurik and his companion Horus are sparring with broadswords. and 00 is still a fumble. A roll of 01 is always a critical. Horus swings and his roll is 01, a critical hit! Rurik, however, rolls 03 as a parry with his sword. Horus rolls D8 (see weapon charts) SIMPLE WEAPONS and rolls an 8, +1 bonus for his 13 STR makes 9 points of damage. Certain weapons can be used with a higher basic chance due to Since it is a critical hit, the dice roll result is doubled (not the +1 simplicity of handling and common use within the culture. bonus) and so 17 points of damage strike Rurik's blocking sword. The weapon stops 10 points of the blow (damaged for 2 points), STR x 2% : Club, Dagger, Hammer, Mace, Staff, Medium & Large and is knocked aside (it is a heavy blow and Rurik fails his STRx5) Shields, Brawl (Grapple, Fist, Kick, etc). - but 7 points of the blow still get past. DEX x 2% : Crossbows, Throw (Rock, Dagger, Axe, etc), Buckler. Rurik attempts to dodge (with his woeful 7% Defence) but luck is out on a roll of 14. FUMBLES & THEIR EFFECTS The remaining 7 points hits Rurik (who has 1 point practice An Adventurer will fumble if they roll 96 + 1/20th of their skill or padding, which would normally reduces the damage to 6 but this more on D100. However, a roll of 00 is always a fumble. Even an hit was a critical) and slams into him fully. He is a sturdy lad with 9 Adventurer with a 100% chance of hitting (actually 95%, for dice Hit Points, so he can take it, and is still standing. The hit location rolls of 96-00 are always a miss) will fumble if a 00 is rolled. rolled is right arm (on positive HPs, he can still use it). However, a If an attack results in a fumble, the fumbling player must roll on heavy blow from a slashing weapon may cause bleeding. Rurik's the Fumble Table. The table is based on strange and silly things bad luck continues, failing his 80% CONx5 with a roll of 92. They which happened on the tourney fields of the Society For Creative call off practice so Rurik can get a bandage on his bleeding arm. Anachronism. If the Fumble Table result seems inapplicable to the situation, the If the two had decided upon sword and shield work, Rurik could referee should re-interpret it or apply a similar effect. have parried with his shield. Horus' critical damage of 17 would Fumbles enliven the game and show up at the most embarrassing have been almost totally stopped by a large shield, capable of moments. Remember, monsters can fumble too. absorbing 16 points. A mere 1 point scratch would have got through to hurt Rurik, although he would still have had to make a d100 Combat Fumbles [M: Missile weapons; N: Natural weapons] STRx5 roll (60% with his STR 12) to avoid being knocked flying. 01-05 Lose next parry [N: lose next dodge] 06-10 Lose next attack CONSEQUENCES OF IMPALING 11-15 Lose next attack and parry [N: lose next attack and dodge] 1. Damage cannot be healed until the weapon is withdrawn. First Aid 16-20 Lose next attack, parry and dodge [N: lose next attack-sequence and dodge] or Healing spells can stop bleeding but will not heal any HPs until 21-25 Lose next d3 attacks the weapon is out. 26-30 Lose next d3 attacks and parries [N: lose next d3 attacks and dodges] 2. Movement is impossible without causing further damage. If the 31-35 Shield falls off [M: or bowstring breaks; N: Strain muscle - dodge halved] character moves while the weapon is still through him, he will 36-40 Shield falls off & lose next attack [M/N: as above, and lose next attack] take ½ normal weapon damage (round down) weapon again 41-45 Armour location falls off [N: Strain muscle - dodge halved for duration] because of it getting caught in his armour/clothing, hitting nearby 46-50 Armour location falls off & lose next attack and parry [N: as above, and lose obstacles, etc. The character cannot turn to meet a foe without next attack-sequence] taking this damage, but can fight foes who attack frontally. 51-55 Fall: lose parry and dodge this round [N: lose all attacks/dodges this round] 56-60 Twist ankle: movement halved (until end of combat) REMOVING AN IMPALING WEAPON 61-63 Twist ankle and Fall (apply both of the above two results) 64-67 Vision hindered: Attack x1/2 (unengaged & DEXx5 to fix) ATTACKER – Roll weapon skill, in place of next attack. If this fails, 68-70 Vision impaired: Attack and Parry x1/2 (unengaged & DEXx3 to fix) the weapon stays stuck in the target and is jerked out of their hands, 71-72 Vision blocked: Lose Attack and Parry (unengaged & DEXx3 to fix) if the target is active. Further attempts may be made on subsequent, 73-74 Distracted: Foes attack at x2 next round with a DEXx5 grab required first if the target is active. Retrieval of 75-78 Weapon dropped [N: Strain muscle - lose one attack/rnd until combat ends] the weapon causes more damage (½ normal, as for moving). 79-82 Weapon knocked away (d6 yards, d8 for direction) [N: as above] 83-86 Weapon damaged (save v. crushing blow or lose 4AP) [N: as above] TARGET – Roll CONx5 roll to stand the pain of drawing out the 87-89 Weapon shattered (save v. crushing blow or destroyed) [N: as above] weapon; then, if successful, STRx5 for actual removal. In any event, 90-91 Hit Friend or self if no friend near (may dodge) they must also make DEXx5 to avoid more damage (½ normal). 92-93 Hit Friend for special damage (may dodge) NOTE - A functionally incapacitated character cannot pull out the disabling weapon; someone else will have to do it for him. Hence, 94-95 Wide Open: Foe hits (may dodge) [M: Hit friend nearest target] any healing he does will not restore hit points, just stop bleeding. 96-97 Foe scores special hit (may dodge) [M: Special hit on friend nearest target] 98 Foe scores critical hit (may dodge) [M: Critical hit on friend nearest target] 99 You've blown it - roll twice more EXAMPLE - Thus if Rurik were impaled, he would have a 60% chance of drawing out the weapon (his STR 12 x5) but must also 00 You've blown it badly - roll thrice more make an 80% roll (his CON 16 x5) or fail due to the pain. That is a roughly 48% chance overall – with only a 30% chance (his DEX 6 x5) of avoiding further damage when he tries, it's not good.

20 IMPALING A SHIELD PREVIOUS EXPERIENCE If parried by a shield, the weapon will be stuck in the shield until Characters can choose to spend years gaining previous experience, the person removing it has 5 melee rounds free to get it out. Weapons which will improve their combat skills, etc (see Appendix E). They sticking into a shield have the following effects: may be recruited into a company of Mercenaries, or join the local 1. Weapons weighing 1lb or less, such as a knife or arrow, have no Militia while working as an apprentice/peasant; Barbarians may not effect unless more than 5 such weapons are stuck into the shield, join these organizations, their only option is to stay with their tribe. at which time it is treated as case 2 below. 2. Weapons weighing up to 5lbs, such as a short spear/javelin, mean GUILD CREDIT FROM THE MERCENARIES the shield can only be used at ½ effectiveness until removed. Mercenary companies will extend credit to beginning characters, 3. Weapons weighing more than 5lbs, make the shield useless until like other professional guilds and religious cults (see Chapter VI, the shield user can remove or break them off. Skills). These warriors' leaders judge the STR of an applicant, and will allow them STR x 100 L to be spent on combat skill training. (NB: This is instead of credit from a cult or craft guild, not extra).

RURIK'S SAGA - THE FIGHT IN GIMPY 'S TAVERN We have already established that Rurik can handle a cudgel with a 24% attack/parry. His Initiative modifier is -2 and he has 9 HPs. Having reached his age of maturity, 16, he has gone to Gimpy's Tavern (run by three Adventurers, all of whom lost a leg on previous adventures) for the first time in his life. Intelligently moving down the bar from the rowdies at one end, his natural clumsiness literally trips him up (or is the boot of the rowdy with close-set eyes?) and he falls against a foppishly shabby sort sitting at a table in his path. There is much shouting and insulting, and Rurik finds events moving too fast for him. In no time, the patrons have made a circle around him and his involuntary target and he seems to be in the middle of a duel. Youthful pride is too much to let him back out. Being intelligent, Rurik has a good idea of whom he faces. This is Herkan Quickword. a known bully. Rurik is also aware that Herkan has picked up some training with the rapier he is now drawing, but has never been asked to join an Adventurer band. He is also somewhat smaller and less bright than our hero. Rurik hefts his cudgel and grins boyishly. (Herkan actually has STR of 10, INT 9, WIS 8, CON 11, DEX 13 and a SIZ of 9, hence 5 hit points. Rurik has a 4hp advantage over him and his strength means his cudgel actually does more damage. Herkan has managed to train up to 25% with a Rapier. He doesn't like Rurik's grin.) Herkan has a +1 initiative bonus for 13 DEX, so his D12 roll of 5 means he scores 6 for initiative (Rurik rolls 7 which becomes 5) and attacks first – but he rolls a 44 (a miss). Rurik's attack is 45, also a miss. The more experienced habitués of Gimpy's are having many chuckles at the expense of the combatants' lack of expertise. Second melee round, Herkan rolls 14, and Rurik's 53 is a failed parry, he tries to dodge but also fails. The D20 hit location roll is 9, abdomen, and Rurik feels the metal of the rapier enter his side. It's a shallow wound (Herkan's D6 damage roll scored only 2 points). Rurik misses his return attack. Third melee round, Herkan again connects with 15, Rurik's 56 missing his parry. Rurik takes 3 more damage (in the left leg). But Herkan is too cocky. His parry just misses the oncoming cudgel as Rurik rolls 01 on his attack! As neither of the combatants wears any armour, the referee rules that the critical hit does regular damage, rather than the subdual effect usual for club-type weapons. The roll of D6 is 5, doubled to 10 out of the 12 a club (cudgel) can do, plus 1 damage bonus for Rurik's strength - Herkan takes 11 points! This is 6 more than Herkan can take and he is seriously wounded, but it is also such a heavy blow (10+ points) that he is knocked back ten feet (failing his 45% SIZx5 roll with a 54) crashing into Gimpys' bar for yet more damage (d6: 4), taking him to -10. So Herkan dies. There is a stunned silence in Gimpy's. Everyone looks around for a friend of Herkan's to take up the quarrel, as Rurik hefts his cudgel and waits. When it develops that, indeed, Herkan had no friends, the patrons buy Rurik a drink.

21 RURIK'S SAGA WEAPON TYPES – SAME SKILL Rurik, contemplating his fight with Herkan, attempts to learn 1h Swords: Broadsword, Longsword (1-handed), Scimitar. from it. He has a 24% chance of hitting with his cudgel (club skill). 2h Swords: Greatsword, Longsword (2-handed). As he looks back on the fight over the following week, and tries a 1h Axes: Battleaxe (1-handed), Hatchet. few moves by way of practice, he makes an experience roll – and 2h Axes: Battleaxe (2-handed), Great Axe, Polearms, Rhomphia. needs OVER 24% to gain. Rurik rolls a 95, showing that even one 1h Flails: Grain Flail, War Flail, Morningstar Flail. lucky shot can still be enough to teach you something. 2h Flails: Military Flail. Rolling D6 for the percentage increase, he gets a 1 - his normal 1h Hammers: Warhammer, War Pick. bad luck seems to be back. His ability with a cudgel is now 25%. 2h Hammers: Great Hammer. 1h Mace: Heavy Mace (1h), Light Mace, Club. WEAPON TYPES, CATEGORIES AND USE 2h Mace: Great Club/Maul, Morningstar Mace, Heavy Mace (2h). 1h Spears: Short Spear (1h), Long Spear (1h), Lance. There are five main classes of weapons with two modes for use in 2h Spears: Short Spear (2h), Long Spear (2h), Pike. melee combat, plus some specialised and missile weapon categories. Smallswords: Rapier. Shortswords: Gladius. CLASSES Staff: Quarterstaff. 1. SLASHING - Weapons used for hacking or slicing, including Singlestick: Nightstick. both the brute power of the axe and the relative finesse of the Daggers: Dagger, Parrying Dagger. broadsword. Size ranges from hatchet to poleaxe. Brawling: Brawl/Grapple*, Cestus (light/heavy), Fighting Claw. 2. CRUSHING - Weapons used for smashing with the weight at the Shields: Medium Shield (Heater), Large Shield (Kite/Viking Round). end of it, ranging from light mace to the military flail. Missile Weapon skills are separate except for: 3. IMPALING - Long weapons used with a lunge or extension, such Short Bows: Composite Bow, Elf Bow, Self Bow. as the spear, ranging in length up to the pike. Crossbows: Arbalest, Heavy Crossbow, Light Crossbow. 4. CUT AND THRUST - Weapons capable of chopping or piercing, Javelin: Dart, Javelin (Short Spears can be thrown as Javelins). from easily manoeuvred shortsword to long rapier. Throw†: Throw Rock etc. 5. HAND TO HAND - Basic brawling/grappling, but also includes * Brawl skill includes use of fists, kick, butt & grappling. dagger and specialized in-fighting tools of cestus and claw. † Weapons thrown without specific skill only have the effect of rocks. Other Categories cover Types of special/unique weapons & missiles. WEAPON CATEGORIES - SIMILAR WEAPONS (½ SKILL) MODES 1H-SLASH: 1-handed Swords, 1-handed Axes. 1. ONE HANDED - Fully controlling a weapon with one hand. 2H-SLASH: 2-handed Swords, 2-handed Axes. 2. TWO HANDED - Using a weapon with two hands, usually using 1H-CRUSH: 1-handed Flails, 1-handed Hammers, 1-handed Maces. one hand as a stabilizer and support and one hand for control. 2H-CRUSH: 2-handed Flails, 2-handed Hammers, 2-handed Maces. 1H-IMPALE: 1-handed Spears. WEAPONS OF THE SAME TYPE 2H-IMPALE: 2-handed Spears, Pikes. Characters with a weapon skill can use any others of the same CUT-&-THRUST: Smallswords, Shortswords. Weapon Type at the same skill percentage. 2H-STAVES: Staffs, Singlesticks. E.g., Broadswords are of the One-Handed Sword weapon type, so UNIQUE*: Sickles, and other tools. a scimitar could be wielded at the full broadsword skill percentage. HAND-TO-HAND: Daggers, Brawling. SHIELDS: Bucklers, Shields. WEAPONS OF THE SAME CATEGORY (SIMILAR TYPE) Missile Weapons are unrelated skills, except for: Characters with a weapon skill can use any others in the same BOWS: Long, Short. Weapon Category (i.e. class and mode) at ½ their skill percentage. SLINGS: Slings, Staff Slings, E.g., Broadswords are in the One-Handed Slashing category, so a THROW: Javelin, Throw Axe, Throw Dagger, Throw Rocks etc. battleaxe could be wielded, one-handed, at HALF broadsword skill. * 'Unique' skills are not similar and do not grant ½ skill to others.

UNFAMILIAR WEAPONS EXAMPLE However, a character cannot pick up a weapon in the middle of a Horus the Hairy breaks his broadsword attempting to clobber a melee (even the same sort as his own) and use it at full proficiency. dragonewt foe. Desperately parrying with his shield, he backs up Given a few minutes to get used to its foibles, he will be able to use and grabs the battleaxe used by Uras the Usurper, who is busy it with full skill (if of a known weapon skill/type). But if he picks it bleeding and has no immediate use for it. Horus is capable of up and fights with it immediately, he would be at only ½ efficiency, attacking with a broadsword with 60% success, therefore he will be as if it were a different weapon type within the same category. able to use the battleaxe with a 30% success; as long as he uses it one-handed like a broadsword. WEAPONS UNSUITABLE FOR PARRY Using it two-handed, he would be relegated to using it just like Some weapons are not designed for parrying at all (bow, rock etc). anyone else picking up such a weapon for the first time, based on It is not normal to parry a weapon with a bow, and impossible with natural ability – i.e. his STRx1, which for Horus is 13%. an already thrown rock. But if circumstances do somehow require a If the replacement weapon was some entirely different category character to attempt parrying with such a weapon, their normal skill (class or mode), such as a spear (which is of either the one- or two- does not apply – their Club or Staff skill should be used instead. handed impaling category), he would again have to rely on natural ability base percentage, STRx1%. OFF-HANDED SKILLS Weapons used in the off-hand (usually left) are at ½ normal skill. Also note the minimum DEX is 1.5 times that normally needed to use the weapon (round up). There are no separate off-handed skills.

22 WEAPON STATISTICS TABLE

Category Skill Type Weapon Name STR/DEX Damage HP Cost Weight Length SF

1H-Slash 1h Axe Battleaxe 13 / 9 D8 8 40 7lb 2½ft 7 Hatchet 7 / 7 D6 6 25 5lb 1–1½ft 4 1h Sword Broadsword 9 / 7 D8 10 50 4lb 3½ft 6 Longsword 13 / 9 D8 12 75 6lb 4½ft 5 Scimitar 9 / 9 D6 10 50 3lb 3ft 4 2H-Slash 2h Axe Battleaxe 9 / 7 D8+1 8 40 7lb 2½ft 7 Great Axe 11 / 7 2D6 10 50 20lb 4ft 9 Polearms 13 / 9 D10 10 75 15lb 5–6+ft 10 Rhomphia 11 / 9 D10 10 50 11lb 4ft 10 2h Sword Greatsword 11 / 13 2D6 12 150 10lb 6½ft 10 Longsword 9 / 9 D8+1 12 75 6lb 4½ft 6 1H-Crush 1h Flail Grain Flail 9 / - D6 6 10 3lb 2ft 6 War Flail 11 / - D8 10 75 5lb 2½ft 6 Morningstar Flail 9 / 13 D8 8 100 12lb 3ft 7 1h Hammer Warhammer 11 / 9 D8 8 50 8lb 2½ft 4 War Pick 11 / 9 D6 8 50 6lb 2½ft 5 1h Mace Heavy Mace 13 / 7 D8 10 40 12lb 2½ft 7 Light Mace 7 / 7 D6 6 15 6lb 2ft 6 Club - / 7 D6* 4 4 3lb 1½ft 4 2H-Crush 2h Flail Military Flail 9 / - D10 10 75 15lb 7ft 7 2h Hammer Great Hammer 9 / 9 D10 10 75 20lb 5ft 7 2h Mace Great Club/Maul 11 / 7 D10 12 40 20lb 5ft 10 Morningstar Mace 11 / 7 D8+1 8 80 15lb 3ft 7 Heavy Mace 9 / 7 D8+1 10 40 12lb 2½ft 7 1H-Impale 1h Spear Long Spear 11 / 9 D8 10 20 9lb 8ft 8 Short Spear 9 / 7 D8 10 15 5lb 6ft 6 Lance 9 / 7 D8 10 30 10lb 10ft 8 2H-Impale 2h Spear Long Spear 9 / 7 D8+1 10 20 9lb 8ft 8 Short Spear 7 / 7 D8+1 10 15 5lb 6ft 6 Pike Pike 11 / 7 D8 12 30 15lb 12ft+ 13 Cut-Thrust Smallsword Rapier 7 / 13 D6 8 100 2½lb 3½ft 4 Shortsword Gladius - / - D6 10 25 3lb 2ft 3 Staves Staff Quarterstaff 9 / 9 D8* 8 10 4lb 6½ ft 4 Singlestick Nightstick - / 9 D6* 5 10 3lb 1½ft 3 Unique Sickle Sickle - / - D6 6 30 3lb 2ft 6

Hand2H. Dagger Dagger - / - D4 6 20 1lb 1ft 2 Parrying Dagger - / 9 D4 10 50 2lb 1ft 3 Brawling Brawl* - / - D3** body 0 - - 1 Fighting Claw 7 / 9 D4 4 50 1lb 0 2 Heavy Cestus 11 / - D4 8 40 2lb 0 3 Light Cestus 7 / - D3 4 25 1lb 0 2 * Brawl includes Fists, Kick, Head Butt, etc as well as Grappling. ** Normally only non-lethal subdual damage.

WEAPON STATISTICS ATTACK ADVANTAGES AND DISADVANTAGES Advantages can make actions Easy (x2), or Very Easy (x10). STR/DEX – Minimum STR and DEX to handle the weapon. Lack Disadvantages can make actions Hard (x½), or Very Hard (x1/10th). of either one makes using the weapon Hard (x1/2 skill). Lack of DEX is compensated-for by excess STR, on a 2 for 1 basis. Target Prone, Held/Immobile, From Rear, or Unaware – Easy (x2) Example: Rurik lacks 1 DEX point of being able to use short spears one-handed but has 3 STR over what's needed, so has no penalty. Target Totally Helpless – Attack is Very Easy (x10).

COST – Standard price of the weapon. Better quality weapons (e.g. Attacker Prone – Attack is Hard (x½) (Parry is normal) with more HP) may be offered at a higher price - but “better quality” Damage bonus is also halved (except for natural weapons). could just mean gaudier.... Unmounted versus Mounted Target – Attack is Hard (x½) SF – Speed Factor governs the maximum attacks per round (or shots Unless using a weapon with long reach, such as a spear. for missiles) in unusual cases where more than one is possible. Note that spears differ depending on the mode of use, because one-handed In Semi-Darkness – Attack & Parry is Hard (x½) spear use involves significant “choking up” to control it. In Total Darkness – Attack & Parry is Very Hard (x1/10th) RATE – Indicates the number of rounds required to rewind/reload. This also applies when fighting opponents who are Invisible.

23 LONG WEAPONS GET INITIATIVE FIGHTING FROM HORSEBACK Long weapons, such as spears, can attack first in the first round of A character can fight with weapons, or use magic, while on a horse a melee, regardless of initiative rolls, if the long-weapon wielder is but weapon skills are limited to their Riding skill percentage. able to ready the weapon against the foe. Roll initiative as normal, Only a trained warhorse will fight in battle; a cavalry-trained horse but even if they lose they can strike on their melee opponent's turn, remains stable; but ordinary riding horses caught up in melee require before the opponent's attack. Use normal initiative in later rounds. calming, by a Riding roll every round (counting as a Move action).

TWO-WEAPON FIGHTING Two modes of fighting are particularly useful from horseback: Even if fighting with one weapon in each hand, only one attack 1. THE LANCE - A lance can be used in a charge, which is defined per round is normally possible. as a straight run of 20 yards or more. If a target is hit during a charge, the animal's damage bonus is used, not that of the rider. SPECIAL ATTACK – KNOCK-BACK 2. HORSE ARCHERY - Shooting from a moving horse is Hard (x½) A character may wish to force an opponent back or knock him unless the ability to do so (a special martial art) has been gained. down. This can be accomplished with Knock-back. A light crossbow can be shot and reloaded on horseback but any The character must make a knock-back attack with a shield, part heavier crossbows cannot unless the horse is brought to a stop. of his body, or a suitable weapon. If the attack is successful, make a resistance roll comparing the attacker's STR vs STR of the target. If CONTROLLING A HORSE DURING BATTLE this succeeds, the target is knocked back 5 feet (Special: 10ft and roll When a character is riding a horse untrained for battle, his player DEXx5 or fall; Critical: likewise, and drop any weapons held). must roll his Riding ability or less every melee round and at any time The target normally gets a free attack simultaneously against any the horse is damaged. If the roll is unsuccessful, the character must knock-back attempt (which cannot be parried with a shield used). spend the next melee round calming the horse down to the exclusion of all else by making a Riding ability roll. If he does not attend to his SPECIAL ATTACK – KNOCK-DOWN horse, or fails the roll, the animal will bolt away from the excitement Many animals such as wolves (or Wolf Brothers) use this leaping - if this happens, make a Riding roll each subsequent round to avoid attack. To determine if an animal hits a foe, roll their DEXx5 (use falling off (refer to the rules below). Only a critical success stops it. Grapple skill, for non-animals, base STRx2). (A special means they Controlling a horse during battle requires concentration. Active also inflict D6 damage, bypassing armour if critical). If the leap hits, spells, such as Fireblade, are impossible to maintain due to the compare their STR+SIZ v SIZ of target on the Resistance Table: if it concentration they need. succeeds, the target is knocked over. A cavalry horse is trained to remain under control in combat and If the target successfully parries the leap with a shield, the attacker Riding ability rolls are not needed and active spells can be has only half the normal STR+SIZvSIZ chance to knock him down. maintained. Only a critical parry with a weapon will prevent any chance. A trained warhorse will fight for itself and the rider need only sit If the attacker misses the leap, the target gets a free attack as he on the animal and take care of himself, so that Riding rolls are not goes by. Attackers with less than four legs will also land up prone. necessary and active spells can be cast. If the target has a long-reach weapon, such as a spear, readied against the knock-down leap, then they get a free attack (but it does HORSE SUDDENLY FALLS OR DIES not prevent the knock-down, which occurs simultaneously). Make a Riding roll: Success means the character has been thrown (see rules below). Failure means the rider is pinned under the animal. SPECIAL ATTACK - GRAPPLING Roll hit location to see what part of the body is pinned; and the rider Grappling is ability to wrestle a foe, and is part of the Brawl skill. takes D6 damage plus their animal's damage bonus (armour and Attempting to Grapple an armed opponent normally allows them a magic protect). free attack against the initial attacks, but not once grasped. A successful grapple attack means that the attacker has caught the FALLING OFF A HORSE foe's rolled hit location. If parried, the weapon arm or shield was If a character falls off his riding animal takes D6 damage, unless caught instead. Defence cannot be applied against grapple attacks. the animal was running or jumping in which case damage is 2D6. After a successful grapple attack, the target must win a STRvSTR As with normal falls, only up to 2 points of armour protect, but any roll to perform any action with the hit location(s) grasped. magical protection counts fully. In following melee rounds the grappler may attempt to EXTEND their hold, to injure their foe, or to THROW them to the ground. POISON CAN BY-PASS ARMOUR To extend a hold, just try further grapple attacks and roll location. Poisonous stings, bites or other weapons can still poison their To injure, just roll D3 + bonus damage; armour does not protect. victim, even if the damage does not penetrate armour. Armour will To throw, make a resistance roll of STR versus the SIZ of the foe. protect against gross damage, but does not save the wearer from Success throws them the thrower's STR minus foe's SIZ feet, or 5ft every little scratch – which may be enough for poisoning. at least. The foe falls prone, taking damage as for a fall of twice that Characters struck by poisoned bites etc which do not penetrate distance (i.e. D6 per 5ft, armour protects up to 2pts, magic fully). armour, must make a CONx5 roll to avoid suffering such a scratch. (Poisoned weapons are not so efficient – only CONx10 is required). SUBDUAL AND KNOCKING-OUT Other effects of fire are given in Chapter III, Mechanics & Melee. Some weapons (fist, club, etc) normally inflict non-lethal damage. This 'subdual' damage should be noted separately, and if it exceeds RUNNING AWAY remaining hit points then the character's last-hit location is disabled. If a character in melee combat turns and flees, opponents within Therefore, if hit in the head they will fall unconscious. reach can make a free attack upon them. Such attacks, being from Each minute of unconsciousness, or after combat, the character behind, are Easy (x2), cannot be parried and any Defence is halved. can try CONx1 to recover from any subdual damage. Note that characters may Withdraw, a half-move, to avoid this.

24 SHIELD STATISTICS TABLE

Category Skill Type Size STR/DEX HP Cover Basic Training:25/50/75% Price Weight SF (#Parries) Shields Buckler Small 5 / 9 8 25% DEXx2 200/400/800 15 5lb 3 (x5) Shield Medium 9 / - 12 50% STRx2 100/200/400 30 10lb 6 (x3) Large 12 / - 16 75% STRx2 50/100/200 50 15lb 9 (x2)

SHIELDS MISSILE WEAPONS

A shield is used to absorb damage before it gets to the bearer of RANGE the shield. The Shield Statistics Table describes how many points a The ranges stated on the table are the normally effective ranges. shield will absorb before the bearer is damaged. As with a weapon, a THROWN – Thrown weapons have no effect beyond 60 feet. shield user must make a successful parry roll to interpose a shield PROJECTILE – Projectile weapons can reach further than the stated between himself and an incoming attack. range, but at a cost in accuracy. Medium range is half-again as many yards, at ½ skill. Long range is twice normal range, at ¼ skill. SHIELDS At 'point-blank' range of up to DEX ft, most missile weapons can Shields are for parrying, so attacking with one is Hard (x1/2 skill). be used at 2x skill. (Slings have minimum ranges of 15/30ft). Small/Medium/Large shields do D4*/D6*/D8* damage respectively. (* i.e. Subdual damage only, unless fitted with special spikes etc). DAMAGE BONUS WITH MISSILE WEAPONS Missile weapons get only half normal STR Damage Bonus (round Small shields, called bucklers, are about 1ft in diameter and held down). Bows must be specially constructed to give any such bonus. with one hand-grip. Medium shields are about 2ft in diameter, and Some intelligent races of smaller than human size have developed include the ancient Greek round shield, or medieval knight's 'heater'. martial techniques of weapon finesse, allowing them to use DEX Large shields include the foot shield of the Greeks and Romans, or instead of STR for the Damage Bonus with light missile weapons. the Norman kite shield and the Viking round. TARGETS BEHIND COVER COVER – Arrows and similarly fast projectiles cannot be normally The chance of hitting a foe behind some form of solid protection parried, but shields have the listed percentage chance to block them. depends on how much of them is showing. Roll the attack as normal, then roll the percentage cover to see if the shot strikes cover instead. NOTES ON SHIELD USE Projectiles cannot be parried, but shields give a percentage cover. Damage taken by the shield for more points than the shield can absorb in one blow is taken on the hit location rolled in the attack. EXAMPLE The armour on the location, if any, absorbs the excess points. Arcos the Archer shoots at a troll hiding behind a parapet and Note that shields do not break as easily as weapons do, so shields hits. The quite short parapet gives the quite large troll only 50% only take 1hp damage from blows which exceed their armour points. cover, the referee rules. He rolls 47 on D100, so the cover of the A shield cannot be ready for use when the character is using any parapet was struck and the arrow bounces off the stone. projectile weapon but the sling (and that can only be a small shield). This exception does not include the staff sling, which needs two UNUSUAL-SIZE TARGETS hands, as do all bows and crossbows. Especially large or small targets are easier or harder to shoot: A shield cannot be used for parrying when a torch or lamp is also Huge (giant) x2; Small (dog) x1/2; Tiny (rat, giant centipede) x1/10. being held in the shield hand.

MISSILE STATISTICS TABLE

Category Skill Type Name STR/DEX Damage HP Cost Weight Range SF(Rate)

Bows Long Long Bow 11 / 9 D8 6 150 3lb #1 400ft+ 3 (x5) Short Composite Bow 13 / 9 D8 7 150 3lb #1 300ft+ 3 (x5) Elf Bow - / - D8 10 - 2lb #1 360ft+ 3 (x5) Self Bow 9 / 9 D6 5 50 2lb #1 240ft+ 3 (x5) X-Bows Crossbow Arbalest 13 / 7 3D6 10 150 18lb #2 450ft+ (1/5R) Heavy Crossbow 11 / 7 2D6 8 100 9lb #2 360ft+ (1/3R) Light Crossbow 7 / 7 2D4 6 80 6lb #2 300ft+ (1/2R) Slings Sling Sling - / 9 D4/+1* - 5 - #3 240ft+ 6 (x3) Staff Sling Staff Sling 9 / 9 D8/+1* 8 15 6lb #3 300ft+ 6 (x3) Throws Javelin Dart - / 9 D4 4 25 1lb 60ft 2 (x7) Javelin 9 / 9 D6 8 35 3lb 60ft 6 (x3) Throw Throw Rock, etc - / - D3 - 0 2lb 60ft 4 (x4) Thr. Axe Throwing Axe 9 / 9 D6 6 35 4lb 60ft 6 (x3) Thr. Dagger Throwing Dagger - / 9 D4 4 50 ½lb 60ft 3 (x5)

#1: A quiver of 20 arrows costs 2L and weighs 5lbs. #2: A case of 20 bolts costs 2L and weighs 5lbs. #3: A pouch of 20 lead bullets costs 2L and weighs 10lbs (same as stones). * Extra +1 damage if lead bullets used instead of stones.

25 MOVING TARGETS WEAPON EXPERTISE – MARTIAL ARTS The normal chances to hit assume targets are moving. If not, due Expertise with weapon types are martial arts skills, which are only in all likelihood to being unaware that they currently are a target, available to characters through years-long specialized training. They then the attack is Easy (x2), as per the Advantages noted previously. are gained via Previous Experience with the Mercenary Companies or Barbarian Tribes (see Chapter X, Appendix E). SHOOTING INTO COMBAT Shots into a melee will hit a random target, due to the combatants' Each Expertise skill is with one particular type of weapon, e.g. rapid movements and manoeuvres. Aiming for a specific individual Expertise:Sword. They are based on STR or DEX, as the weapon. target (see 'Aiming For Location', below), makes the shot Hard (x½) but any miss will strike randomly. Expertise skills start at STATx1%. Increases are limited to +1%.

TAKING TIME TO AIM A character with Expertise in a weapon gains an extra attack when A character can take particular care to hit a target by spending time their normal weapon skill-roll is less than their Expertise percentage. aiming their shot (or melee attack). If they spend 1 extra full round Extra parries can likewise be gained with Expertise in shields etc. taking aim, which must be undisturbed, then the attack is Easy (x2). If necessary, a character with Expertise can also take an additional AIMING FOR LOCATION parry by forfeiting their next attack. No more can be 'borrowed' until A character who wishes to hit a particular location must state the it is 'paid back' by foregoing an attack (and no more attacks either). desired hit location and attack at ½ normal effectiveness (i.e. Hard). However, the extra parry itself may make Expertise and thus earn an Success means the hit strikes where intended. The opponent may still extra parry/action, which can be forfeited as the attack owed. parry or dodge, of course. This technique can also be used to pick out particular targets when Each full 10% in Expertise allows the character to gain one special shooting into a melee (see 'Shooting Into Combat', above). martial arts technique (see Chapter X, Appendix F, Martial Arts). Note that it cannot be used to hit targets behind cover more easily than described previously, as they will be actively using the cover to MULTIPLE ATTACKS PER ROUND duck behind when shot at (if aware of being targeted). Some special abilities allow characters to perform multiple attacks and/or parries in one melee round, but these are exceptional cases. (E.g.: Expertise, back-stabs, magical haste, berserking, extra natural physical weaponry, etc). But there is a limit to how many actions can be accomplished in any one 12-second round. Weapon Speed Factor limits the extra attacks which can be made in a round to 12 / SF.

ARMOUR

THROWING LARGE OBJECTS HOW ARMOUR WORKS Small objects count as a Thrown Rock (d3 damage, 60ft). Larger Armour is the last barrier between a character and an incoming objects can be thrown, doing D6 damage per full 10 STR of the weapon, fang, or claw. Armour absorbs damage and, hopefully, thrower (about 10lbs per die) plus ½ Damage Bonus, as usual for keeps the character intact. such missiles. Range is 30ft per full 10 STR. Different hit locations may wear different forms of armour. If so, the average Armour Points (AP) value is calculated, weighted by hit MACHINE THROWERS location probabilities, and used in most cases. (Some circumstances Rock-hurling siege engines should has a STR rating assigned by may make it preferable to roll location and find the specific armour). the Referee. The basic damage, damage bonus, range and weight of For examples, see the sample suits of armour listed later. its required missiles can then be calculated from the above. ARMOUR ENCUMBRANCE DROPPED OBJECTS Encumbrance is listed for armour & helmets, rather than weight. Damage from falling objects is D6 per 200lbs weight (max 10D6), This is their effective weight when worn. The ENC values are about plus ½ the damage of falling the distance dropped (or D6 per 20ft). double real weight, due to the difficulty of wearing such loads. DEX rolls may save targets from half or all damage, depending on Figures are for human-size: a pixie's would weigh less, a great circumstances. (E.g. DEXx5 for no damage, if in an open area and if troll's would weigh more. Of course, such would only fit those size they see it coming; DEXx1 for half, if well-targeted and they don't). beings, and be of little use to a human adventurer.

RURIK'S SAGA Note that some forms of armour protect more than one hit location. Having been successful in combat, and wanting more expertise These types can, as a rule, be overlapped. Thus, one can wear both a in case Herkan had more popularity than immediately apparent, chainmail hauberk and chainmail trews (trousers). Encumbrances Rurik looks into gaining training in weapon use. will add up very rapidly in such cases, of course, and the extra layers He rapidly discovers that all manner of training is available, for only give half their usual protection, rounded down. a price. The 65 L he has to his name is woefully inadequate. What to do for training? ARMOUR SKILLS PENALTY Most armour makes it Hard (x½) or Very Hard (x1/10th) to use Rurik, applying to his local fighting band of mercenaries, would skills such as Move Silently, Climbing, Swimming & Acrobatics (see be given a credit of 1200 L (STR 12x100 L) for weapons training. Chapter VI). If armoured in various pieces, the worst penalty applies. [Training of this and other skills is explained in Chapter VI, Skills].

26 ARMOUR STATISTICS TABLE

Area Protected Type Material Absorbs ENC Cost Penalty Frac

Legs Greaves† Leather* 1 5lb 15 - 0.30 Cuirboilli 3 10lb 40 - 0.90 Plate 6 20lb 120 x1/2 1.80 Abdomen and Legs Pants/Trews Leather* 1 5lb 10 - 0.45 Leather* 2 10lb 20 - 0.90 Chainmail 5 15lb 120 x1/2 2.25 Abdomen Skirts Leather* 1 5lb 10 - 0.15 Leather* 2 10lb 20 - 0.30 Linen 3 10lb 20 - 0.45 Light Scale 4 20lb 30 x1/2 0.60 Heavy Scale 5 30lb 60 x1/10 0.75 Chainmail 5 20lb 100 x1/10 0.75 Chest and Abdomen Hauberk Leather* 1 5lb 20 - 0.30 Leather* 2 10lb 40 - 0.60 Linen 3 20lb 30 - 0.90 Ring Mail 4 20lb 80 x1/2 1.20 Light Scale 4 20lb 40 x1/10 1.20 Heavy Scale 5 30lb 60 x1/10 1.50 Chainmail 5 20lb 200 x1/2 1.50 Chest Byrnie Leather* 1 5lb 10 - 0.15 Leather* 2 10lb 20 - 0.30 Ring Mail 4 10lb 50 x1/2 0.60 Chainmail 5 10lb 120 x1/2 0.75 Cuirass Cuirboilli 3 10lb 40 x1/2 0.45 Linen 3 10lb 25 - 0.45 Heavy Scale 5 30lb 40 x1/10 0.75 Brigandine 5 20lb 175 x1/2 0.75 Plate 6 30lb 200 x1/2 0.90 Arms Sleeves Chainmail 5 20lb 75 x1/2 1.50 Vambraces† Leather* 1 2lb 10 - 0.30 Cuirboilli 3 10lb 30 - 0.90 Plate 6 20lb 100 x1/2 1.80

* Can be worn under other armour, for cumulative protection and encumbrance. Quilted or thick cloth has the same qualities as described. † For game conventions, these are considered to cover the entire limb, although the actual armour which goes by these names only covers the area between elbow and hand (vambraces) and knee and foot (greaves). Cost & ENC given are for a set of two, not just one. [Conversion Note: Each RQ2 1 ENC equals 10lbs. More than the usual 1:5lb rule-of-thumb, to encourage more careful use of armour.]

TYPES OF ARMOUR MATERIALS SCALE - Small metal plates sewn onto leather in an overlapping LEATHER – This is either the padding leather (1ap) described in the pattern. An excellent, if heavy, protection. notes to the chart, or thicker shoe leather thickness armour (2ap). CHAINMAIL – Metal links woven into a mesh and formed into It is fairly easy to obtain in the herd-oriented world of Glorantha, garments. and in most other ancient historical or fantasy settings. BRIGANDINE – A jacket of plates between two leather layers; only CUIRBOILLI – Leather treated with boiling wax, hardening it the rivets holding it together show on the leather. almost to the resiliency of metal. PLATE – Large metal plates, usually moulded to the wearer's body LINEN – Waxed and quilted cloth. Stiff and hard, this early armour absorbs damage excellently; heavy and encumbering. disappeared as metal became more common, but was still used for militia and the like. HELMETS – These are categorized differently, as they are made of RING MAIL – Metal rings butted together and sewn to leather. various materials; the styles described are named arbitrarily.

HELMET STATISTICS TABLE

Type ENC Absorbs Cost Description Frac

Hood 3lb 1 3 Leather hood. Can be worn as padding under a helmet. 0.10 Cap 5lb 2 5 Hard leather with metal plates riveted on to it. 0.20 Composite Helm 8lb 3 10 Cuirboilli with metal plates riveted on to it. 0.30 Open Helm 10lb 4 15 A metal helm with cheek and back plates. Similar to a Roman Legionnaire helm. 0.40 Closed Helm 12lb 5 30 A metal helm like the above but with eye and nose protection as well. 0.50 Full Helm 20lb 6 50 A solid metal helm with total coverage of head and neck except for eye-holes 0.60

27 CALCULATION OF PIECEMEAL ARMOUR For example, Rurik has a Ring Mail Hauberk, with a Thick Cloth To work out the overall Armour Points for armour consisting of Hauberk as padding beneath, an Open Helm, and Plate Greaves and various pieces, the weighted-average by hit locations is calculated. Vambraces. These are 1.2, 0.6, 0.4, 1.8, 1.8 respectively, making a The given Frac values show the fractional armour AP for each piece, total of 5.8, which with standard rounding gives 6 AP overall. making this easy to do – just add the Frac values of each piece worn.

SAMPLE ARMOUR SETS

Name AP ENC Cost Penalty Description Tough Clothing 1 13lb 28L - Heavy clothing/soft leather jack, soft leather hood, soft boots [H1,C1 Ab1,A0,L1] Leather Armour 2 22lb 85L - Hard leather hauberk, hard leather cap, s.lthr sleeves, hard boots [H2,C2,Ab2,A1,L1] Cuirbouilli 3 53lb 170L x1/2 Cuirbouilli cuirass, greaves, vambs, helmet, s.lthr hauberk, hd.boots [H3,C4,Ab2,A1,L2] Ring-mail 3 42lb 145L x1/2 Ringmail hauberk, s.lthr hbk & sleeves, h.lthr cap, hard boots [H2,C5,Ab5,A2,L2] Scale-mail 4 66lb 153L x1/10 H.Scale hauberk, h.lthr hbk & vambs, comp.helm, hood, hd.boots [H4,C6,Ab6,A2,L2] Chainmail 5 72lb 370L x1/2 Chainmail hbk&slvs, h.lthr hbk&grvs, s.lthr slvs, open helm, hd.bts [H4,C7,Ab7,A3,L3] Splinted-mail 6 108lb 443L x1/10 Splint cuirass, q.shirt, plate v.s, scale trews & gntlts, open helm, h.bts [H5,C7,Ab7,A5,L4] Banded-mail 6 77lb 509L x1/2 Brigandine hauberk, plate greaves & vambs, open helm, h.bts, etc [H5,C6,Ab6,A5,L6] Plate-and-mail 7 180lb 610L x1/10 Plate cuirass, g&v.s, q.vest, chain skirt, full helm, h.boots. [H6,C9,Ab8,A5,L6]

RURIK'S SAGA - RUMBLE IN THE RUBBLE The roll is 44 - Rurik loses a piece of armour. A hit location roll Rurik joined a mercenary company (see Chapter X, Appendix E, shows it was his right arm armour. We can assume the baboon Previous Experience) and did well, earning enough loot to pay for a clawed at Rurik, caught the arm armour, and tore it off. ring mail hauberk (4 points of protection), an open helm (worth 4 Third round. One of the baboon's attacks is finally below the 40 points) and plate arm and leg armour (worth 6 points each). Under needed, a hit! Rurik's parry of 57 is not good enough. the ring mail he has a padding hauberk worth 2 more points of The baboon rolls D6 for his claw attack, plus for his STR bonus protection. As part of his training he has skills at 36% (his STRx3) for a total of 7. The hit location rolled is 5, the left leg. Since Rurik in use of the large shield and short sword and likewise capable with has 6 point armour, 1 point of damage goes past Rurik's shin-plate a spear used one-handed. to wound him slightly. Rurik rolls a 61 for his attack, missing again, At this time, he is guarding the horses for a group of Adventurers obviously shaken. attempting to loot the Blind King's Palace in the Pavis Rubble. His Fourth round. The baboon's rolls of 81 and 22 mean one more companion in this duty is Horus the Hairy, a somewhat more attack hits. But Rurik got his shield in its way with a roll of 29, and knowledgeable fighter who also chose not to go into the palace. the large shield can stop more damage than it can do (up to 16pts). The two are engaged in idle conversation, lulled into carelessness Rurik rolls 23, another hit! The damage is 4 points, the hit location by lack of activity, when there is a sudden “Screech!” and Horus is the head (rolled just for fun of knowing the details). The baboon goes flying. He has been hit from behind by a baboon! rolls 33 for Defence and so again fails to dodge, but due to its thick The baboon is a common member of the breed (see Chapter VIII) skin (1AP) takes just 3 points of damage. After the earlier nick, this and, having successfully sneaked up on the two, rolled 43 on reduces its 5 point total to just 1 hit point! an attack roll. Ordinarily this would not quite be enough (the By this time, Horus has managed to Heal 2 points of the damage baboon's claw skill is 40%), but an attack from behind doubles an he took in the leg - he can soon be back in the fight again. chance, so the blow was successful. The baboon realizes that horse-meat will probably not be on his The blow did 9 points of damage (maximum for the baboon's D6 diet today. He begins to back away (withdraw) but Rurik, being claw plus 3 damage bonus). Horus has 3-point cuirboilli armour so young and impetuous, presses his attack. His attack roll is 55, 6 points gets through to hurt him in the left leg (hit location roll 1). another miss. This takes him down to -1 hp (Horus has total hit points of 5), so the Next round, the baboon makes a return attack of 42, another blow is enough to make him fall in a heap, out of the fight. miss, and turning, tries to run away. Rurik's attack roll is 95, so that “Give horse!”, hisses the baboon in a reasonable approximation even the x2 multiple for striking at a back does not help enough. of Pavis Tradetalk. The Baboon scrambles away at his movement rate of 15”, while Rurik, whose pay depends on seeing that this doesn't happen, says Rurik soothes the horses and helps Horus up. nothing as he advances to the attack. He has an initiative penalty of -2 (DEX 6) and rolls a 2 on D12 making 0, and the baboon has a NOTE - Rurik was successful with both Spear (1h) and Shield, as bonus of +1 and rolls 3 making 4, so it is faster. But, with his spear he made an attack and a parry. He gets experience rolls for both his ready (a long reach weapon), Rurik strikes first anyway, this round. skill with the large shield (rolling 84, over his 36% as needed, he His attack roll of 21 is a hit, and the baboon's defence roll of 20% goes up 5% in shield work on a D6 increase roll of 5, to 41%) and fails to help it. Rolling a 1 on D8, he finds he has done 2 points of with the use of one-handed spear (but he rolls 21, not over his damage to the baboon (which, using claws, has no parry). The current skill. This is Rurik's usual bad luck. . .). baboon's skin absorbs 1 point of this, leaving the baboon with a The baboon, having also succeeded in a claw attack, gets an minor nick as he closes in on Rurik. His claw attacks both miss, experience roll. It has a needed number on D100 of over 40, its with a 44, just too high to be a hit, and 89, a wide miss. current skill. It rolls 37, not profiting at all from the experience, and Second round. Now the baboon's natural speed takes over and it having one terrible headache besides. strikes first, but misses both attacks. Rurik stabs again, the attack roll is 99 – a fumble!

28 V BASIC MAGIC

Magic is available to many RuinQuest characters. Here are two GUILD CREDIT FROM A CULT types of Basic Magic: 1. Battle Magic and 2. Spirit Contacts. The Cults will extend credit, once, to beginning characters, like other professional guilds and mercenary bands (see in Chapter VI, BATTLE MAGIC Skills). The cult's diviners judge the WIS of an applicant, and so allow them up to WIS x 100 L in credit towards learning spells. BASIC DESCRIPTION (NB: This is instead of credit from a craft/fighting guild, not extra). Battle magic involves the forceful alteration of the fabric of reality by use of one's magical power. For this reason, battle magic spells, LIMIT TO TEACHING SPELLS while powerful, are of short duration (usually two minutes) and drain Battle magic cannot be learned from another character unless that a good deal of energy in the form of POW points from the user. character is a Rune Priest (see Chapter VII). Because spells are However strong a mortal may be, he lacks the Power to make long partially subconscious in operation, the teaching of battle magic lasting changes in the basic stuff of the Universe. Rune Magic (see requires Mind Link (a Rune spell) with a Rune Priest. Chapter VII), done with the aid of a god, is not so limited. Rune Priest player characters who teach another character a battle The WIS roll that a player makes for a character at the start of a magic spell must still be paid the set rate and must return that full game determines his ability to affect the Universe by force of will. amount to their cult. Failure to do so would be cheating a god and Of course, with no knowledge of spells, this WIS can only be used to would result in expulsion from the cult and loss of Rune magic resist other forces. It cannot cause effect itself. abilities. Other penalties might also be assessed by the god, perhaps Characters who learn spells or contact spirits gain a characteristic in the form of a curse. representing their magical Power (POW). For users of Basic Magic, the initial value of their POW equals their WIS. LIMIT TO LEARNING SPELLS Any number of battle magic spells may be learned. However, only POWER USE a small number can be held in the mind at one time. A character may POW is used in casting spells, but WIS is used for resisting them. hold the number of POW points in spells equal to his INT. Therefore, If Rurik casts Bladesharp 4 on his sword, his POW of 12 becomes 8 a character with a 13 INT could hold Healing 4, Countermagic 3, when he casts the spell. This reduction is temporary, and will return Bladesharp 3,and Glue 3. up to the normal value in a few hours or one day at most (as POW is He could use and reuse these spells until he ran out of POW. regained at the rate of ¼ the character's total POW every six hours). However, he could not use Invisibility, a 3 point spell, even if he has Thus, Rurik, with a POW of 12 would regain 3 points every six learned it, until he suppresses 3 points of his other spells and draws hours until all POW expended has been regained. Invisibility up into his mind. This action of switching spells takes 1 However, for resisting spells cast at him by others, it is his WIS hour for every point of spell to be switched, the suppression and re- which matters – and that is not reduced by spell-casting. Note that impression of the spells taking place simultaneously. even 'permanent' POW (i.e. usual) value is likely to increase and/or decrease quite often, but that WIS changes seldom, if ever. Once the NOTE - It is possible to know a variable spell at a high level and be initial POW has been set, their values are entirely independent. WIS carrying only part of it. For example, a character could know and POW do not affect each other thereafter. Healing 6, but only carry Healing 4 actively in his mind. If he thought he or his friends were about to run into a situation where LEARNING SPELLS injuries were going to be more serious, he could take two hours to The listed battle magic spells can be learned from most Rune cults. suppress two points of another spell or spells and bring the other two They are commonly available to any character with the money to pay points of Healing into his mind, ready for use. for them. Learning a spell requires spending one week with the cult, a Priest teaching it to you via rituals involving summoned spirits and CREATING NEW SPELLS Rune magic. Nothing much else can be done during the week. Battle magic spells cannot be developed by anyone not conversant The cults usually charge the same amounts, and the cost of each with Rune magic. In other words, to develop a new (unlisted) spell, spell is listed on the Battle Magic Spell Table. the character must be a Rune Priest or Mage (interchangeable terms in this text). It can only happen rarely, and would probably require a NOTE - To buy a variable spell, a character must pay the cost of Hero Quest (a dangerous ritual, involving a venture into Godtime). each lower point spell as well as the level he wishes to buy. In other words, to obtain Healing 3, Healing 1 and 2 must also be bought, a total cost of 3000 L. (If the referee prefers a campaign with lots of money available the cost of spells should be raised - inflation.)

29 BATTLE MAGIC SPELL TABLE

SPELL LIST AND COSTS 15. Detect Spirit 300 L 31. Ignite 500 L 47. Strength 1500 L 16. Detect Traps 300 L 32. Immobilize Var* 48. Vigour 2000 L 1. Befuddle 1500 L 17. Detect Undead 300 L 33. Invisibility 2500 L 49. Xenohealing Var* 2. Bladesharp Var* 18. Detection Blank Var* 34. Ironhand Var* 3. Bludgeon Var* 19. Dispel Magic Var* 35. Light 500 L * Cost of Variable Spells 4. Co-ordination 1500 L 20. Disruption 500 L 36. Lightwall 2000 L 5. Countermagic Var* 21. Dullblade Var* 37. Mind Speech Var* 1st point 500 L 6. Darkwall 1500 L 22. Extinguish 1000 L 38. Mobility Var* 2nd point 1000 L 7. Demoralize 1500 L 23. Fanaticism Var* 39. Multimissile Var* 3rd point 1500 L 8. Detect Detection 300 L 24. Farsee 500 L 40. Protection Var* 4th point 2000 L 9. Detect Enemies 300 L 25. Firearrow 2000 L 41. Repair 1500 L 5th point 2500 L 10. Detect Gems 1000 L 26. Fireblade 2000 L 42. Shimmer Var* 6th point 3000 L 11. Detect Gold 300 L 27. Glamour 2000 L 43. Silence 500 L Each +1 point +500 L 12. Detect Life 300 L 28. Glue Var* 44. Speeddart 500 L 13. Detect Magic 300 L 29. Harmonize 1500 L 45. Spirit Binding 1500 L 14. Detect Silver 200 L 30. Healing Var* 46. Spirit Shield Var*

ONE POINT SPELLS TWO POINT SPELLS THREE POINT SPELLS VARIABLE POW SPELLS

1. Befuddle 1. Coordination 1. Invisibility 1. Bladesharp 2. Demoralize 2. Darkwall 2. Bludgeon 3. Detect Detection 3. Detect Gems FOUR POINT SPELLS 3. Countermagic 4. Detect Enemies 4. Detect Traps 4. Detection Blank 5. Detect Gold 5. Extinguish 1. Fireblade 5. Dispel Magic 6. Detect Life 6. Firearrow 2. Lightwall 6. Dullblade 7. Detect Magic 7. Glamour 3. Vigour 7. Fanaticism 8. Detect Silver 8. Harmonize 8. Glue 9. Detect Spirit 9. Repair 9. Healing 10. Detect Undead 10. Strength 10. Immobilize (aka Binding/Slow) 11. Disruption 11. Ironhand 12. Farsee 12. Mind Speech 13. Ignite 13. Mobility 14. Light 14. Multimissile 15. Silence 15. Protection 16. Speeddart 16. Shimmer 17. Spirit Binding 17. Spirit Shield 18. Xenohealing

TYPES OF BATTLE MAGIC SPELLS These are active spells, unlike all others, because they are highly Battle magic spells come in three general classifications. powerful battle magic spells, requiring concentration to control. Frequently these classifications overlap. Spells can be broken down as active or passive, temporal or permanent, and as focused and INSTANT, TEMPORAL, AND PERMANENT SPELLS unfocused. We will cover each of these classifications separately. 1. “Instant” spells last from the moment they are cast until the end of ACTIVE AND PASSIVE SPELLS the melee round in which they are cast. Most of the Detect spells are Almost all battle magic spells are passive. Once they have taken of this type. For instance, Detect Magic would cause an Invisible effect on their target they need not be maintained and the caster of character to glow until the end of that melee round. the spell can perform other actions, including casting other spells, without affecting the spell in question. Therefore, once a character 2. “Temporal” spells are those which are effective for a definite time has Demoralized an opponent, the character can fight, run, or cast span and are then over. Spells like Demoralize, Fanaticism, another spell (or the same spell) at another opponent and the original Bladesharp and Mobility last ten melee rounds (two minutes) and target will remain Demoralized for the total time period of the spell. then are gone. They must be recast after that time to gain their If the caster takes damage from a sword blow, even one wielded by benefits again. the Demoralized opponent, the opponent stays Demoralized. The only active battle magic spells are Fireblade and Invisibility 3. “Permanent” spells are those whose effects remain afterwards. and these spells require the concentration of the caster to be Spells like Disruption, Extinguish, Ignite, and Repair are permanent maintained. If the caster tries to throw another, takes damage, or has in effect. The spells last just one melee round or less, but their results something sudden unexpected happen to him, such as falling into a are permanent. This is not to say that the effect of a Disruption spell pit, the spell will go out. To reuse the spell, he must expend the POW cannot be Healed or an Extinguished fire re-lit, but the damage does necessary to cast it again. It is possible to fight with spell active, as not go away of itself and the fire will not rekindle itself after a set long as the user takes no damage. period of time.

30 FOCUSED AND UNFOCUSED SPELLS 6. Only one spell may be cast in one melee round unless the caster is This is a complex and important difference between spell types. To under the influence of the Rune magic spell, Multispell. See Chapter be cast effectively, many spells require a “focus”. This focus is a Seven. carved rune of some sort which acts to tie the conscious and unconscious minds together so that the spell works. It is possible to DID THE SPELL WORK? cast any spell without a focus, but it takes two melee rounds to do so, Some spells almost always work. Spells which a character casts the first round being spent in carefully visualizing the runic symbol upon himself, or spells cast on inanimate objects or any healing necessary for the spell and the target it must affect. spells, do not need to overcome resistance. Also, unconscious Spells affecting the character's body do not require a focus. Part of characters cannot resist a spell of any sort. However, a roll of 96-00 the purpose of a focus is to help one concentrate POW to overcome on D100 means the spell will fail. resistance. The character does not resist his own spells. Any character may choose to receive a spell, and the spell caster However, spells affecting other people and objects do require a will not have to overcome the resistance of the target. Conversely, a focus for quick casting. The knowledge of how to create a focus for a spell being cast at a conscious but unaware target, such as casting particular spell is included in learning the spell. Strength on a companion who does not expect it, must overcome The normal focus used is a wand. A normal, 18-inch long, wand has the target's WIS. enough area on it for about 20 foci to be carved. A staff could easily contain all spells listed in the spell table. Certain spells, such as To find out if a spell was effective against a resisting target, Disruption, often have their focus carved or cast into a ring so as to compare the character's WIS against the target's WIS (historically be readily available during combat when one might have no time to called “POW versus POW”, though WIS is now used in RuinQuest). draw a wand. If the caster's WIS is exactly even with the target's, he has a 50% The focus for a weapon-affecting spell is usually the weapon it is chance of overcoming it and making his spell work. For every point intended to affect, as typically Bladesharp, Fireblade, Repair and the of superiority in WIS the caster has, there is a 5% increase in his like might all be carved on a character's sword hilt. chance of success. For every point of inferiority, there is a 5% To be used, a focus must be looked at, and then pointed at the decrease. Thus, if the caster has a WIS of 10, and the target a WIS of target. Looking at the focus serves to “set” the spell in the mind. The 13, the caster has only a 35% chance of success. He must roll this pointing at the target serves to direct the character's POW at the number or less on D100 to succeed. As usual, a roll of 01-05 always appropriate target. Thus, if a character wishes to use Immobilize on succeeds, and a roll of 96-00 will always fail, no matter what another character, he must look at the Rune carved on his wand, then discrepancy in WIS may exist. point the wand at the foe, saying his spell at the same time. This is a Failure to overcome an opponent's resistance still means that the very quick and easy process, taking mere seconds. total POW points for the spell have been expended. A complete table of percentage chances of success is given on the Resistance Table. OTHER PROPERTIES OF SPELLS This is actually a standard Resistance Roll of WIS versus WIS. (One rolls WISx5%, modified by the other's WIS below/above 10). 1. If damage is taken by a spell caster from spell or weapon, or the spell caster's concentration is broken in any sudden and unexpected INCREASING POW way, before he is finished with casting a spell (e.g. by free attacks POW can be increased in a character, although never past the prompted by the casting, or delayed/simultaneous actions, or actions species maximum. Increasing POW requires that the POW be used in during a long casting-time) he cannot cast the spell and must try situations of stress. A character cannot attract POW from the again. However, no POW is lost in the attempt. Universe without the high emotional output found in the midst of battle. This emotional output is not found in throwing spells at a 2. Spells cannot be combined with one another to make them more friend who attempts to resist them, or similar “training” situations. effective. If, for example, two characters know Bladesharp 2, they cannot each cast it on a weapon to get the effect of Bladesharp 4. To increase POW in a character, he must first overcome an Likewise, to cure a serious/grievous wound (a special effect of enemy's resistance with a spell, by making a WIS v WIS roll. Spells Healing 6), two characters cannot combine Healing 3 spells to get which have a 95% chance of working on an enemy do not provide the effect of Healing 6. A full Healing 6 is necessary. sufficient stress to allow a character a POW gain roll. For example, if Ariella the Actress with a WIS of 16 casts a Disrupt at Rodang the 3. However, additional POW can be added to a spell to overcome a Troll, who has a WIS of 7, her spell has a 95% chance of working Countermagic or Shield. Thus, a 5 point Disruption can be cast. It and she will not be entitled to a POW gain roll. However, if Rodang will still have the same effect (1-3 points damage) but it will punch had a WIS of 8 and Ariella's spell had worked she would be entitled through most any magical defence put up against it. The POW points to a POW gain roll. listed for each spell are minimum POW points necessary. POW gain rolls are made after an adventure is over. It requires a week of relative calm to gain the benefit of such a roll. 4. Once a spell has taken effect on a character, it continues even if the character moves out of the range in which the spell could be cast. To see if the POW increase is successful, attempt to roll OVER the For instance, if Rurik casts Fanaticism on a member of his party in a character's normal POW x 5. If the player successfully rolls over for melee, the character will remain Fanatical for the full ten melee this Power Gain roll, he makes a Power Increase roll on D100. If the rounds, even if he should pursue the enemy beyond the 80 yard result is 01-10, the character gains 3 POW points. If 11-40, he gains range in which the spell can be cast. 2 POW points. If 41-00, he gains 1 POW point.

5. Where two spells are incompatible, such as Shimmer and Any time the character's POW goes above 18, he may qualify for Protection, and one of them is cast on a character after the other has Rune Priest status and should turn to Chapter VII, Rune Magic. already been successfully cast upon him, the second spell cast will NOTE – Rune Priests and Shamans affinity with magic gives them have no effect. effectively 4 POW lower for Power Gain rolls, a 20% better chance. However, Spirits only gain power on rolls of 96% or more.

31 RESISTANCE TABLE

WIS of Attacking Force W 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 I 01 50 55 60 65 70 75 80 85 90 95 ------S 02 45 50 55 60 65 70 75 80 85 90 95 ------03 40 45 50 55 60 65 70 75 80 85 90 95 ------o 04 35 40 45 50 55 60 65 70 75 80 85 90 95 ------f 05 30 35 40 45 50 55 60 65 70 75 80 85 90 95 ------06 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 ------D 07 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 - - - - - e 08 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 - - - - f 09 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 - - - e 10 05 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 - - n 11 - 05 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 - d 12 - - 05 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 i 13 - - - 05 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 n 14 - - - - 05 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 g 15 - - - - - 05 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 16 ------05 10 15 20 25 30 35 40 45 50 55 60 65 70 75 F 17 ------05 10 15 20 25 30 35 40 45 50 55 60 65 70 o 18 ------05 10 15 20 25 30 35 40 45 50 55 60 65 r 19 ------05 10 15 20 25 30 35 40 45 50 55 60 c 20 ------05 10 15 20 25 30 35 40 45 50 55 e 21 ------05 10 15 20 25 30 35 40 45 50

The number indicated is the percentage needed for success

DESCRIPTION OF BATTLE MAGIC SPELLS +20% and +4 damage or four weapons up to +5% and +1 damage, or any combination possible within the limitation of the level of the BEFUDDLE spell known. Range - 80 feet POW Used - 1 point Type - focused, passive, temporal CO-ORDINATION This spell confuses an opponent who succumbs to it. It causes him Range - 80 feet POW Used - 2 points to wonder such things as: Is that a friend? Which ones are my Type - unfocused on self, focused on others, passive, temporal enemies? Why is everyone fighting? A Befuddled enemy will not This spell adds three to a character's effective DEX. This will attack, cast an offensive spell, sound the alarms etc. If attacked he increase initiative by one or two, and improve the character's chance will parry and defend at full value, and beginning next round his of making DEX rolls, etc. DEX is never raised over the species confusion will go away (the guy that attacked me is my enemy, and maximum. Thus, the greatest DEX a human can have is 21. after he is dead his obvious allies are my enemies). Thus, with some clever management, a Befuddled opponent might end up attacking COUNTERMAGIC his own party for as long as the spell is in effect. Range - 80 feet POW Used - 1 point/point of spell Type - unfocused on self, focused on others, passives temporal BLADESHARP Countermagic is a defensive spell which will attempt to stop any Range - 80 feet POW Used - 1 point/point of spell other spell incoming against the protected person or object. Type - focused, passive, temporal However, it will not interfere with previously enchanted objects, This spell, when cast on any thrusting, stabbing, or hacking such as a sword with Bladesharp on it. It may be used to shield the weapon, increases the chance of hitting with it by 5% per point of caster or another character or object of his choice. Spirits and POW invested in the spell. It also increases the damage done by one elementals cannot be dispelled with Countermagic and it operates at point per point of spell. No weapon can be enchanted past 20% to hit half effectiveness against Rune Magic. It works as follows: and four points extra damage. It can be used to enchant one weapon up to +20% and +4 damage or four weapons up to +5% and +1 a. If the oncoming spell is two or more POW points weaker than the damage, or any combination possible within the limitation of the Countermagic it is eliminated and the Countermagic remains. level of the spell known. The spell is incompatible with other b. If the oncoming spell is equal to or within one POW point either weapon improving spells. way of the Countermagic, they eliminate each other. c. If the attacking spell is two or more POW points stronger than the BLUDGEON Countermagic, it eliminates the Countermagic and takes full effect Range - 80 feet POW Used - 1 point/point of spell on its target, assuming it overcomes its target's WIS. Type - focused, passive, temporal When cast on any smashing weapon the spell increases the chance This spell is incompatible with Protection, Shimmer or Spirit Shield. of hitting 5% per point of spell. It also adds one point of damage per point of spell. No weapon can be enchanted past 20% to hit and four points extra damage. It can be used to enchant one weapon up to

32 DARKWALL DETECT MAGIC Range - 80 feet POW Used – 2 points Range - 40 feet POW Used - 1 point Type - focused, passive, temporal Type - focused, instant This spell creates a 30ft wide by 10ft high wall of darkness. This spell gives direction and distance from the caster of all Thickness of this is 2 inches. This wall can be moved by the caster at enchantments and similar magically potent objects. It does not 10 feet per melee round on any round that he does nothing else. distinguish between magical objects or enchantments, telling only Torches yield no light within the wall and creatures that can see in that it is magical, not what or how powerful it is. Also, any magic the dark cannot see through it. It is opaque from both sides. The wall object within range of the spell will glow, possibly warning enemies. can be formed or moved into any shape desired. It is stopped by 10ft or more of rock or metal.

DEMORALIZE DETECT SILVER Range - 80 feet POW Used - 1 point Range - 40 feet POW Used - 1 point Type - focused, passive, temporal Type - focused, instant The victim of this spell loses faith in the ability of himself and his Similar to Detect Gold in all respects except that it detects silver party to win the fight, find the treasure, rescue the princess, or rather than gold. It is stopped by 10ft or more of rock or metal. whatever. He can still defend himself at full, but attacks at half value. The victim will not use offensive magic. The advantage of the spell DETECT SPIR1T is that you can attack a Demoralized foe without affecting the spell. Range - 40 feet POW Used - 1 point Essentially, it softens an enemy up for the kill. If it takes place before Type - focused, instant combat a Demoralized foe generally will not attack unless ordered Like Detect Life in its effects except that it detects the presence of to. If faced with superior force, he will probably run or surrender. A spirits. It divides spirits detected into two sizes, those of POW 18 Fanaticism spell will cancel the effect of a Demoralize spell, and and below, and those of POW 19 and above. It is stopped by 10ft or vice versa. more of rock or metal.

DETECT DETECTION DETECT TRAPS Range - 80 feet POW Used - 1 point Range - 40 feet POW Used - 2 points Type - unfocused on self, focused on others, passive, temporal Type - focused, instant This may be cast on any person or object within reach of the spell. This spell detects the intent to trap. Thus, it would detect an It informs the caster if that person/object is detected by magic, ambush, magical trap, or physical trap. It would not detect a whether by battle magic or more sophisticated means. naturally occurring pit, or poison, which is not in itself a trap. It makes a 10ft diameter circle around the trap glow. It does not give DETECT ENEMIES the exact location or type of the trap. Note that it will not detect the Range - 40 feet POW Used - 1 point existence of defensive spells, such as Warding. It is stopped by 10ft Type - focused, instant or more of rock or metal. This spell gives the direction and distance from the caster of any being intending to harm a specific individual on whom the caster DETECT UNDEAD concentrates. If the caster does not specify someone else as the Range – 40 feet POW Used - 1 point person whose enemies are being detected, it detects enemies of the Type - focused, instant caster. It is stopped by 10ft or more of solid rock or metal. This spell functions like Detect Life in its effects except that it detects things neither dead nor alive, such as zombies, mummies, DETECT GEMS and vampires. It does not tell which type of undead is being detected, Range - 40 feet POW Used - 2 points but it does discern the size (see Detect Life). It is stopped by 10ft or Type - focused, instant more of stone or metal. This spell will give the number and position relative to the caster of all gems within range. Like Detect Magic it will cause detected DETECTION BLANK gems to glow while the spell is in effect. The position given includes Range - 80 feet POW Used - 1 point/point of spell direction and distance. The spell is blocked by 10ft or more of rock Type - focused on others, unfocused on self, passive, temporal or metal. A specialized version of Countermagic, designed to block detection spells. May screen either the caster or another person from detection. DETECT GOLD It stops only detection spells, but unlike Countermagic it does not let Range - 40 feet POW Used - 1 point the person doing the detection know that his spell has been blocked. Type - focused, instant Otherwise it functions like Countermagic. Detects direction, distance, and appropriate amount (to the nearest 1/5th lb, i.e. 20 coin-weights) within the range of the spell. It is DISPEL MAGIC stopped by 10ft or more of solid rock or metal. Range – 80 feet POW Used - 1 point/point of spell Type - focused, temporal DETECT LIFE It will dispel any spell with a duration (i.e., either active or passive) Range - 40 feet POW Used - 1 point and the same or fewer points than the Dispel Magic. The spell to be Type - focused, instant dispelled must be in effect when the Dispel Magic occurs. Detects the existence of human or larger size life. Gives direction When attempting to dispel Rune spells it is less effective, as each and distance from the spellcaster. Divides life forms detected into point of Rune Magic is worth twice as many points as battle magic. two classes, those of human size (between 3 and 21, and those of Thus, dispelling a one point Discorporation spell requires two points large size (from 22 on up). Life smaller than SIZ 3 is ignored. It is of POW in the Dispel Magic spell. stopped by 10ft or more of solid rock or metal.

33

DISRUPTION FARSEE Range – 80 feet POW Used - 1 point Range – touch POW Used - 1 point Type - focused, permanent Type - unfocused on self, focused on others, passive, temporal A spell designed to speed up random molecular motion in the This spell gives the recipient vision similar to a 10x power target's body. If the caster's WIS overcomes the target's WIS, the telescope. This vision can be switched on and off by the user for the target takes D3 points of damage in a random body area. This duration of the spell. Note that this is the only battle magic spell with damage is not absorbed by armour a duration of four hours.

DULLBLADE FIREARROW Range - 80 feet POW Used - 1 point/point of spell Range - 80 feet POW Used - 2 points Type - focused, passive, temporal Type - focused, passive, instant This spell is the reverse of Bladesharp in all respects. If an edged This spell creates an arrow of fire which does 3D6 points damage weapon has a spirit in it the spirit's WIS (POW) must be overcome if it hits. It is cast on an ordinary arrow which is consumed by the for the spell to be effective. fire. Damage is reduced by armour. The Firearrow will last for one melee round. It cannot be reused since it continues to burn; however, EXTINGUISH it is very useful for igniting houses and the like. NOTE - This Range - 40 feet POW Used - 2 points damage cannot be “resisted”, as the actual attack is not magic, it is Type - focused, permanent heat. This spell is incompatible with Multimissile and Speeddart. This spell can be used to Extinguish either one particular fire up to This spell can also be cast on sling stones and thrown weapons. the size of a fairly large bonfire, or all small fires, within 30 feet. The object bursts into flames as the missile leaves the bow, sling, Used either way, the fires stay out and must be re-lit. Note that when crossbow, hand or whatever. A special/critical hit by a Firearrow the fires are Extinguished, the wood is cold and relighting must does the normal damage of the weapon (D8 for a composite bow, for proceed as with a new fire. instance) in addition to the usual 3D6 Firearrow damage.

FANATICISM FIREBLADE Range - 80 feet POW Used - 1 point/point of spell Range - 80 feet POW Used - 4 points Type - focused on others, unfocused on self, temporal Type - focused, active, temporal This spell increases the Fanatic's hit probability by half again. Cast on the metal part of an edged weapon, this spell causes the Thus, a 30% swordsman becomes a 45% swordsman. It also weapon to flame, doing 3D6 damage when it hits an opponent. This prevents the Fanatic from parrying or casting protective spells. damage is not over and above the normal weapon damage, it is the However, if the Fanatic has Defence it operates at half its normal only damage that is done with such a weapon. Armour will absorb value rounded up. Thus, a character with 25% Defence still has 13% damage from a Fireblade. If the character using the spell takes Defence while Fanatical. One person can be affected by the spell for physical or magical damage the Fireblade spell is broken. The each point invested in it. A Demoralize spell will cancel a Fanaticism weapon is not destroyed. Again, there is no “magical resistance” to spell, leaving the target with a normal morale. this damage. This spell is incompatible with other weapon affecting spells such as Bladesharp or Dullblade. A special/critical blow with a Firebladed weapon does the normal damage of the weapon (D8+1 points for a 2-handed long spear, for instance) in addition to the usual 3D6 Fireblade damage. The wielder's additional damage bonus, if any, is still effective.

GLAMOUR Range - 80 feet POW Used - 2 points Type - passive, unfocused on self, focused on others, temporal Adds half again to your CHA for the duration of the spell. Since it only lasts for 2 minutes it cannot be used to impress the guilds or reduce your living expenses. However, it can be used in moments of crisis while leading a party, or for convincing your captors that you can pay a good ransom.

GLUE Range - 80 feet POW Used - 1 point/point of spell Type - focused, passive, temporal For each point of POW invested in this spell, the caster gets a 4- inch by 4-inch patch of glue to distribute in any shape he wishes. The strength (STR) of the Glue is equal to the character's POW (not WIS) at the time of casting. Instead of increasing the glued area, additional points can increase the strength. A two-point Glue spell would have a strength of two times the POW, a three-point three times, etc. A Glue spell will not work on living beings and things intimately associated with them, like horseshoes and hair, but will work on objects like a wooden leg, a sword in a scabbard, boots, etc. To break a Glue spell the victim must apply his STR against the STR of the spell, just as WIS is used to overcome another's WIS with a magic spell. To work, the two objects must be at rest relative to one another, not moving.

34 RURIK'S SAGA - BATTLE AT THE TROLL BRIDGE After a couple of years of adventuring, Rurik has managed to bring his DEX up to 12 and his POW up to 13 (though his WIS remains 12). He has also, by dint of luck and boyish charm, managed to give his CHA something of a boost as well. He now commands three others. Ariella the Actress is a young lady of high INT, WIS, POW and DEX, but somewhat deficient in STR or CON. Also with them are Uras the Unlucky and Bosh the Blockhead, two beginners. Together they have decided to take a short cut over the hills, passing over the dreaded Troll Bridge. Their luck runs out on the approach to the Troll Bridge. Point- man Uras the Unlucky ducks round a rock and stumbles back minus his head. The path is suddenly crowded with trolls and trollkin. As the trolls close in, Rurik looks at the focus carved on his spear and it becomes a Fireblade. With his newly improved DEX and so an Initiative bonus of +1, he rolls 8 and does his spell on 9, before the trolls' initiative of 6. He now has 9 POW points, having used the 4 to POW the spell. He successfully parries the troll's blow with his shield. Next round, he of course acts first again, and, stabbing with the spear, connects. The troll takes 9 points damage in the abdomen. The troll's cuirboilli armour and its skin combine to stop 4 points of it, but 5 points of damage (out of 8) still disconcerts it. In the meantime, Ariella has cast Mobility on herself and runs for the rear. The troll advancing on her takes a shot at her back but, even at x2 for attacking from behind, blows it by rolling a 96. Bosh the Blockhead, in the meantime, tries to Glue an enemy's boot to the ground as it touches. He has managed to forget two basic prerequisites for the Glue spell. (1) The spell does not work on living flesh (the trolls ale barefoot) and (2) the spell only works on stationary targets. Bosh has wasted a point of POW. In the next round, the troll fighting Rurik backs out of the way of the Fireblade but Rurik manages to catch him and jab again, missing this time. The troll who was chasing Ariella, however, carefully aims a Disruption spell at Rurik! The troll's WIS is 15, Rurik's is 12. The troll has a basic 15x5=75% chance, but this is reduced for Rurik's 2-point superiority over average WIS by 10% to a 65% chance of succeeding with his spell. He rolls 58, and succeeds. Rurik takes 2 points of damage and, having been injured, cannot maintain his firespear. Things begin to look dicey. They look dicier as Bosh takes a mighty hack at his troll opponent but misses, and then gets impaled. Abandoning hope, Rurik shouts “My ransom is 3000 silver Guilders!” (You will remember that a Guilder is worth the same as a Lunar). The trolls, most of whom know the tongue he is speaking in (a Pavic argot) immediately lose interest in killing him. Two months later, he is free in Pavis again, and looking for a job, since his ransom was sufficient to clean out his savings of 3 years of adventuring. Oh well, he's heard there's an expedition fitting out to plunge into the ruins of Pavis Palace. . .

HARMONIZE HEALING Range - 80 feet POW Used - 2 points Range – touch POW Used - 1 point/point of spell Type - focused, passive, temporal Type - unfocused on self, focused on others, permanent This spell causes the victim to do exactly what the caster does. It Heals bodily damage by touch. The effect is immediate. Just one works only on humanoids, for reasons that are evident if you point of Healing will stop normal bleeding, however two points are envision Harmonizing a horse. The recipient of the spell will attempt required to cauterize any serious or grievous wounds. Severed or to do whatever action the caster does. However, some things will be maimed limbs can be restored by Healing 6, if done within 10 melee impossible. If, for instance, the victim is walked into a pit he will rounds (two minutes) in conjunction with successful First Aid. continue to attempt to walk, but will not make much progress. Only An individual wound may be healed with this spell only once every one target may be Harmonized at a time. Harmonizing a second five melee rounds, by spell or potion. If Healing is applied directly target releases the first. The spell can be used on non-humanoids of after another Healing, the greater effect will take place. Thus, if a the same basic shape. A Wind Child could use it on a Gargoyle, for Healing 2 is placed on a wound, then a Healing 5 immediately instance. thereafter, the character will be healed of 5 points, but not 7. Healing spells have only half normal effectiveness (round down) on creatures not of the caster's own species (see Xenohealing).

35 IGNITE MOBILITY Range - 40 feet POW Used - 1 point Range - 80 feet POW Used - 1 point/point of spell Type – instant, focused Type - passive, focused, temporal With this spell a character can set fire to anything that is normally This is the reverse of the Immobilize spell. It increases movement burnable. It has the effect of a standard lighter. Thus, you can set fire rate of the recipient by 3” per point in the spell. It is often carried by to a torch, a house, a pile of hay, or a fairly dry backpack. Skins of intelligent hunters for casting on themselves or their animals. It is monsters and humans cannot be set on fire. To set fire to a human's also often carried in wartime by elite cavalry units, giving them or monster's hair you would have to overcome his magic resistance. much increased shock value.

IMMOBILIZE MULTIMISSILE Range - 80 feet POW Used - 1 point/point of spell Range - 80 feet POW Used - 1 point/point of spell Type - focused, passive, temporal Type - passive, focused, temporal This spell reduces the movement rate of those affected by 3” per This variable spell is used to increase the effectiveness of missiles. point of the spell. It can never reduce the movement rate below 1” The spell is cast upon missiles before shooting. For each point of rate. It is often carried by hunters, town guards and intelligent beasts POW invested in the spell another missile is produced when the of prey, such as baboons. (Also known as Binding or Slow.) missile is shot. Thus, a three point spell would produce a volley of four missiles. The magically-produced missiles cannot impale, but INVISIBILITY they can be critical. The arrows created by this spell are effectively Range - 80 feet POW Used - 3 points solidified air. They are not magic in themselves and will not affect Type - active, unfocused on self, focused on others, temporal such creatures as lycanthropes. They are otherwise the same as the This spell makes a character invisible by attracting the enemies' original missile. The first missile rolled for is the original. Each attention to a spot other than where the character is. The spell will missile shot is rolled as a separate attack. This spell has an upper disappear if the character attacks or is attacked with spells or limit of four points (five missiles). This spell is incompatible with weapons. If it disappears it must be cast again. It is possible to use Firearrow or Speeddart. someone under this spell as a forward observer or spy. PROTECTION IRONHAND Range - 80 feet POW Used - 1 point/point of spell Range - 80 feet POW Used - 1 point/point of spell Type - passive, unfocused on self, focused on others, temporal Type – passive, unfocused on self, focused on others, temporal This spell adds up to four points of armour protection to all parts of This spell is similar to Bladesharp except that it affects characters' the body. Note that critical hits will ignore this, just as they would skill in unarmed combat. While the name would indicate that it armour. This spell is incompatible with Countermagic, Shimmer, or affects only the hands, in fact it affects the whole body, including Spirit Shield. manoeuvres like butting and kicking. May not be enchanted past 20% to hit and four points extra damage. REPAIR Range - touch POW Used - 2 points LIGHT Type - focused, passive, instant Range - 80 feet POW Used - 1 point This spell can repair almost any damaged objects. With it a broken Type - passive, focused, temporal or damaged weapon can be restored to its original shape, a shield can This spell must be cast on something. A piece of wood, the tip of a be fixed, or a piece of armour can be mended. All the pieces of an finger, or any other object will serve. It will then light up a 40ft object must be available to be repaired. Note that when a magical radius around the object. The light given is enough to read by but is object is broken, repair does not re-establish the magic in it. If a not as bright as full daylight. NOTE - A Light spell is not vulnerable bound spirit is in an object, breaking the object releases the spirit. to Extinguish. Repair does not bring the spirit back. It fixes up to 10 points of damage per use. LIGHTWALL Range – 80 feet POW Used - 4 points SHIMMER Type - passive, focused, temporal Range - 80 feet POW Used – 1 point/point of spell This spell creates a wall of light of the same dimensions as a Type - passive, unfocused on self, focused on others, temporal Darkwall spell, 30ft by 10ft by 2inches. The main advantage of this This spell adds 10% per point used to the Defence of any character spell is that it can be seen through from the side of the caster while on whom it is cast, up to a limit of 40% (four points). Thus, if the the glare on the other side prevents vision through it. Otherwise it character had a Defence of 15% and a Shimmer 3 going, he would acts in all respects like Darkwall. The light illuminates all areas have a 45% chance to dodge blows from any foes. This Defence is within 45 feet of each side of the wall. not halved by surprise or rear attacks, however. This spell is incompatible with Countermagic, Protection, or Spirit Shield. MINDSPEECH Range - 160 feet POW Used - 1 point/point of spell SILENCE Type - passive, focused, temporal Range - 80 feet POW Used - 1 point Essentially verbal telepathy. For each POW point of the spell Type - focused, passive, temporal another entity may be added to the link. Thoughts to be transmitted A spell to suppress noise created by the movements of a character, must be verbalized. Spell knowledge and ability cannot be transmit- monster, or object. Thus, it will suppress the clank of your plate ted since spell usage is a partially unconscious ability. POW points armour while you try to hide in shadows. It will not prevent an also cannot be transmitted in any way with this spell. Mindspeech enemy from casting a spell, shut up a friend, or keep you from does not create an open link between all parties the spell. When A casting a spell. links to B and then to C, B and C are not linked.

36 SPEEDDART Range - 80 feet POW Used - 1 point Type - passive, focused, temporal This spell will give missiles a 15% better chance of hitting and +3 damage. Note that this spell works on any type of missile, including thrown axes, knives, rocks, and bullets. This spell is incompatible with Firearrow and Multimissile.

SPIRIT BINDING Range - 80 feet POW Used - 1 point Type – focused, passive, permanent This spell is used to bind spirits into familiars or magical objects Binding spirits into familiars demands the use of special cult-bred animals described later in the section on spirits. Magical objects for holding spirits can rarely be obtained from a temple, but most usually must be found in the course of adventuring (see Chapter IX, Treasure Hoards). The following section on spirits will describe how to find a spirit to bind. On the death of the binder, the spirit is freed, even if the binder is immediately revived through Divine Intervention or other methods.

SPIRIT SHIELD Range - 80 feet POW Used - 1 point/point of spell Type - Unfocused on self, focused on others, passive, temporal This spell acts as a protection for a character engaged in spirit combat. Each point used will temporarily nullify two points of the POW of the spirit. It must be put up before the character engages in spirit combat and will have no effect if put on a character already engaged in spirit combat. A normal spirit may, of course, withdraw from spirit combat after losing its POW to this spell, before actually engaging in combat. This spell is incompatible with Countermagic, Protection, and Shimmer. It is also known as Spirit Screen.

STRENGTH Range - 80 feet POW Used - 2 points SPIRIT CONTACT Type - unfocused on self, focused on others, passive, temporal This spell adds half again to a character's effective STR or the CHARACTERISTICS OF SPIRITS duration of the spell. Thus, a STR 9 character will become a STR 14 A life form (such as that troll swinging the club at the character) is character while under this spell (always round up). Note that this composed of a spirit and a physical form. The separation of the spirit spell will never increase a character over the species maximum. from the body is known as death. Thus, STR for a human will never exceed 21. This spell is However, there are disembodied spirits around as well as the more incompatible with Vigour. obvious living beings. In fact, they practically swarm around sacred ground (any place where sacrifices have been made to gods). On the VIGOUR other hand, a barren stretch of rock or desert is extremely unlikely to Range - 80 feet POW Used - 4 points have even one (unless, of course, the area is one where there used to Type - unfocused on self, focused on others, passive, temporal be a lot of sacrificing. . .). This spell adds half again CON points to a character for the Disembodied spirits are non-material entities existing on the spirit duration of the spell. It is useful in a fight, as it will increase your Hit plane. They have INT, POW (and equal WIS), and an automatic Points so you can take damage that would normally injure or kill you DEX of 20. Disembodied spirits can increase their POW (and thus and Heal yourself or be Healed before the spell wears off. The CON WIS) by successful use, but gain POW only if their roll is 96%+. of the character cannot be raised over species maximum, so humans Spirits are normally indifferent to the physical world. have a maximum increase to 21 CON points. It is incompatible with Strength. SPIRIT PERCEPTION Spirits can sense other spirits and sources of POW at a range of XENOHEALING roughly 30 feet per point of POW of the sensing spirit. Within a Range – touch POW Used - 1 point/point of spell range of 3 feet per point of POW, spirits can sense the POW of other Type - focused, passive, permanent spirits to within 10 points. At that range, they can also sense Mind- This spell is similar to Healing in all respects except that it works Links and Runic, but not cult, associations. They can also use Spirit fully on creatures of other species, but only at half effectiveness on Speech at that range. In contact, spirits can sense exact POW, WIS, members of the caster's own species. A little-used spell – but useful INT, and CHA, if any, of other spirits. They can also sense cult or if you wish to heal that warhorse you bought for 3000 L. religious affiliations. Contact is also the range of spirit combat. There are no physical landmarks in the spirit plane. Therefore, spirits are unable to relate objects in the spirit plane to the physical plane outside of the range of the senses of the embodied spirit they are in telepathic contact with.

37 Spirits can sometimes be tempted by the possibility of a physical (1) The Spirit will be able to take POW from the character every body. In such cases, spirit combat may occur. time it overcomes the character´s resistance with no danger to itself, The run of the mill, available for challenge, sort of spirit has and and the character cannot use his POW for powering spells. INT of 3D6 and a POW of 3D6+6. If a wider variety of spirits is (2) The character can continue to move and perform physical and desired, refer to the table in the Shaman section of this chapter. intellectual activity as if he were not in Spirit Combat. By using the spirit combat rules below, a disembodied spirit can capture a body. On the other hand, if a character wins a spirit BINDING SPIRITS combat, he will be able to bind the spirit with the Spirit Binding spell To bind a spirit a character must know the Spirit Binding spell and and exploit it, in accordance with the following outlines. either have an appropriate animal ready (see spell description), or have a spirit storing crystal (see Chapter IX). A bound spirit is in a SPIRIT COMBAT permanent telepathic link with the binder. This link is only broken by To engage a spirit in combat, a character must locate one with a another spirit combat by either the binder or the bound spirit. Detect Spirit spell or arrange for a priest or shaman to find one for If the binder dies all his bound spirits will immediately be freed. him. He then challenges the spirit. A declared challenge will do, They are held to the physical plane by the life force of the binder and since the spirit can read the POW aura of the character well enough they cannot remain after his death. Even if the binder is instantly to sense the invitation. brought back to life by some means all of his bound spirits will be Combat then begins. The spirit englobes the challenger. Each gone. makes a “raw POW” attack on the other, matching POW versus The binder of a spirit can use its POW to fuel battle magic spells POW similar to the WIS v WIS roll that is usually done with (which is hence sometimes known as 'spirit magic') but not any other offensive magic. If an attack by either is successful, they have the type (such as mage/cleric 'High Magic'). A bound spirit cannot throw following options in the following order: spells of any sort itself. Therefore, it is also impossible for a bound spirit to increase its POW except by spirit combat with another spirit. 1. BREAK OFF COMBAT - This is only an option for the disembod- In spirit combat a POW gain roll may be made if the spirit engaged ied spirit. The inability of an embodied spirit to disengage is is of equal or greater POW. The chance of a bound spirit is the same because he cannot move away from a spirit, who can always as that of a disembodied spirit, 5% to get a POW gain roll. If a spirit follow. However, a normal spirit will not initiate spirit combat. does succeed in making a POW increase roll, it must be rebound as 2. THE WINNER - (and both may be winners in this sense, if both soon as the POW increase takes place. attacks were successful) may roll D100 as if rolling on the POW A character fighting a spirit gets a POW gain roll if, at some time increase roll. However, the result, rather than being added to the during the struggle, he overcomes the POW of the spirit when the rolling character's POW, is subtracted from the opponent's POW. spirit's POW is the same or greater than the character's. This POW loss is temporary, and will be regained at the usual rate, after the battle is over. However, if POW is reduced to zero, The powers of a bound spirit differ depending on whether it is the combatant may be captured by the victor (see option 3, next). bound in a crystal or a familiar. 3. ATTEMPT TO CAPTURE THE OPPONENT - A combatant who has reduced their opponent's current POW to zero can attempt to 1. SPIRIT BOUND TO A POW/SPIRIT STORING CRYSTAL - The capture the opponent by overcoming the other's magical resistance only purpose to which such a spirit can be put is to use its POW to in a standard magical attack, i.e. WIS v WIS. This is in addition to fuel battle ('spirit') magic spells. (Unlike an allied spirit, it will not the attack which by succeeding and taking their last POW, memorise spells of the binder – the mind-link is not sufficient). allowed the combatant to attempt the capture. The result of a 2. SPIRIT BOUND TO AN ANIMAL FAMILIAR - This form of capture means something different depending on the capturer. spirit can act as eyes and ears for the binder, and is usually an animal such as a bird, dog, cat, or monkey. This animal may, on a. IF THE SPIRIT WINS - (an entirely likely proposition) it may command, fight for the binder or to preserve its own life. It will control the body, trapping the former owner's spirit within. also follow any other commands. Its POW cannot be used. People who knew the character will say he is “possessed” or “mad” and he remains so until exorcised/cured. The referee The range of the telepathic link between binder and bound is 3 may take over the character. Alternatively, the spirit may infect miles If this range is exceeded, the bound spirit is freed. If the animal him with a magical disease (see later). Ghosts are dangerous! dies, the bound spirit is also freed. b. IF THE CHALLENGER WINS - He may bind the spirit as Since a disembodied spirit usually forgets all knowledge of battle described in the next section, if he knows the spell of spirit magic within 1 week after separation from its body, newly bound binding and has an appropriate object to bind the spirit into. spirits usually know no spells.

It is possible for two disembodied spirits to engage in combat, if LIMIT TO BINDING one or both is actually a discorporate (see Chapter VII) character. The total power of a spirit a character may keep bound is equal to Either may make use of option 1 or 2 above, and neither may use his CHA. Thus, Rurik, with a starting CHA of 10, could bind a spirit option 3. with no more than 10 POW. If the character drops in CHA, he must Spirit combat will automatically and temporarily break any Mind be very careful in dealing with his bound spirit. Link (see Chapter VII spells or Links with other spirits the Trying to keep a spirit with more POW than his CHA allows gets participant may have. The battle is strictly between the individual the character in trouble the first time he tries to use it for anything. POWs of the two combatants. However, bound spirits will remain The spirit will rebel unless the character manages to roll his CHAx5 bound. If a character dies in spirit combat or is possessed, his bound as a percentage on D100 (thus, Rurik would have to roll 50 or less). spirits, if any will automatically be freed. If the roll is failed, the two will engage in spirit combat until one is Sometimes the only way to get rid of a spirit is to kill the Shaman the victor, with results as shown before. A spirit with an appreciably or to run far away from the Shaman Spirit or Ghost one is fighting. smaller POW than the character's will probably flee the combat, as To do so, the character must ignore the Spirit Attack. This has two shown in the section on spirit combat. effects:

38 ADVANTAGES OF BECOMING A SHAMAN

1. POSSESSION OF A FETCH a. The fetch will inhabit the shaman's body as he goes into the spirit world to find spirits to bind or control. While in the shaman's body, the fetch acts in all ways as the shaman, except that spells cast by the fetch have the POW (i.e. WIS) of the fetch behind them instead of the WIS of the shaman. If the POW of the fetch exceeds the species maximum of the shaman, SHAMANS the spells will be cast with only the species maximum WIS/POW. The fetch inhabiting the body of the shaman Shamans are found largely among nomad tribes and small, family prevents the body from dying while he is gone. cults. Shamans concentrate on the manipulation of the spirit plane. b. The disembodied fetch can cast spells into the physical plane by using the shaman's senses to direct the spell. BECOMING A SHAMAN c. The fetch can attack other characters in spirit combat, at the A character becomes a shaman by spending an apprenticeship of at direction of the shaman or at its own volition. least one year with a shaman. A shaman will only accept members of d. The INT of the fetch can be used to store knowledge of spells his tribe of cult as apprentices. To be accepted as an apprentice, a roll and the POW can be used to cast spells, as with bound spirits. of the character's CHAx5 on D100 must be made. During apprenticeship, the character devotes all his time to the 2. STORING POWER service of the shaman. The character learns the rituals and rules As a result of his familiarity with the spirit world, a shaman can governing the behaviour of shamans within his tribe or cult. Among store excess POW (i.e. any gained which would be over species the rituals he learns are those for walking in the spirit plane and maximum) in the spirit world, using it in spirit combat and control. storing POW there. This training is sufficiently long and complex By sitting and meditating, he may use this stored POW to replace that he will have no time for any other type of training. current POW lost from his body supply at 1 point per 5 minutes. At the end of a year of training, a character, if deemed worthy by Thus, a POW 21 shaman with 3 POW points stored in the spirit the shaman, may attempt to gain a fetch. To determine if the world may cast spells worth up to 3 POW and then draw POW out of character is worthy, make a roll of 5 times the average of the the spirit world to replace the POW used. Alternatively, he could character's POW and CHA. If the character decides not to attempt to engage in spirit combat with a POW of 24. obtain a fetch, fails in the attempt, or is deemed unworthy by the This POW stored in the spirit world is regained in conjunction with shaman, he may either leave forever and return to normal life or the POW in the shaman's body. Thus, a 32 point total POW shaman serve the shaman for another year and try again. would regain 8 points every 6 hours. The POW will return first to his To gain a fetch, a character accompanies the shaman to a holy body and then to the spirit world. place of his tribe or cult. There the shaman summons a spirit to the POW stored in the spirit world counts as extra WIS points, enhan- holy place and the apprentice attempts to ally it. For the type of spirit cing the shaman's rolls for purposes of WISvWIS magical resistance. called see the Shaman Fetch Table. 3. POWER INCREASE SHAMAN FETCH TABLE To increase in POW, a shaman need only roll over POW minus 4, This table should be used whenever a shaman summons a fetch for x5 on D100, rather than the normal POWx5 roll. POW stored in the an apprentice. All spirits on the chart have an INT of 3D6. spirit world is included in the above roll. Therefore, once a shaman's POW is 24 or more, he has only a 5% chance of increasing his POW. D100 POW D100 Type This also applies to his fetch. 01-10 2D6 01-50 Friendly 21-35 3D6 51-90 Neutral 4. CURING DISEASE 36-85 3D6+6 91-00 Malign With laying of hands on a diseased being and performing the appr- 86-95 4D6+6 opriate ritual, a shaman may be able to cure the disease. Effecting a 96-00 5D6+6 cure requires the shaman to defeat the “possessing” disease in spirit combat. If the shaman fails he is exposed to the disease, and must After determining the POW of the spirit, roll on D100 again to see make CON rolls or be afflicted likewise (see end of this Chapter). if it is friendly, neutral or malign. Friendly spirits will depart with no other action if the alliance fails, neutral spirits will attack if they are 5. RETURN FROM THE DEAD of equal or greater POW than the apprentice, and malign spirits will Within one hour of death, a shaman can use the Healing spell, if attack instantly without attempting any alliance. he knows it, to bring his body back to life (-9 HP or more). His spirit The attempt to gain a fetch can only be made once a year. If it fails, then re-inhabits the body and he rises from the dead. Grievous and the character must serve another year before trying again. serious injuries can also be healed at the same time. All POW points Once a friendly or neutral spirit has been called, the character tries used in such Healing are lost permanently, not just temporarily. to ally it. The apprentice adds his POW and CHA and compares it to While dead, the shaman can cast no spells other than healing upon the POW and INT of the spirit. He then makes an attack on the spirit himself and cannot animate his body to defend or attack. If the body as if he were trying to overcome its magic resistance, basing the is burned or eaten, no resurrection is possible. Spirits remain bound attack on his total versus the spirit's. to the Shaman until the hour has passed. Then, if the shaman is still If the attempt is successful, the spirit becomes his fetch and he not alive, the bound spirits are freed just as when other binders die. becomes a shaman. A fetch is the link between a shaman and the spirit world. It is his image in the spirit world and has all his powers and abilities. The relationship between the two is what gives power to the rituals of the shaman.

39 Thus, a shaman with 5 points of POW stored in the spirit plane SPIRIT CONTACT TABLE cannot use all of them to sacrifice to a spirit because he must have 1 point left on the spirit plane for a spirit to identify him with. If he D100 Spirit POW Spirit INT was already controlling another spirit, he would only have 3 points 01-10 1D6 1D3 of stored POW free to sacrifice for a new pact. 11-20 2D6 1D6 When a shaman dies and uses his stored POW to heal himself 21-35 3D6 2D6+3 from death, he may, of course, have to release some of his 36-75 3D6+6 3D6 spirits from the bargain. In such a case, the spirits to go should be 76-90 4D6+6 3D6+3 chosen randomly by the referee. 91-95 5D6+6 3D6+6 96 6D6+6 3D6+6 7. TRIBAL/CULT SUPPORT 97 7D6+6 3D6+6 Shamans are fully supported by their tribes or cults and normally 98 8D6+6 3D6+6 receive the best of everything, after the tribe chief. If captured by 99 10D6+6 3D6+6 foes, their tribe will spend every reasonable effort to rescue or 00 Deity Unlimited ransom them, depending on how many shamans are still with the tribe.

6. CONTROLLED SPIRITS Shamans may gain control of disembodied spirits by bargaining DISADVANTAGES OF BECOMING A SHAMAN with them, exchanging POW for service. To find spirits to control, the shaman uses his fetch to inhabit his body while he goes out into 1. OBLIGATIONS TO TRIBE OR CULT the spirit world. The ritual to enter the spirit world is complex, A shaman's first obligation is to his tribe or cult. This takes requiring a day to complete. Once the spirit world is entered, refer to precedence over any and all other obligations. A shaman will only the Spirit Contact Table to determine the type of spirit encountered. adventure when it is necessary to his tribe or cult. If a shaman fails in More than one encounter can be made on the spirit world in one his obligations to support his tribe or cult, the tribal deities may venture there. However, except when in spirit combat, a shaman may remove his fetch and his stored POW. In such cases, only always return to his body immediately. It is always possible, of superhuman efforts on behalf of the tribe or cult will regain them. course, to adventure in the spirit world and find nothing. Once a spirit is contacted, the shaman must decide whether or not 2. DEXTERITY BASED SKILLS he will approach it to bargain with it. Normally, the risk is not great Due to his duties, a shaman has no time to practice combat skills, since spirits have little interest in fighting with each other unless or other DEX based skills, and cannot increase in ability with them, there is an obvious gain for them. On a D100 roll of 96-00, however, except by successful experience rolls. Any ability in them past assume that the spirit is aligned with an opposing tribe or cult and DEXx5 goes away due to lack of practice. will immediately attack if it is of equal or greater POW to the shaman. Remember that spirits can tell the POW of another spirit 3. INCREASE OF CHARACTERISTICS within a range of plus or minus 5 points. Shaman cannot increase any characteristic except POW and CHA, If contact is made with a non-hostile spirit, the shaman must due to lack of time for training programs. bargain with it. The normal deal is for the shaman to give the spirit at least 1 point of POW per 10 points of POW the spirit possesses. The 4. VISIBILITY points of POW are lost permanently, as in sacrifice for Rune Magic By their very nature shamans are conspicuous. The paraphernalia spells (see Chapter VII). This may come either from POW stored on of their rituals and aura of power that hangs around them make them the spirit plane or from the shaman's body, but not a combination (as easy to distinguish at all times. two-part transactions test the spirits patience and trust too far). In return for this POW, which goes to the spirit, the spirit will serve 5. COMMITMENT the shaman as extra eyes on the spirit plane, as a reservoir of POW There is no leave of absence from being a shaman. Once tied into for casting spells, and in spirit combat when required. The spirit will the spirit world, there is no leaving, ever, except by being cast from not, however, memorize or cast spells. The bargain will last until the the tribe or cult. The normal action in such cases is suicide. spirit's POW is reduced to 0 by an opponent in spirit combat. The POW sacrificed to the spirit becomes part of the spirit's POW. Thus, a spirit with a POW of 23 would need a sacrifice of 3 points of POW to become controlled, giving the spirit a total POW of 26. However, the POW of the spirit for bargaining purposes is judged on the basis of what it was before the contact, not on what it is after the contact. Thus, a POW 19 spirit needs only 2 points of sacrificed POW, giving it a new POW of 21. The sacrifice is based on the old POW of 19, not the new POW of 21. Deities are powerful and capricious beings. Their power is unlimited in human terms. In the case of a shaman contact with a deity, the referee should determine what god is involved and what his outlook is towards shamans. Generally, gods ignore other spirits unless they actively intrude on their sphere of activity. A shaman may have pacts with no more spirits at one time than he normally has POW points stored in the spirit plane. The POW of the spirits has no bearing on this, just the number of them. Any stored POW sacrificed to pacts with spirits cannot count because it is gone.

40 DISEASE

SPIRIT DISEASES There are five major Gloranthan diseases, caused by bad spirits:

Wasting Disease - this disease steals STR points. When all of a character's STR is gone, he is helpless and soon will die. Brain Fever - this assaults the mind, the INT of a character. When all INT is gone, the character is in a coma and will soon die. Soul Waste - a disease which attacks the spirit, destroying victims' WIS. A character without WIS is a mindless husk bereft of will. The Shakes - steals DEX until the character is a jerking mass of uncontrolled motor nerves, incapable of any action, even speech. Creeping Chills - attacks the CON of a character. When CON is just 2 or 1, he is unconscious; at 0, he is dead and his spirit departs.

CONTRACTING A DISEASE A character can be exposed to disease in many ways. Broos constantly carry one disease or another, and some areas such as swamps and some old ruins are plague spots. During wars, long sieges often provide breeding grounds for disease. One of the cults of Glorantha is that of Mallia, Mother of Disease. Her priests have many ways of creating and encouraging disease. Spirits which defeat a character in spirit combat can infect them with a disease (of at least chronic form, and worse if CON rolls fail).

DISEASE EFFECTS AND RESISTANCE TO DISEASE When a character is exposed to a disease, the player must make a roll of CON x 5, less 1 (5%) per Hit Point currently below normal. If this initial roll succeeds, the character has not caught the disease. If the roll was unsuccessful, the player must try another such roll. If this second one is successful, the character has only contracted the DISEASE PREVENTION disease's chronic form, losing one point per week from the affected Greatly improved resistance to a disease can be gained by making characteristic. Each week, the player must try to make another such a sacrifice of power at a potential source of the specific disease. This roll again. Once successful, the character recovers from the disease, takes temporary POW, like casting a spell, which returns as normal. but the loss of characteristic is permanent. The first point off the Spending 2 POW on Wildday of Fertility week means for the next characteristic is lost at the time of contracting the disease. season the character will resist that disease as if they had maximum While suffering from the chronic form of the disease, the character species CON, or other relevant characteristic, rather than their own. can continue with his daily routine and operate as usual, except for Similar sacrifice is also required for the yearly Sacred Time; which the effects of the slow erosion of the characteristic. day varies from place to place but will be known to the wise locally. If the second roll is unsuccessful, the player must try a third such roll. If this third roll is successful, the character has contracted the Immunity to a specific disease can be gained by sacrificing one disease's acute form, and loses 1 point per day of the characteristic. point of permanent POW, but to do so the character must seek out a Every day the character may again attempt the CON roll to recover, shaman specializing in control of diseases who will know the correct but only if they totally rested the previous day. ceremonies. Such master shamen will require payment and services. If the player fails the third roll, the character has contracted the Alternatively, if a character is desperate because they are infected disease's terminal form and loses 1 point every hour from the with a disease already, they may call upon the grace of the goddess, characteristic. Only divine intervention or similarly powerful magic the Mistress of Disease, to save them. This requires sacrificing two can halt (not reverse) the course of the disease. points of permanent POW, but immediately halts the disease effects. The disease will not harm them further but they will carry it until it is cured by a Healer or disease-master Shaman. Any characteristic EXAMPLE - Horus the Hairy is hit by the Creeping Chills in its points already lost will not be restored, however. terminal form. He loses 1 point of CON an hour as his friends get Both methods of acquiring immunity require that the character has him back to town (a 5-hour trip). After 1 hour of bed rest, Horus' already made the seasonal sacrifice to improve their resistance. They player attempts to make the CONx5 roll. Horus has 12 points of should also continue to do so, or their immunity will be lost and the CON and was on full hit points. After 5 hours of travel and an hour disease return in its terminal form, as reprisal for their ingratitude. of bed rest, he has only 6 points of CON left. Computing 6 x 5 = 30, but Horus' player rolls a 40, so Horus loses another point of CON, MINOR DISEASES giving him a 25% chance. Next hour, the player rolls 04 on D100, As well as the five major diseases, there are many minor ones and and Horus starts to recover. However, Horus now has a CON of 4. also the terrible Plague. To generate a random disease, roll D6: 1 Wasting Disease (STR) OTHER DISEASES 2 Brain Fever (INT) The diseases given here are sample diseases. There are many more 3 Soul Waste (WIS) in Glorantha, often comparable to those found on present-day Earth. 4 The Shakes (DEX) The ones described are easy to keep track of, but referees wishing 5 Creeping Chills (CON) more variety are encouraged to create new diseases and effects. 6 Minor/Plague (For details, see Appendix I).

41 VI SKILLS

INTRODUCTION RURIK'S SAGA Rurik, seeing no visible treasure after a terrific fight with a gang An Adventurer learns fighting skills and other skills and increases of 4 dwarves, uses his 40% ability to Spot. The roll is 37, a success, them through experience and/or training. Some of these skills will be and there was something to be found: A silver amulet and 2 gems of great use, some of limited use, and some may be only rarely of are discovered. This not only made the battle worthwhile, it also use, depending on the nature of the game play. allows Rurik to make a roll for learning by experience. Rurik must Most skills have a basic percentage chance of success equal to the roll above his 40% skill to improve it - he gets 62. Then rolling D6 most relevant characteristic. There are some that have a higher basic gives 5 - and Rurik now has 45% Spot. chance, like characteristic x2 or more. There are also a few, such as alchemist skills, that are impossible without initial training. TOTAL INCREASE POSSIBLE Non-combat skills are trainable only up to 75% or 100% as noted. LEARNING BY EXPERIENCE Combat skills are only trainable up to 75%; also, beyond 25% they To learn a skill by experience, a character must use it successfully require an experience check between each trained increase. in conditions of stress. The player should make note of when they do so (the usual way is to put a tick by that skill on the character sheet). TRAINING TIME This only needs to be recorded once for each weapon or other skill Training takes eight hours a day, six days a week, and so leaves no used. For experience with weapons, it doesn't matter if the blow does time for much other activity. Training must be continuous; any break damage, bounces off armour or is parried, and it doesn't matter if the will cause the Adventurer to have to start over again, paying out the character got a lucky shot (as Rurik did in the Gimpy's Tavern fight) money once more. or hit several times (as Herkan did before his luck ran out).

INCREASE ROLLS AND GAIN ROLLS RURIK'S SAGA When the character can meditate upon his experience there is a After gaining his 45% ability in Spot through experience, Rurik chance he will learn from what happened (as previously summarized decides to get training in the ability as well, using money from the in Chapter III, Mechanics & Melee). All successfully used skills can jewels he found on those dwarves. be checked, at the end of a scenario or a suitable break in play. To bring his Spot skill up further, he must spend at least 200 L, The player then tries an Increase Roll to roll OVER their current for a weeks instruction from a sharp-eyed thief. When he has spent skill percentage. If they make it, the character can make a Gain Roll this time in training, if he can roll over his current skill of 45% he on D6 and the skill goes up by the resulting percentage (or they may will go up D6% in Spot skill, to between 46% and 51%. choose, instead of rolling, to increase the skill by a flat +3%). Rurik also wants to learn to make blade venom. He has 2500 L After adventures, characters must rest and practice to consolidate available, after paying the 5000 L fee for associate membership of their gains, spending one week per batch of increase rolls checked. the alchemists guild (and taking their dire oaths of secrecy). He spends 14 weeks (2500/170= 14, with 120 L change) learning the EXPERIENCE MAXIMUM skill. He succeeds at 10 of these 14 increase rolls and gains 30%, to Note that any Increase Roll of over (100 – 2 x INT) allows a skill which his INT 16 adds a bonus of +6%, for a total of 36% skill. to increase, even if the skill is at a higher percentage. This is called This is enough to enable him to brew blade venom of potency 3. the Experience Maximum, which helps more intelligent characters He would like to be able to make blade venom 5, but this requires reach high levels of skill more easily, facilitating skills above 100%. 50% skill and so he would likely need at least another 6 weeks of training at a cost of 170x6 = 1020 L. He doesn't have that much cash, and had to spend most of the 120 L change on his board and RURIK'S SAGA lodgings (upkeep 5 L per week, i.e. 75 L). Also, by the time he is Rurik has a very good INT of 16, so his Exp. Max. is a pleasingly done, he is fed up with training 8 hours a day for the last 15 weeks low 68%. This means he will be able to advance his skills quickly – so now he is ready for a venture into Pavis Palace dungeons. even at higher levels – although that doesn't help him just yet... CHARACTERISTIC TRAINING LEARNING BY TRAINING Some characteristics (STR, CON, DEX) can also be increased by Characters can also buy training. Each full week of training allows training available from certain mercenary bands or guilds (see p.51). one Increase Roll. As usual, if the roll is over the skill, the character gains a +D6% (or +3%) increase in that skill. PREVIOUS EXPERIENCE Training costs different amounts per week depending on the skill. More extensive training can be gained by serving apprenticeships, These costs are fixed by the guilds and cannot be bargained down. generally of 5 years (see Previous Experience, Appendix E, p.101).

42 SKILLS TRAINING CRAFT GUILD SKILLS TABLE

The first question confronting an Adventurer is where to learn the Skill Basic Training Cost/Week skills he wants. There are a number of different professional guilds and brotherhoods for various crafts. The ones most likely to be SAGE SKILLS useful to an Adventurer, and the skills they teach, are given below. First Aid WIS% 120 (max 75%) Also, various mercenary fighting bands will train weapon skills, and Taste Analysis 0% (INT) 60 (max 75%) the religious cults will teach magical spells to individuals willing to Evaluate Treasure WIS% 270 (max 100%) worship their deities. Map Making INT% 70 (max 100%) Oratory CHA% 350 (max 75%) CRAFT GUILDS, MERCENARIES AND MAGICAL CULTS Various Lores WIS% 170 (max 100%) Bright, adventurous, men and women are at a premium in and Speak Languages INTx5% 400 (max 100%) around the Lunar Empire. The magical cults, mercenary bands, and Learn A Language N/A New/Improve: 3000+ other guilds are all either (1) intermixed in the politics of the region Literacy 0% (INT) 270 (max 100%) or (2) trying to maintain enough power to keep themselves outside of same. To gain more members, the lesser skills of all are for sale, as THIEF SKILLS – Service required. Half price to Members. much from the desires of the sponsoring deities as from political Hide (in Cover) (20–SIZ)% 170 (max 100%) necessity. Sneak (Move Quietly) (20–SIZ)% 200 (max 75%) Pick Pockets (Sleight) 0% (DEX) 270 (max 75%) GUILD CREDIT Climbing CONx2% 130 (max 100%) By long tradition, the guilds, cults, etcetera must train those who Lock Picking 0% (DEX) 330 (max 100%) come before them. There is nothing to say they must do it for free. Find/Disarm Traps 0% (DEX) 270 (max 100%) However, beginning Adventurers do have the privilege of obtaining Listen INT% 130 (max 75%) credit from a guild. (Only one will give credit to any one character). Spot Hidden INT% 200 (max 75%) This credit takes the form of 100 L multiplied by a specific characteristic that guild is interested in. The diviners of guilds MINSTRELS AND PLAYERS determine how much credit is to be given, and their divination is Singing CHA% 60 (max 100%) exact. Thus, Rurik, applying for fighting training, would be given a Play Instrument DEX% 120 (max 100%) credit of 1200 L (STR 12x100 L) because the fighting guilds base Acting CHA% 120 (max 75%) their credit allowances on STR. Other guilds base their training on Dancing DEX% 60 (max 75%) other characteristics, as will be explained in the chapters dealing Acrobatics (Jumping) DEX% 70 (max 100%) with magic and other skills. (+ Listen, Hide, Sneak, Sleight, Climbing, Oratory)

CREDIT BONUS FOR CHARISMA ARMOURER SKILLS – Apprenticeship/Membership required Characters with CHA higher than average can get extra credit Armour Making 0% (STR) 330 (max 100%) from the guilds, namely a bonus of 10% per point of CHA over 10. Weapon Making 0% (STR) 330 (max 100%) Shield Making 0% (STR) 330 (max 100%) NOTES ON GUILD CREDIT 1. The training gained with this credit must be paid for in full. MARINER SKILLS 2. No further training of any sort can be taken until this initial debt is Swimming CON% 70 (max 100%) paid. The guilds, mercenaries and cults all interconnect, so diviners Sailing DEX% 120 (max 100%) can determine whether a welcher is trying to pull a fast one. Knot-Tying DEX% 60 (max 100%) 3. A candidate may take this credit in actual Lunars, so that he can Navigation WIS% 270 (max 75%) buy equipment, but this must be paid back at a rate of 2 for 1. 4. An Adventurer is not obligated to use all or any of this credit. FORESTER SKILLS Tracking 0% (INT) 170 (max 75%) GUILD CREDIT AND RANSOMS Survival 0% (WIS) 130 (max 75%) Once initial credit is paid back, the guild or cult can be confident Camouflage WIS% 170 (max 100%) the character is a reasonable risk, and fairly devoted to their cause. Herb Lore 0% (WIS) 170 (max 100%) So thereafter, the guild may extend a similar amount of credit for the (+ Hide, Sneak, Climb, Find/Disarm Traps) purpose of training or, at need, to provide a ransom. Note that it is not usual to pay ransoms in cash but by transfer of HORSEMASTER SKILLS guild/cult credit, effected by a simple agreement between reputable Riding CON% 160 (max 75%) masters of the guilds or priests of the cults involved (or, in the cases (Services: Warhorse Attacks, Cavalry Horse Training) where such are enemies and cannot meet, via Issaries trader-priests). ALCHEMIST SKILLS – Apprenticeship/Membership required TRAINED-ONLY SKILLS Acid Making 0% (INT) 80 (1 potency / 10%) Skills with a basic chance of 0% (i.e., those that cannot be done Blade Venom 0% (INT) 170 (1 potency / 10%) without training) are still based on the most relevant characteristic. Systemic Poison 0% (INT) 130 (1 potency / 5%) When the first D6% of training is gained, apply a bonus equal to the Antidotes 0% (INT) 130 (1 pot. / 5 or 10%) relevant STAT minus 10. This "bonus" may be negative: if it reduces Magic Potions 0% (INT) 170 (1 point / 20%) the gained skill to 0% or lower, more training will be needed to bring Healing Potions 0% (INT) 170 (1 point / 20%) the total to 1% or higher before it can be used. Note that even a skill Power Potions 0% (INT) 670 (1 point / 5%) of only 1% will succeed on a roll of 01-05, but 0% or less will not.

43 ALCHEMISTS GUILD The venom takes effect the round after which the character is struck, on the same initiative. An antidote previously taken will To learn the skills of the alchemists, one must become either a Full negate or reduce the effect of blade venom,. member or an associate member. Adventurers prefer associate mem- Blade venom must be carefully applied. It takes 1 melee round to berships, because becoming a Full member of the Alchemists Guild apply to an arrow point, 2 melee rounds for a spear point, and 5 demands a dedication to the art of alchemy and an abiding interest in melee rounds for a sword. At the above speeds, a character must research as well as the apprentice fee of 1000 L. Full members of the make a roll of DEXx5 on D100 to have successfully coated the guild teach, do research and make things; Full members receive free weapon. A roll of 96-00 indicates that the character cut himself and training but the work precludes an active life outside the laboratories. got blade venom in the cut. If he takes 3 times the above periods he Associate membership does require a minimum 5000 L donation, can do it safely. One dose of blade venom will coat 5 arrows, 2 spear however. For every point of CHA the character has below 9, 500 L points, or 1 sword or axe blade. more donation is required. There is no adjustment for high CHA. Blade venom is a highly volatile liquid and will have lost its The Alchemists Guild never gives credit. potency by the end of 3 full turns (30 minutes). In combat, blade venom will stay on the weapon for 3 strikes against armour, or for 1 Becoming an associate member also requires dire oaths of secrecy penetration. If even 1 point of damage is done to the target through to be taken, never to reveal the secrets of guild skills. This oath has its armour, if any, the blade venom will go into the wound and no been broken from time to time, but the breakers all have died of longer be on the weapon. strange, exceedingly painful ailments shortly thereafter. Up to 1-point potency of venom can be made per 10% skill. Associate membership allows one to buy training in a skill making (Cost/Dose: Ingredients 10 L/Point; Potion 100 L/Point). alchemical substances. The cost of the training is over and above the cost of becoming a member. SYSTEMIC POISON This is often found in animal stings (scorpion, spider, manticore). BREWING POTIONS, POISONS, ETC The effects are not immediate, and take effect on the second melee Making these substances requires use of an alchemical laboratory round after injection of poison. Thus, if a character is hit in the first (rental cost 500L per week to associate members), which allows one round of a combat, the poison takes effect during third round of the skill-roll per day (up to 6 days per week). Each success indicates one combat, on the initiative it was injected (about ½ minute later). dose is created (Special 2, Critical 4). Trying to make potions half or There are 6 types of systemic poison. They are : less the maximum point-value possible for the character's skill level is Easy (x2) but does not grant an experience check. 1. MANTICORE VENOM - The type of poison injected by scorpion Costs of ingredients and normal selling prices are given for each men and scorpions, as well as manticores. substance; figures are per dose (typically 1/8th pint, i.e. ½ gill). 2. POISON GAS - Breathed by dragons, walktapi, serpent guardians. Any of these skills can be used like Taste Analysis for any of these 3. WYVERN VENOM - Injected by wyvern's sting or snake's bite. substances, but with greater accuracy for the exact type. 4. SPIDER VENOM - From the bites of spiders, and also ghouls. 5. HERBAL POISON - Made from poisonous plants. ACID MAKING 6. MINERAL POISON - From non-organic materials or cockatrices. The skill of making an immediately harmful liquid which does damage equal to its potency. In other words, a potency 7 acid would Ingredients for herbal and mineral poisons are generally available, do 7 points of damage to whatever is contacted. Sulphuric battery but the others usually have to be quested for, since they and their acid or household lye would be about potency 2 on this scale. The antidotes require a base of the appropriate poison. most potent acid this skill can be used to make is potency 20, in Up to 1-point potency of poison can be made per 5% skill. theory, but the normal limit is 10. Acids are not magical in nature. (Cost/Dose: Ingredients 4 L/Point; Potion 40 L/Point). Up to 1-point potency of acid can be made per 10% skill. (Cost/Dose: Ingredients 5 L/point; Potion 50 L/point). HOW POISON WORKS The effectiveness of a poison is found by comparing the potency ANTIDOTES of the poison to the CON of the victim. This is done in the same way The making of agents counter-active to any poisonous substance. as a magic spell's WIS v WIS attack or a spirit combat POW v POW. The cost of learning this skill is the same as for poison-making skill. Thus, a potency 8 poison will have 50% chance against 8 CON, 30% Antidotes last for 2 hours after being taken. chance against against 12 CON, and 70% chance against 4 CON. As an example, a specific level 4 antidote would counteract all but If the poison successfully overcomes the CON of the victim, the 1 point of the appropriate poison of potency 5. The ingredients for an victim takes as many Hit Points damage as the poison has potency. If antidote cost the same as those of the agent it counteracts. Unless the the character resists, he takes ½ the poison's potency in damage. If antidote must counteract a magical substance, no POW is needed to the victim survives, the effects heal naturally at the usual rate (D3 hp make an antidote. per week) but normal Healing spells will not mend this damage. Up to 1-point potency of poison/venom antidote can be made per Poisons generally damage internal organs, not break bones, so any 5%/10% skill respectively. (Costs: As poison/venom countered). injury resulting will affect chest or abdomen, with serious injuries giving about half the effect of grievous injury to the rolled location. BLADE VENOM Other, uncommon poisons may have other, unusual effects. This is a special type of poison, made for use on a weapon. It is expensive and time consuming to learn to make. Like acid, it is rated THE USE OF ANTIDOTES in potency levels of 1 to 10 (or theoretically up to 20). Damage from An antidote given to a poisoned but not yet dead character within blade venom acts directly against the affected target's hit points. If 1 full turn (10 minutes, i.e. 50 melee rounds) will cancel the damage the attack with blade venom does not overcome the target's CON, as done by the poison up to the level of the antidote. The antidote must shown below for poison, it works with only ½ effect. normally be specific to the poisoning. For example, manticore poison will not be alleviated by snake bite antidote no matter how potent the antidote is.

44 Some antidotes are ½ effective (round up) against certain poisons: BATTLE MAGIC SPELL POTIONS Versus: Half-Effect Antidote: Alchemists also make magic potions. Besides the ingredients, a Spider Venom Mineral Antidote magic potion also requires POW to give the desired effect, and POW Wyvern Venom Gas Antidote to keep that effect in the potion. Scorpion Venom Spider Antidote When ingested, this kind of potion allows the casting of spell once Poison Gas Wyvern or Mineral Antidote in a 2 hour period. The potion contains both the POW for the spell and the ability to cast it, once only. If it is not used within the 2 hour EXAMPLE period, it is eliminated from the body and cannot be used. Use of the Oshkosh the Odorous finds himself fighting a manticore. spell from the potion does not subtract POW from the user or require Oshkosh hits with his first strike, but does not manage to penetrate a memorization of the spell. the manticore's tough skin with his broadsword, coated with blade To create a battle magic spell potion, the maker must put in twice venom. (It does not fail its CONx10 roll of effectively 95%). In the the number of POW points needed for the spell. Thus, for a 2 point same round, the manticore also hits, penetrating Oshkosh's breast- Bladesharp, 4 points of POW must be put into the potion to fuel the plate and injecting its poison. spell and hold it in the potion. In the second round, Oshkosh strikes again, inflicting 4 points of To make a battle magic spell potion for a particular spell, a damage and blade venom of potency 10 to the manticore. The character must know how to cast the spell. This means that a manticore has a 12 CON so Oshkosh's player has a 40% chance of character who knows no Bladesharp, or only 1 point of it, cannot succeeding with his roll. He rolls a 47, so the manticore only make a 2 point Bladesharp potion. suffers 5 additional points of damage. This makes a total of 9 points The POW loss from making battle magic spell potions comes back of damage, however the monster has 14 hit points in all (reduced to to the maker at the usual rate for regaining POW spent spell-casting. 5 now) so can stand it, and continues the fight - but misses. Up to 1-point magic potions can be made per 20% skill. In the third round, Oshkosh lands another blow, doing 7 more (Cost/Dose: Ingredients 20 L/Point; Potion 200 L/Point). points to the beast. There is no more poison damage because the venom was used up when his previous blow penetrated. Anyway, HEALING the beast is reduced to -2 hp, struck in the fore-quarters (location To make a healing potion requires the same amount of POW as the roll 9), finally felling it. But before Oshkosh can appreciate his battle magic spell potion. It acts just as a Healing spell of the same victory, he reels from the effects of the poison he took in round one! number POW points would. This potion differs from a battle magic Is Oshkosh dead? He has a CON of 14. The poison in the sting spell potion with the Healing spell in it. A character need not know equalled the beast's CON of 12, so he has a 60% chance to resist the Healing spell to make it. It heals the character who takes it in. the poison. He rolls 58 so Oshkosh only takes 6 points of damage. Up to 1-point healing potions can be made per 20% skill. Note that his normal 8 Hit Points are already reduced to 3 by the (Cost/Dose: Ingredients 20 L/Point; Potion 200 L/Point). sting, so now he is down to -3hp and collapses. Luckily, he avoids serious internal injury, but it will be a while until he recovers.

45 POTION OF POWER RESTORING EVALUATE TREASURE To make this potion, a character must put in twice the number of Also known as Appraise or Evaluate, this skill allows a character POW points the potion will restore. When used, it will restore the to identify an item's true worth. When found, valuable items have a number of POW points in the potion to the Adventurer up to his “base value” that they can fetch if sold (but this is usually lower than current maximum POW points. Taking a POW 3 restoring potion their true value, which is generally 50% higher, approximately). when the character is only down 2 POW points will restore the 2 Appraised Value = Base Value + D100% (Special x2, Critical x3). points but the third will be wasted. Special/critical successes discover qualities that double/treble the Up to 1-point power potions can be made per 5% skill. appraised value (a famous maker, sought-after cut or colour, etc). (Cost/Dose: Ingredients 20 L/Point; Only usable by maker). FIRST AID NOTES ON POTIONS Successful use of this skill can restore D3 hit points lost, and Easy 1. Potion refers to a variety of actual forms and shapes capable of (x2) use stops bleeding. (See the Mercenary Bands section). similar effects. Herb packets, salves, pills, biscuits and other shapes and sizes will all serve the same function. MAP MAKING 2. If a character ingests 2 or more magical potions, neither will work This is the skill of keeping proper referents and perspectives on a and they will combine, producing unpredictable, usually piece of paper without actually measuring the terrain yard by yard. unpleasant, effects in the ingesting character's body. A character Note that Map Making is a perception (INT-based) skill, because of only benefits from the effects of 1 magical potion at a time. It is the observational ability needed to draw an accurate map. possible to wait for 2 hours, till a character has eliminated a potion from his system and then drink another. ORATORY 3. Potions often spoil if left unused (roughly a 5% chance per year). The ability to inspire emotional responses in people and sway their Spoilage may have a number of effects, as shown in Chapter IX. thoughts. The player states the response wanted and the referee rolls the probability, with any modifiers he feels the situation warrants. RURIK'S SAGA Influencing crowds or court-rooms may take hours, or confusing Rurik, sneaking through the passages of Pavis Palace, listens at some guards can take just moments (it is known as 'Fast Talk' when a door and hears a conversation inside. There are trolls on the thus used). The basic chance depends on CHA. Of course, one must other side of the door. Rurik learned Darktongue last year, so can speak the language. speak it at 40% (half his Language skill of 80%) and the referee rolls 15. Rurik realizes that one of them is saying that he is leaving, LORE (VARIOUS) and the other troll is coming with him. He rapidly ducks around the Knowledge of a specified subject: Astrology, Geography, History, corner, only to run into two dark trolls coming out of a door on the Engineering, Law, etc, etc. They may be purely academic, or useful wall of the corridor he just ducked into. The trolls didn't say what every day if the player can justify to the referee that it is relevant. door they would leave by. Rurik immediately attempts to explain to the trolls that he is just LANGUAGE SKILL passing through and is not at all belligerent. Noting that the dark For simplicity, a character has just one skill at speaking languages. troll has an INT of 10, the referee multiplies that by 5% and finds This one number represents how well they can speak any they know. the troll has a language capability of 50%. Adding that to Rurik's The base skill at speaking Languages is INTx5%, but this can be 40% gives a total of 90% chance of successful communication. trained higher, courtesy of the Sages. Fortunately, the referee rolled 42 and the dark troll understands. Optionally, any language/script of particular significance (e.g. cult Not being in the mood to fight, he tells Rurik to leave immediately, languages) may be listed and developed as a separate skill. adding quick directions. The referee divides this up into two parts, “leave” and “go by this route”. Rolling the dice for each, he gets a LANGUAGES KNOWN 53 on the first instruction, but a 00 on the second. Rurik leaves, but Each character should have a list of languages they know. Skill- the directions given by the referee are not the ones which will get rolls for those newly-learned (less than 1 year) are Very Hard (x1/10) him out, so he finds himself going deeper and deeper. and for those known over 1 year (but not yet fully) are Hard (x½). (The in-game dates/years gained should be noted or remembered). THE FREE SAGES New languages can be acquired by living among native-speakers for six months or by paying for tutoring from the Sages. Tutoring can The Free Sages teach almost all knowledge skills. One goes to the also improve languages to as if they have been known for longer. brotherhood to learn to speak foreign languages, read and write, Tutoring to gain a new language costs 3000L. This can be spread make maps, evaluate treasure, taste analysis, first aid, etc. over 30 weeks at a couple of hours each day or full time for 8 weeks The Sages cut across cult lines as do the Alchemists. Unlike the (in which case the character has no time to do anything else). Costs Alchemists, the Sages will grant credit to adventurers, basing their are the same for improving a language from 'new' to 'known 1 year' credit on INT. Otherwise, all abilities must be paid for in advance. status, or from that to fully known. Some languages are particularly difficult, requiring twice as long (hence also twice the price), or even TASTE ANALYSIS abstruse, requiring thrice normal time and cost. Tutors for unusually Any percentage of this skill gives ability to tell from only a drop obscure languages may be difficult to find, and may demand an even or crumb whether a substance is harmful or wholesome, and give the higher price for their time. taster an idea of what the sample is. Smell and/or touch can also be used. It only gives an idea, not a description. Useful for discovering LITERACY that a supposed potion is actually potent acid before a character Similarly to speaking Languages, this one skill represents how drinks it. Successful use can identify potions spoiled with age. well a character can read and write in any languages they know. The skill can also be used to identify alchemical substances, i.e. Literacy starts at (INT–8)x10%, so many characters cannot initially tell which type they are with an Easy (x2) roll, and discern the exact read or write. Tutoring from the Sages can improve Literacy (from points-value on a successful roll. an effective base 0%, modified by INT–10, for illiterate characters).

46 NOTES ON LANGUAGES THIEVES ASSOCIATIONS

Ability Meaning One of the most important sets of skills for Adventurers are those 01-10 Only very simple communications are possible: “Food!” known best by thieves. Many of the skills of thieves are duplicated 11-30 May get across simple requests and live day-to-day amongst by companies of entertainers and players, and some by other groups native-speakers: “What moneys for sheep?” such as woodsmen. Master Thieves may offer credit to a likely 31-50 Can speak at least as well as a dim native and get complex candidate based on 100 L per point of DEX. Generally they demand ideas across given time: “How much for that leg of lamb?” some task or aid for initial training rather than charging interest. This 51-80 Can tell stories, sagas, etc and argue as well as a native demand may be held in abeyance for some years, but must be speaker: “But that meat was rotten before it was butchered!” performed when requested. 81-00 The refined speech of leaders, diplomats and emissaries: Later training must be paid for, in advance, but if the adventurer “Assuredly the assessment for this decomposing specimen joins one of these bands, he can learn at ½ normal cost. In that event, of provender should be re-evaluated in consideration of its he will be required to perform various tasks for the band. Such duties advanced state of putrefaction”. can be difficult in the extreme and make for interesting scenarios.

EAVESDROPPING OR READING CLIMBING When a character is trying to listen in on others' conversation, his The ability to climb walls, ropes, cliffs, and similar. It depends on chance of understanding is his percentage skill with the language (his many things like centre of gravity, position, hand and foot holds, and Language skill modified as necessary if they have not known it long) mental attitude, so the base is CONx2, representing overall fitness. and may be adjusted according to the distance, surrounding noise, Successful rolls on D100 allow the climbing of a normal obstacle. thickness of the door he's listening through, etc. Especially difficult climbs would be Hard (x½ skill) and sheer walls The referee should roll this percentage and tell the eavesdropper cannot normally be climbed at all (Very Hard, x1/10th), but a Master the content of the conversation if the roll succeeds. If unsuccessful, of the craft (90% ability) could climb a sheer wall using only a the character will not understand what is said. A fumble roll will corner, whether angled in or out (so just x½, at GM discretion). mean the character will misunderstand what is said. Rate of climbing is half that for normal movement, but if the The same procedure applies using Literacy skill to read a written Climb roll fails no progress is made. Fumble means the climber falls. item, if written in a language the character has not yet mastered, or For silent climbing, simply roll both the skill of Move Quietly and other circumstances mean their Literacy is below 50%. They may that of Climbing separately. Note that Moving Quietly is half-speed, come back to the item after learning more and try again. so this will reduce potential rate of climbing to ¼ normal speed.

CONVERSATION FIND/DISARM TRAPS Conversation is a give and take between two speakers. If both A specialized skill that allows the character to spot traps, often by speakers have a proficiency level above 50% with the language (their delicately feeling for the signs of a trap or somehow detecting the Language skill modified if necessary for how long they have known workings of it or its trigger. The skill can also allow disarming or it), there is usually no problem in communication. When one or both removal, hopefully without being caught or harmed. This ability members of a conversation have a proficiency level below 50%, the encompasses all types of mechanical traps. It can also be used to re- following system should be used. set or set minor traps such as snares. Each member of the conversation has the combination of both When disarming a trap, a successful die roll on D100 disarms the speaking percentages as a chance of being understood and trap. Failure requires a DEXx5 roll to avoid setting off the trap and a understanding the other. A roll should be made for each participant. fumble always sets it off, catching the would-be disarmer. If the two speaking skills add up to over 100%, there is still the 5% Some traps may be Hard (x½) or Very Hard (x1/10th) to disarm, if chance that a misunderstanding will occur. they have been made with particular skill, in a similar way to locks. In a conversation dealing with detailed information or uncommon (A master trap-maker can create such with Hard/Very Hard use of his words, a roll of the information giver's speaking ability alone must skill, or lesser makers with Special/Critical success respectively). be made or the referee will determine how the information came out. Alternately, the referee can assign a difficulty level and subtract LOCK PICKING that from the combined speaking levels of the two conversants The skill of opening locks without the proper key. A successful before the roll is made. roll opens the lock. Some locks may be Hard (x½) or Very Hard (x1/10th) to open, if OPTIONAL SYSTEM FOR LEARNING LANGUAGES they have been made with particular skill, in a similar way to traps. Languages known for over two years can be regarded as “fully (A master locksmith can create such with Hard/Very Hard use of his known”. However, the referee may require an INTx5 roll is made skill, or lesser makers with Special/Critical success respectively). before it is upgraded (or perhaps a lesser multiple, if the character has not used the language or made efforts to practice it). PICK POCKETS This ability includes both picking pockets and slitting purses. It SIMILAR LANGUAGES also includes the removal of jewellery such as brooches and badges. It is possible that a character may not know a language being Items in direct contact with the skin, such as rings, cause the ability spoken, but does know a similar one which can help him figure out to function at ½ normal level. what is being said, just as a Norwegian can puzzle out much of what Also known as Sleight (of Hand) or Hide Item, as it allows one to a Dane is saying. A referee should have language “families” hide items of small size (up to 3 inches across) and secretly pocket, determined for his campaign, so he may decide whether a character cover over or make them inconspicuous. Useful when examining from one country can generally understand a speaker from another. chests full of treasure, or after successfully picking a pocket. For those wishing to set your campaign in Glorantha, an article Each full 20% with this skill allows one extra attack when back- describing the Gloranthan languages is included in Chapter X. stabbing (i.e. attacking a surprised/unaware opponent from the rear). N.B.: Armour penalties reduce this skill, including for backstabs.

47 LISTEN 3. ACTIVE PERCEPTION - As has been noted in the descriptions, The ability to listen at doorways, down corridors, etc., to get an Perception skills take precedence over other skills. A successful idea of what, how many, what size, etc., about anything making roll with the appropriate Perception skill will spot what was noise. However, even 4 trolls in armour may be fairly quiet. hidden, camouflaged, etc. However, to be used fully, a Perception Generally, a successful Listen ability roll will take precedence skill must be declared at the start of a round or turn, and no other over a character's Move Quietly (explained later) except in unusual skill may be used, spell cast, or weapon used during that period. circumstances such as thickness of doors, loud background noise, or a recent history of explosions near the listener's ear. 4. MULTIPLE SPOTTERS AND SNEAKERS - If more than one character is attempting to Spot/Listen etc, make just one roll and SPOT HIDDEN ITEMS use the one resulting number for all. The player whose character The skill of being able to find things that are hidden. It ranges has the highest skill is entitled to roll the dice. from spotting secret doors to what kind of armour a man is wearing However, if more than one character is attempting to Hide/Sneak, under his tunic to finding the secret compartment in a chest full of then each should make their rolls separately (unless they can bones. It will give no indication of the contents of the compartment, communicate silently and surreptitiously to aid each other, in a character's pockets, etc. which case one roll may be made for all of a group, as above).

HIDE IN COVER 5. PROCEDURE FOR HIDE/SNEAK VERSUS SPOT/LISTEN - The skill of using natural cover to hide oneself. Differs from Undetected side tries a Hide roll: If motionless this is Easy (x2); Camouflage in that it can be used instantly and lets one hide behind but if moving it is normal and a Sneak roll is also required. If or among things rather than use them to clothe yourself. Cover must fully alert and on the look-out, the other side can try a Spot roll, be available. It is possible to hide in a room full of furniture. It is not and a Listen roll if circumstances required the other to sneak. If possible to hide in an empty room or a smooth walled corridor, they are 'on watch' but not highly alert, the rolls are Hard (x½). unless there are deep shadows present. Spot/Listen will detect the same level of success of Hide/Sneak It is possible to move whilst hidden, but only at half normal speed. (i.e. a special/critical is required if the Hide/Sneak was likewise). If remaining motionless, the chance to Hide in Cover is Easy (x2). If a target is not alert enough to get Spot/Listen rolls, the referee MOVE QUIETLY may allow them an INT roll to become suspicious and then try. This The ability to move quietly for purposes of sneaking up on should be done if the hider/sneaker is closing-in to back-stab, or has opponents, game animals, etc. On a successful roll an opponent will failed both rolls, or is low-skilled relative to the target's perception. be surprised unless he succeeds with his Listen ability. The INT multiple depends on the approximate skills of the sneaker This ability is reduced by wearing of armour, making it Hard (x½) (20% x5, 40% x4, etc) and the target (20% =, 40% +1, 60% +2 etc). or Very Hard (x1/10th) - see the Armour Statistics Table in Chapter IV for details. If several different types of armour are worn, the noisiest NOTE - An experienced group of players could be expected to should be used for modification purposes. Note that there is still a have a set list of who is on watch at specific times, and may even 5% chance of being quiet. Move Quietly halves Movement Rate. detail a series of Perception skills they will use on every occasion.

EXAMPLE OTHER GUILDS AND BROTHERHOODS Ariella has noticed that her side, including Rurik, seems to be losing in a battle with some trolls. Since the battle is taking place in There are a number of other guilds and brotherhoods, some of an irregularly shaped, dimly-lit cave, there is ample cover. Ariella whom grant credit for the teaching of skills. Some guilds protect kills the troll facing her (a new first for her) and is now free to try a their secrets by requiring all who wish to learn from it to join as full stratagem. She decides to try to both Hide in Cover and Move or associate members. Others require high fees for what they have to Quietly to get around to the rear of the trolls fighting Rurik, and teach. Some, of course, do both. reduce the odds against him with Befuddle spells. She has a 40% Moving Quietly skill, halved to 20% as she is wearing ring mail, MINSTRELS AND PLAYERS and a 40% chance of Hiding in Cover (while moving half-speed). The Minstrels and Players (as in actors, not die-rollers) teach such Her player rolls 08 and 60 respectively for each skill, so she is skills as Singing, Acting, and the agility skills of Playing Instruments quiet by not well concealed. The referee allows the surviving trolls and Dancing. These skills are not usually important to an Adventurer an INTx5 roll to notice her but gets 93, so she succeeds. and it is left to the referee to determine how characters can use them. They can also teach the thief skills of Listen, Hide, Move Quietly, NOTES ON THIEFLY SKILLS Sleight (Pick Pockets), Climbing and the sage skill of Oratory, at normal prices. In addition they will teach the skill of Acrobatics. 1. SIMULTANEOUS SKILLS - In some cases, two skills can be used at the same time. One such case frequently arising is Hiding ACROBATICS (JUMPING/TUMBLING) in Cover and Moving Quietly. Simply roll both skills to determine The ability to jump more than the usual height or distance or over the success of each. obstacles, such as bodies in melee. Normally a character can jump their height horizontally, or height x 2 with a run-up, and over an 2. SECRECY UNNECESSARY - There is no need for the referee to obstacle half their height vertically, enough to reach their height x 2. make these rolls in secret on the players' behalf. Players should Encumbrance will halve the distances jumped. roll to see if they spot a trap, hear a noise, etcetera. As on some Normal procedure is to roll DEXx5 to achieve this – a failed roll occasions the referee will determine that Hard/Very Hard rolls (or will halve distances, and a fumble cause spectacular failure. If the Easy/Very Easy rolls) are required, and even occasionally call for roll is a Special success then distance is doubled – likewise if the roll rolls when there is nothing to spot or hear, players will always be is under Acrobatics skill percentage. The base chance for Acrobatics uncertain if their rolls succeeded or failed. Thus they will not gain skill (also known as Jumping) is DEXx1%. knowledge they should not have from apparent success or failure. This skill can reduce damage from falling, by D6 if successful.

48 MARITIME BROTHERHOOD THE HORSEMASTERS The mariners will teach Swimming, Sailing or Knot-tying to any Horsemasters are in every area and tribe, ready to teach riding and who pay their fees. To be taught Navigation requires apprenticeship. horse training to anyone willing to pay. The Beast Masters of the animal nomads of Prax are the equivalent of Horsemasters. SWIMMING These Masters have ties with all cults (see Chapter VII) which The ability to stay afloat and move in a desired direction. Make a insist on riding ability as one of the masteries of their Rune Lords. roll every full turn (10 minutes), or the character starts to drown. Most Horsemasters are at least lay members (see Chapter VII) of a Swimming skill is affected by encumbrance, and all items carried Sun or Sky related cult, for horses are the gift of the Sun. have double their normal encumbrance value in water. If carrying over half their Max Enc limit, the character has only ½ normal Swim LEARNING TO RIDE skill (i.e it is Hard), and over Max Enc only 1/10th (Very Hard). Riding a horse (or other riding animal) is simple, as long as the This is also a measure of the ability of the character to get out of animal goes no faster than a walk and is trained to accept a rider. To armour when he hits the water. Failure to do so can mean drowning. compel a horse to go any faster than a congenial amble for the horse, one must learn to ride. SAILING Learning Riding gives a character the ability to stay on a horse in Propelling a small vessel, with either sails or oars. Possible with any gait, if he is supported by a saddle with stirrups. If a horse does little skill (basic 10% or so) but handling any difficulty needs more. something unexpected (bolt, shy, etc.), the rider will lose control and must make a Riding ability roll each melee round until the roll is KNOT-TYING successful, at which time he regains control of the horse. A fumble Fancy uses of ropes, which to others may seem almost magical. roll during this attempt to regain control means that the character will fall off. Ability in Riding also serves as his chance of making a FORESTERS horse do something it isn't trained for, such as jumping a barrier. The foresters teach several skills at the same rate as the thieves: Hide in Cover, Move Quietly, Climbing and Find/Disarm Traps. TRAINING HORSES They also teach Tracking, Survival, Camouflage and Herb Lore. Any character with 50% or greater Riding ability can train a horse to the saddle and bridle. Each game week, the player attempts to roll TRACKING his percentage. When successful, he has the horse for riding. The ability to follow a track through normal terrain and pick it up Cavalry horses and warhorses are another matter entirely. They again if it is interrupted by a river, etc. can only be trained by Horsemasters. Warhorses must first be trained The chance of success is reduced for each day passed since the trail as cavalry horses. To become a Horsemaster (and learn how to train was made. The referee may wish to add other modifiers. Of course, warhorses), a character must attain 90% Riding ability. A cavalry if there are no tracks to be found, tracking is impossible. horse trained by a Horsemaster will remain under control in battle and a warhorse trained by a Horsemaster can be trained to attack at SURVIVAL the Horsemaster’s Riding ability, minus 50%. Therefore, a basic This skill allows living off the land and surviving adverse weather Horsemaster, with a 90% capability, can train a warhorse up to 40% conditions, avoiding dangerous natural phenomena like quicksand. ability with each of its three attacks; the bite, the kick, and the rear and plunge. For details on how a warhorse attacks, see Chapter VIII. CAMOUFLAGE The ability to use materials either from the immediate area or LEARNING FROM EXPERIENCE IN RIDING brought into the area to disguise oneself or other objects to look like A character earns an experience check for Riding ability by: part of the terrain. Also applies to such things as blackening the face 1. Surviving a melee in which they started on horseback (even if they for night-time movement, etc. A successful roll for Camouflage fell off, they may realize why). means that no one without a successful Spot Hidden roll will notice 2. Making a horse do something they never made it do before. the camouflaged item or character. 3. Completing a journey of at least a week through difficult terrain. 4. Successfully training a wild horse to saddle and bridle. HERB LORE Finding, identification and preservation of useful herbs and similar CHOOSING A HORSE substances can be accomplished with this skill. The referee will have A character's Riding ability percentage is also his chance of details of the various plants etc to be found in different terrain types finding what he wants in a horse. Such a roll should be made by the and seasons and their special properties. Each attempt usually takes referee so the player cannot see it. Once the character has bought the about 4 hours searching. Special/critical success indicates double or horse, the player can be told whether or not the character got what he triple the usual amount was found. (See Appendix H). wanted. If the character didn't get what he wanted, characteristics are rolled randomly, but it is very unlikely that a character will do better ARMOURERS GUILD than he wanted. To learn the skills of armouring, this guild requires a person to Naturally, very strong, large warhorses are at a premium. Referees become an associate member, or join as an apprentice (see Chapter should raise the price shown on the basic cost list by several hundred X). Associate membership costs a character 5000 L, which is percent for such animals and they may not be available. separate from the costs of learning skills. HORSEMASTER SERVICES COSTS TABLE EXPLANATION OF SKILLS These skills are based on the percentage chance that an Adventurer Cavalry Training N/A 1000 Flat fee (2½ wks) will make an item correctly, so that it can be used. Warhorse Attacks Per Attack: 130 (max 75%) Improperly made shields and weapons will break. Improperly made armour will not fit the one it was made for. This is why few people will buy arms and armour from less than Masters (90%+).

49 THE MERCENARY BANDS WEAPON TRAINING COSTS The Weapon Training Costs Table lists the base skill percentages COMBAT SKILLS TRAINING and costs for learning the various weapon skill types within each The Mercenary fighting bands will train anyone who pays to learn category (i.e. weapon class and mode of use). how to use a particular weapon, or other military skills. The bands will train the character up to 25% ability, if his Lunars WEAPON TRAINING COSTS TABLE hold out. Once beyond 25%, an Adventurer can no longer be trained in that skill until he has succeeded in attacking or parrying with that Category Skill Basic Training Cost/Week weapon on an adventure. Once a character has had the chance to use 1H-Slash 1h Axe STR 170 (max 75%) the skill in a “field” situation, he may purchase D6% more training. 1h Sword STR 170 (max 75%) Weapon skills cannot be trained past 75%. Any further increase in 2H-Slash 2h Axe STR 200 (max 75%) ability will have to come through successful experience rolls. 2h Sword STR 330 (max 75%) 1H-Crush 1h Flail STR 200 (max 75%) The Mercenaries grant credit to beginning Adventurers, to spend 1h Hammer STRx2 170 (max 75%) on training with any weapons, up to those limits, or the other skills. 1h Mace STRx2 130 (max 75%) 2H-Crush 2h Flail STR 270 (max 75%) TOTAL INCREASE POSSIBLE 2h Hammer STRx2 200 (max 75%) Once beyond 25%, an Adventurer can no longer be trained in a 2h Mace STRx2 200 (max 75%) weapon skill until he has succeeded in attacking or parrying with that 1H-Impale 1h Spear STR 170 (max 75%) weapon on an adventure. Once a character has thus successfully used 2H-Impale 2h Spear STR 130 (max 75%) the skill in a stressful field situation (and gained an experience check Pike STR 270 (max 75%) for it) he may purchase more training. Cut-Thrust Smallsword STR 330 (max 75%) Note that further training can then be undertaken whether or not Shortsword STR 130 (max 75%) the experience check results in a skill increase - the tick is enough. Staves Staff STRx2 200 (max 75%) Singlestick STR 130 (max 75%) TOWARDS 100% ABILITY – AND BEYOND Unique* Sickle/Tools STR 130 (max 75%) An Adventurer may gain from training only up to the 75% level. Hand to Hand Brawl** STRx2 170 (max 75%) Beyond that, an Adventurer may only increase skills by experience. Dagger STRx2 100 (max 75%)

When a character reaches this high skill level, remember that their Shields Buckler DEXx2 130 (max 75%) Experience Maximum may become relevant: any increase roll above Shield STRx2 70 (max 75%) 100–INTx2 is sufficient to earn the character an increase in skill. MISSILE WEAPONS EXAMPLE Category Skill Basic Training Cost/Week Shorban the Dumb, with INT 8, has Experience Maximum 84%. Bows Bow DEX 270 (max 75%) After reaching 90% ability with the broadsword, he hits something Longbow DEX 330 (max 75%) with it, and his player rolls 85 on D100 for the chance of learning Crossbows Crossbow DEXx2 130 (max 75%) by experience. Without the above rule, he would have had to roll Slings Sling DEX 200 (max 75%) over his 90% skill to learn an additional D6% in broadsword. Staff Sling DEX 270 (max 75%) Fortunately, his player remembered this rule and rolling a 5 for Throwing Throw Axe DEX 200 (max 75%) his D6 increase he goes up to 95% after all, thanks to his INT of 8. Throw Dagger DEX 200 (max 75%) Throw Javelin DEX 200 (max 75%) OTHER MILITARY SKILLS Throw Rock etc DEXx2 100 (max 75%) Mercenary companies and fighting bands also teach these skills: * Weapon half-effectiveness does not apply within this category. FIRST AID ** Brawl skill includes Fist, Kick, Head Butt etc, and Grappling. Successful use of this skill can restore D3 hit points lost due to a normal injury (Special 2D3, Critical D3+3); as the name implies, it MASTERING A WEAPON must be the first aid given to have this effect, i.e. before any healing. When an Adventurer has 90% skill with a weapon, he may teach An Easy (x2) use of it will stop the bleeding of a normal wound. it, at the usual guild rates. He is called a Master of that weapon. To re-place a severed or maimed limb with a Healing 6 spell, First Aid skill must be successfully used in conjunction to do so properly. MILITARY SKILLS TABLE

COMMAND Skill Basic Training Cost/Week Inspires troops a character is leading so that their attacks are Easy First Aid WIS% 120 (max 75%) (x2) for the first round of combat. (Special 2 rnds, Critical 3 rnds, Command 0% (CHA) 350 (max 75%) Fumble Hard (x½) for 1 rnd). Up to CHAx2 subordinates affected. Strategy 0% (WIS) 350 (max 75%) The player using this skill should say something inspiring.

STRATEGY JOINING THE MERCENARIES Devises a stratagem making it Hard (x ½) for enemy attacks upon Most characters can join a Mercenary Company for several years, your troops for the first round of combat. (Special 2 rnds, Critical 3 to gain more skills. (See Previous Experience, Appendix E). rnds, Fumble Easy (x2) for 1 rnd). Serving this sort of military apprenticeship is the only normal way The player using this skill should describe some sort of tactic. to gain Weapon Expertise skills and the associated martial arts, as the Mercenaries do not train Expertise - it is learned by experience.

50 THE MERCANTYLERS GUILD or STR. Again, if the CON characteristic is the highest of the three, it cannot be enhanced. The cost is 2000 L per course. In the region of Dragon Pass and Pavis, the merchants have been squeezed-out by the trader cults (Issaries, Etyries, Lokarnos, Argan DEX - This sort of training is usually done by Thieves Associations Argar, etc). Where found, they will train some skills (respecting the and Minstrels Guilds. Cost of training is usually 1000 L a time, like Sages monopoly in others, so only teaching them in apprenticeship) STR training, but the thieves will often exact a fee of service as well and will give Guild Credit based on CHA (i.e. CHA x 100L). as monetary payment. Minstrels will usually exact standard payment but are a wandering breed and can only be persuaded to settle down BARGAINING if the pot is sweetened for them. Just what kind of services or extras This skill is used when trading, to get a discount on goods when the thieves and minstrels may require is left to referee discretion. buying or a higher price for goods when selling. Success sells/buys for 10% over/under the standard price (base/appraised value), Failure CHANCE OF SUCCESS has no effect (Special +/-25%, Critical +/-50%, Fumble +/-100%). It is possible to train and not gain an increase thereby. The training Note that the other party may also bargain, and that merchants and character's player must make a roll OVER their current STAT x 5%. traders typically have at least 50% Bargaining skill. Thus a character with DEX of 12 must roll 12 x 5, i.e. over 60%, or he will not gain from the training purchased. This roll must be made THE HEALERS for each point separately (one wishing to gain 5 points in row must Healer sects, such as the Chalana Arroy cult, teach various healing make 5 rolls) and any successful rolls must be taken into account arts, but are often very busy. A CHAx5 roll is required for a Healer to when figuring the number needed for the next roll. be available for giving training in any particular week. There are other drawbacks: First Aid, there is a 50% chance they TIME TAKEN AND INCREASE GAINED will be called away to an emergency; Treat Disease, spend the week Each attempt at STR/DEX training (cost 1000L) takes 2½ weeks; among the diseased, so make a CONx5 roll or be exposed; Treat each attempt at CON training (cost 2000L) takes 5 weeks. Poison, INTx5 or suffer 3D6 potency poison; Find Healing Plants, Training increases the characteristic by 1 if the roll succeeds. spend a week in the wilderness (risking hostile encounters) and is taught only to Lightbringer/Earth cult members. Note that no refunds 2. INCREASING OTHER CHARACTERISTICS are given in these cases because fees are regarded as a donation. See Chalana Arroy cult description for details of these skills. INT, WIS and SIZ - As stated previously, these characteristics can not be increased through normal means. THE MASONS Masons usually belong to a cult, such as that of the city-god Pavis, POW - Increasing this characteristic is discussed in the Basic Magic but it is more just a mutual welfare organization for lay members. rules, Chapter V. It can be improved by experience only.

OTHER GUILD/CULT SKILLS TABLE CHA - Charisma is a nebulous quantity, and increase or decrease can be a matter of whimsy, but the following cases have some effect. Skill Basic Training Cost/Week a. Mastery of Oratory skill (90%+) increases a character's CHA by 1. b. Mastery of one's main weapon skill (90%+) adds 1 point. MERCANTYLERS SKILLS c. Possession of good, showy, magical objects raises CHA by 1. Just Evaluate WIS% 270 (max 100%) one point is gained, no matter if you have 1 or 100 showy items. Bargaining 0% (CHA) 330 (max 75%) d. Successful leadership of an expedition (with a satisfactory gain-to- loss ratio) can add a point to the character's CHA, if the character HEALERS SKILLS rolls his CHAx1%, or the Referee may set some other criterion. First Aid WIS% 60 (max 100%) e. Unsuccessful leadership can lose CHA. The leader of a really Treat Disease 0% (WIS) 260 (max 100%) disastrous expedition must make CHAx5% or lose 1 to 3 CHA. Treat Poison 0% (WIS) 130 (max 100%) Find Healing Plants 0% (WIS) 260 (max 75%) RURIK'S SAGA Thus we see that if Rurik had the money, he could possibly bring MASONS SKILLS his STR up to 16 for just 4000 L (though most likely he would gain Masonry STR% 330 (max 100%) just 1 or 2). Another 5000 L towards building-up his DEX might even raise it up to 10, curing his clumsiness. Where would our hero get this money? That's what the rest of this book is all about.

INCREASING CHARACTERISTICS CHARACTERISTICS AFFECT SKILLS Changes in characteristics will affect the skills based upon them. 1. PHYSICAL CHARACTERISTIC TRAINING Although this is relatively minor, as experience and training are more Once a character has reached full growth, usually around age 16, important, under some circumstances it may be significant. the only way to enhance physical characteristics is hard training. Each point by which a characteristic changes also changes the related skills by +/-1% per 10% the character has in the skill. STR - Strength may be increased at the cost of 1000 L. Remember, if his STR is the highest amongst STR, SIZ, and CON, it cannot be EXAMPLE increased at all, except temporarily. STR conditioning is traditionally If Rurik did somehow manage to raise his STR from 12 to 16, his taught by the mercenary bands and guilds. 41% Shield skill would go up by 16% and his 36% 1-handed Spear skill would go up by 18%, to 57% and 54% respectively. Any other CON - The sages and alchemists have devised a regimen of diet and STR-based skills he had would increase similarly. exercise which can increase a character's CON up to the level of SIZ

51 VII RUNE MAGIC

MASTERING THE RUNES AIR – Air is next, though actually Fifth Born, Son of Earth and Sky (Sky was also the son of Earth). He is the Breaker The universe is divided into two planes; the spirit plane and the of Laws, Destroyer of Heaven, Fighter against Darkness, physical plane. Mana is to the spirit plane what matter is to the and Liberator of the Sun. He usually manifests as a storm physical world. POW is the capacity to collect mana. Spells then god, such as Orlanth in Sartar or the Storm Bull of Prax. shape the mana to attain a particular effect. FIRE/SKY – Sky is different from Air, for the Air separates the Sky from the Earth. After defeat by his son, the Sky has RUNES been aloof from mankind, although vestiges of his worship, The Runes are symbols which have power inherent in them. They such as the Sun Dome Temple, are still present in the land. serve as aids in manipulating the universe. However, merely looking MOON – Moon is the Sixth Element, and little accepted at a Rune is not sufficient to use its power. A character must know amongst her peers. Outside the Lunar Empire she has hardly how to use it as a symbol to gain any benefit from it. In practice, this any presence at all, although the Moon is sometimes means being a priest or shaman. considered as a Condition Rune. Not much is known about the Runes themselves, although they have been known to change over time. Whether the Runes reveal a FORM RUNES deep harmony in the universe, to which even the gods must conform, These are descriptive Runes. A god is usually described as being or whether the gods produced the Runes and they are manifestations of a particular Power or Element, and the form determines how its of the gods is question of much dispute, even among the gods, from Power or Elemental force is expressed. There are actually many sub- whom it is difficult to get a straight answer, anyway. runes to each of the following basic ones, but these cover the ground To the practical minded character, interested mostly in the uses of adequately for the purpose of these rules. powers it doesn't matter. The Runes are there, and they work. PLANT – The symbol of the first life upon Glorantha. It is TYPES OF RUNES said to symbolize the first Plant gods a son of the Earth and Runes fall into the following four classes; Elements, Forms, Sea. Many cults have a connection with the Plant Rune, one Conditions, and Powers. Each god has one or more specialities being the Aldryami cult, a combination of Earth, Plant, and within the forces described by the Runes. These are the areas in Power Rune of Fertility. which the particular gods and therefore his priests, are most effective BEAST – This Rune is also called the Dragon's Eye, and is and versatile. To say that a god is a Fire Rune god, an Illusion god, supposed to represent the armour plate over a dragon's eye. or whatever, is to say that priests of that god will specialize in that Dragons are thought to be the progenitors of all beasts (at area. The specific Runes, in order of class, are as follows: least those with four or more legs) though no one has had the nerve to ask a dragon about it. It is thought to have been ELEMENT RUNES a dragonewt Rune originally, as its complexity indicates. The Elements are what Glorantha is made of. During the Hero MAN – This Rune represents human shape and is common Wars period in Dragon Pass, and for some centuries before and after, among all humanoid races. Some other races interpret it as six elements were recognized (one grudgingly). “slave” or “food”. It is said to represent Grandfather Mortal, and numerous folk-tales are told about him. DARKNESS – The most ancient Rune, the First Born, from DRAGONEWT – As exotic as the race it represents, it is whom all other Elements were born or descended. Darkness found only in the Dragon Pass area. Unlike most of the other was the first Element to arise out of the primal chaos. Form Runes, it cannot be used with an Elemental Rune, though there are several Dragonewt Power cults, all WATER – Water was born of Darkness. As an Element, it is modified by the Dragonewt Rune. called Son of Darkness, Pathway to the Underworld, and SPIRIT – This Rune describes the spirit aspect of the Supporter of the Earth. universe. Shamans are always tied to the Spirit Rune, since EARTH – Earth is the third Element. Daughter of the Seas it is by dealing with this Form that they gain their power. (though the dwarves think of Earth as male), Mother of the Sky, Wife to Many, Supporter of All. At least half the cults in CHAOS – Descriptive of those who are descended from the Glorantha include the Earth in some manifestation or other, entropy of that Form. They are usually bound to some Form, as Life-Giver, Stone-Father, Shaker, or Primal Ancestress. since even Chaos must obey the laws of Time, but it might be combined with any other Rune. Nothing is totally safe from the taint of Chaos.

52 POWER RUNES MAGIC – Almost redundant in this magic-rich world, this Said to symbolize the members of the celestial court, the Power Rune describes how a cult or individual deals with the Runes are unique in that they are formed in mutually antagonistic power of another Rune. Since it is impossible to deal with pairs. Opposing cults often have opposing Power Runes as part of Runes without magic, it means much. their identities. A cult of great power may be able to worship gods of INFINITY – The mark of the gods. He who possesses the two non-paired Powers, but it will very rarely have more. Cults Infinity Rune is almost a god himself. This is not used rarely have access to two paired Powers. lightly as it implies total control of the power flow around the user, making him invulnerable to almost all magic, HARMONY – Said to represent the Divine Harp with among other abilities. It's characteristic of gods, which Order was separated from Chaos. It is quite ancient superheroes, and dragons only. and revered throughout Glorantha. RUNE CULTS DISORDER – Direly derived from Chaos. Anarchistic cults claim that this was the first step of creation from Chaos, As stated before, a Rune cult can be involved in the worship of therefore, Disorder is the First Born of the Powers and the deities, such as Orlanth, minor ancestor spirits, or anything in foundation of the universe. between. A cult consists of worshippers and a hierarchy. The FERTILITY (Plenty, Giving, Love) – Symbolizes the hierarchy officiates at sacrifices and acts as the intermediaries Ancient Cup from which the whole world was poured at the between the worshippers and the deity. The hierarchy gains magical dawn of creation. The symbol of growth and life. power (and a good living), the god gains power from the sacrifices, DEATH (Separation) – Known to be the First Sword, the and the worshippers get whatever the hierarchy feels obliged to give. immortal and cursed weapon which the god Humakt used to The way to join the hierarchy of a cult is to become an initiate. An bring death to the world. Others claim this to be the first of initiate who progresses in physical skills such as fighting may the Runes, citing the separation of the world from Chaos as eventually become a Rune Lord. An initiate who gains a POW of 18 the first action in creation. may eventually become a Rune Priest. It is possible in most cults to STASIS (Immobility, Solidity, Stone) – The various names become both a Rune Lord and Rune Priest. for this Rune are the ideas behind it. This Rune is closely One route to power is for an individual to acquire mastery of one connected with the art of alchemy, and the dwarves. They or more Runes. Success in this is marked by a person becoming a claim that this is the First Rune, for it provided the Rune level character, which means that they have acquired the status foundation from which all else was created. of Rune Lord or Rune Priest. When they are a Rune Lord, they have MOVEMENT (Mobility, Change) – Denotes the ancient proved their right to the Mastery Rune, while a Rune Priest has wheel. As usual, there are claims for it to be the First Rune, proved his affinity with the Magic Rune. From these bases, for without it, there would have been no growth from Chaos, individuals may continue their spiritual and magical development to folk-tales speak of the World Bird who escaped from the include whatever Runes their cult is associated with. Maws of Chaos upon this wheel. TRUTH – A Rune of the ancient, all seeing sky gods. Said to Initiates, Rune Lords and Rune Priests, and how to become each, represent the torch which the Grey Ones used to escape from are described in following sections. Chaos. Yet another candidate for First Rune, as its constancy and order set creation apart from random, unsettled Chaos. MEMBERSHIP OF CULTS ILLUSION – The Puppeteer Troupe, the major cult of the Characters first join a cult as a Lay member. This simply means Father of Illusion, always claimed that this was the First they are formally recognized worshippers, but gives no authority in Rune, for without Illusion, there would be none of us to the hierarchy. There may be minor benefits and restrictions for Lay think we ever were. They refuse to explain further. membership, such as tithing and the right to purchase spells. LUCK (Chance) – Thought to be both an expression of Chaos, and yet the stamp of approval of the gods. It is little Initiate membership of a cult is a greater level of commitment. So used, except in the Holy County, where the Masters of Luck greater restrictions will apply, but also greater benefits are likely. and Death proudly display the symbol of the chance they take with every breath. Some cults recognize the rank of Acolyte, superior to the ordinary FATE – Only very few cults use this as an expression of the Initiates. These are not quite Priests, but are part-way there. This way of the world. Used mostly by loser cultures with no may convey greater benefits and responsibilities, or just status. other explanation for their status in the world, and by those at the top, to justify their position. The Rune Masters of a cult are the Rune Priests and Rune Lords. They hold the real authority within the hierarchy. They directly serve CONDITION RUNES the gods - Initiates and others are expected to serve them likewise. There are three main conditions. They modify by showing what aspect of an Element, Form, or Power is served by a cult. RURIK'S SAGA After several game years of play, Rurik finds himself with a POW MASTERY – The all purpose Rune, it can be shown as a of 16 and a CHA of 14. He decides that he wants to join the Sun symbol of Mastery of Men, of Magic, or of Elements. As Dome Temple. Taking 3000 L, which he has managed to save out of master of men, it describes a Hero. As master of magic, it many adventures, he goes to the temple and puts himself before the symbolizes any cult of reasonable power. The use of such examiners. He has a chance of [16 (INT)+14 (CHA)+30 (for Condition Runes usually masks the true identifying Runes of 3000L)]/3=20, 20x5=100% chance of acceptance. (Rurik worked the cult or person described, although it may also signify the this out beforehand - he is quite intelligent.) independence of a Hero or magician from cult ties. However, as usual, Rurik still has a 5% chance (roll of 96-00 on D100) of being blackballed.

53 BECOMING AN INITIATE BECOMING A RUNE LORD

To become an initiate, the character must be a worshipper of the Any cult may have a Rune Lord or Lords, though not all cults have god of the cult. He must swear to follow the commands of the god as them at any given time. All cults are anxious to induct Rune Lords, expressed by the cult's priests. He must observe cult holy days and is but the candidate must meet the proper criteria, as given below. expected to tithe to the cult and lead occasional minor services. Candidates will usually have to pass a test to become initiates. The MINIMUM ABILITIES FOR A RUNE LORD CANDIDATE referee may provide a suitable test, or he may use the following formula: Add the POW and CHA of the character. To this total add 1 1. AT LEAST 90% ABILITY IN FIVE SKILLS - These skills must for every 100 L the character gives to the cult as an offering. Divide be in fighting or in other skills, though there is usually a minimum this total by 3 and multiply by 5. The player should attempt to roll requirement of two 90% fighting skills. Which skills are necessary this result or less on D100. If successful, the character is initiated. depends on the cult. The Sun Dome Temple, which makes its In return for his services to the cult the initiate gets these benefits: living in part by selling mercenaries, demands five fighting related skills, of which at least two must involve the spear, and 1. DIVINE INTERVENTION one the bow, which are the traditional weapons of the Sky Rune. An initiate may attempt Divine Intervention up to once per week. On the other hand, the Black Fang Brotherhood, a small cult of To succeed he must roll his current POW or less on D100. If the roll assassins devoted to a manifestation of the Death Rune, puts much is successful, the god intervenes in accordance with the description emphasis on hiding and moving skills, and the making of poisons. of Divine Intervention later in this chapter, and the character loses The only weapon requirement is dagger. permanently as many points of POW as was rolled on the dice. If the player rolls exactly the character's current normal POW, then the 2. A POW OF AT LEAST 15 - Basically, he has to have enough character's soul becomes a spirit in the service of the god. However, POW to attract a god's attention. the requested effect will occur. On unsuccessful rolls nothing happens; no POW is lost. 3. PROVE HIS DEDICATION - The cult will usually insist a NOTE – Non-initiates can also call for D.I., but their chance only candidate be an initiate for a period of at least one year. equals their marks-out-of Defence/10 (rounded down) for devotion. Only the first god called upon may respond. As with initiates, only COMBAT BENEFITS one Divine Intervention may be granted to them in any given week. As a Rune Lord, an Adventurer may gain Expertise in the weapons of his cult, if he does not already have this skill. EXAMPLE These will be taught to him by cult weapon masters, if available. Rurik's band of adventurers is assaulting a ruined castle inhabit- Alternatively, the Rune Lord may teach himself, in any weapons of ed by trolls. While rushing the main gate, Oshkosh the Odorous su- which he is a master. This will be gained at 1% per week of training, ddenly disappears from sight. He has stepped through the covering up to a percentage equal to the relevant STAT–10. Further Expertise of a long disused well. Oshkosh is an initiate in the Orlanth cult. As thereafter must be gained by experience. he falls, he calls to his god to get him out via Divine Intervention. As usual for weapon Expertise, this allows extra attacks and for Oshkosh has POW 14. His player rolls a 14 on D100. Because it is each full 10% the character will develop a special martial arts ability. a successful roll, Orlanth intervenes and lifts Oshkosh out of the well with a great rush of air. However, because the player's roll was NON-FIGHTING SKILLS BENEFITS equal to the POW of Oshkosh, the spirit of Oshkosh is taken to In some cults a Rune Lord may also gain Expertise in non-combat Orlanth and his body lies by the well. If the player had rolled 03, cult skills on the same basis as with weapons. The advantages of this Oshkosh would still be alive but would now have a POW of 11. Expertise, and the special abilities gained, vary according to the skill. However, he would be able to regain the POW through the usual These will be detailed in the full cult descriptions, as applicable. process of POW gain rolls. OTHER BENEFITS 2. LIMITED USE OF RUNE MAGIC There are five other benefits to being a Rune Lord. Initiates may be able to obtain a cult Rune Magic spell for one use. To obtain this spell, the initiate must permanently sacrifice POW 1. DIVINE INTERVENTION points equal to the POW point cost of the spell for a Rune Priest. The same effect as the Rune Magic spell described later. Most cults restrict this to initiates going on cult missions, or as a When a Rune Lord appeals for divine intervention, his player rolls reward to trusted and long-standing members. Again, he can regain D100 and consults the following table. Note that unless the player this sacrificed POW through the usual POW gain rolls. rolls 96-00, the Rune Lord will always receive divine aid. The Divine Intervention Table gives how many POW points he loses permanently as the price for this aid. However, he can eventually EXAMPLE regain the POW through normal POW gain rolls (see Chapter V). Horus the Hairy, an initiate of Humakt, has just reached a POW Because of his direct tie with his god, the Rune Lord may even of 17. He wants to become a Rune Lord and is not yet qualified. He call upon his god after death, calling for one favour, as described in asks the local priest of his cult for 3 points of Shield, based on his the description of divine intervention found in the section on Rune long standing service to Humakt. The request is granted. Horus Magic. Certain death gods, of course, will not answer a call for now has 3 points of Shield and a POW of 14. He can only use each renewed life, but may answer a call to bring the Rune Lord's party point of Shield once. out of difficulty. The call for divine intervention must be made immediately (the next melee round after death) or the spirit of the 3. SPECIAL TRAINING Rune Lord will join his master's entourage and be unable to call on If there are any special cult skills or battle magic spells, an initiate such intervention. can learn them at special cult prices. The exact skills, magics, and If the Rune Lord has insufficient POW to meet the requirement, he prices vary with the cult. ceases to live and his spirit is drawn into the entourage of his god.

54 DIVINE INTERVENTION TABLE GENERAL NOTES ON ALLIED SPIRITS

D100 POW Lost Allied Spirits in Weapons - While the Rune Lord's allied spirit is usually put into a weapon, many Rune Lords and Rune Priests 01-05 0 Points use items of armour, shields, and other artifacts such as 06-10 1 Point medallions for this purpose. 11-20 2 Points Broken Spirit Objects - If the artifact is broken, or a Priest's animal 21-30 3 Points familiar is killed, the allied spirit loses its ability to perceive the 31-40 4 Points physical world. It can still be used as a reservoir of POW, like a 41-50 5 Points bound spirit, and INT for spells. It can be put into a new artifact 51-60 6 Points or animal after a week-long cleansing ritual of atonement. 61-70 7 Points Spirits as “Priests” - An allied spirit whose POW is above 18 can 71-80 8 Points also gain Rune magic spells like a priest of his god, without other 81-90 9 Points benefits or responsibilities. 91-95 10 Points POW Gain Rolls for Allied Spirits - An allied spirit has exactly the 96-00 No Effect/No Loss same chance as any other spirit of getting a POW increase roll. This is a POW gain roll of 5%, i.e. 96% or more on D100. It can get this chance from throwing spells or in spirit combat. 2. BOARD AND SUCCOR A Rune Lord always has free room and board at any temple or other establishment of his cult. Also, his cult will usually try to get keys the item created to the character it was created for. If the him out of any imprisonment. The method will differ with the cult. character dies, the enchantment dies with him, and the metal must be The Sun Dome Temple, and other major cults, will usually pay a re-enchanted to be used by another. The enchantment also suppresses ransom. The Black Fang Brotherhood maytake a hostage in the hope the magic dampening effect iron and other Rune metals have on of an exchange. Others might organize a rescue mission. battle magic, so that the Rune Lord can use battle magic as well as The cult will usually handle any other needs of their Rune Lords, his weapons. including supplying them with the price of such things as warhorses Rune metals are an added complication discussed in Chapter X, and other tools of the trade. The referee of a full campaign should Referee Notes. However, the use of iron weapons is important to a determine monetary resources of each cult so this is not overused. Rune Lord, as the added durability of these weapons is an immense aid in his adventures and progression toward Herodom. 3. ALLYING A SPIRIT Among many other rituals, 1 point of Divine Intervention is The cult will assist a Rune Lord in obtaining an allied spirit to necessary for enchanting iron or Rune metals. This point of Divine inhabit one of his weapons (see below). Attempting to ally a spirit Intervention will enchant one weapon, one shield, and one full set of resembles attempting to bind it, but involves persuasion rather than armour for a Rune Lord or Priest. If one or more of the components combat. of this set are missing at the time of the ritual, they can be enchanted The priests of the cult call up a spirit allied to their god. In effect, later, at the cost of another point of sacrificed POW. This suppresses the god details one of its dependant spirits to negotiate with the Rune the magic dampening effect upon spells cast by the individual it is Lord. This spirit will have an INT of 3D6 and a POW of 3D6+6 (and being enchanted for. equal WIS). To determine whether the attempt works, the following However, the god will only demand 1 point of Divine Intervention procedure is used: The Rune Lord adds his POW and CHA and for this set and the tempering will almost always (96-00 is still a compares it to the POW plus INT of the spirit. He then makes an failure) work. The point of Divine Intervention must come from the “attack” on the spirit, as if he were trying to overcome its magic receiving Rune Lord or Priest. resistance, basing the attack on his total versus the spirit's. If the character wishes to enchant further items beyond his basic If the attempt is successful, the spirit is the Rune Lord's ally as set of weapon, shield, and armour, and the original set is still long as it exists. Unlike a bound spirit, it can memorize and even cast available, he must make another Divine Intervention sacrifice. battle/spirit magic spells. An allied spirit is in Mind Link (see the Large or old established cults generally have iron or Rune metal section on Rune Magic spells) with the Rune Lord, and is also armour and weapons available for re-enchanting. Small, nomadic, or capable of anything a bound spirit can do. It perceives the world fugitive cults usually do not, and the new Rune Lord must quest for through the Rune Lord's senses. his iron or Rune metal. Each separate campaign must determine the A Rune Lord can only have one allied spirit at a time. availability of the materials for each cult separately.

RURIK'S SAGA DURABILITY OF IRON Rurik has become a Rune Lord of the Sun Dome Temple. Iron weapons and armour can take 1½ times the usual damage of Having gained a POW of 19 in a recent adventure, Rurik decides to bronze items. Thus an iron plate cuirass could absorb 9 points, not 6. ally a spirit. The cult priests call, and a spirit of INT 18 and POW Iron chainmail can absorb 8 points (in this situation, round up), iron 17 appears. Rurik's total is CHA 14 plus POW 19, or 33. This gives ring mail could absorb 6 points. Similarly, an iron broadsword could him a 40% chance of allying this spirit, which has a total of 35. He take 15hp instead of the normal 10. rolls 38, and has gained the spirit Sunfist for an ally. Even had he failed, the spirit would merely have gone away. LIGHTNESS OF IRON NOTE - A Rune Lord cannot refuse a spirit his god sends him, Alternatively, iron armour and weapons can be made lighter. In even if it is POW 9, INT 3. this case, the iron item has half the weight of its bronze equivalent. However, such items have no more armour points than the standard 4. USE OF IRON bronze item. A thin iron plate cuirass would thus have an ENC of just The cults have the secret of enchanting iron so that weapons and 15lbs and 6ap, and a thin iron broadsword weigh just 2lb with 10hp. armour can be made of it. The enchanting process is magical, and

55 5. IMPROVED RESISTANCE TO MAGIC A Rune Lord always resists magic and spirit possession with his maximum POW, if that is higher than his WIS. Even if Rurik (with a POW of 19) had only his original WIS of 12, he would still defend against magic as if he had WIS equal to his POW of 19. His god makes up the difference, out of concern for the safety of the sacrifices Rurik will make to him in the future.

RESPONSIBILITES OF BEING A RUNE LORD A Rune Lord has responsibilities to his cult. There are two principal responsibilities, common to all cults.

1. ACCOUNTABILITY The Rune Lord is accountable to his cult and must come at its call. He has a fair measure of independence under normal circumstances, but if a message must be carried across a thousand miles of wilderness inhabited by hostile natives he will be appointed to lead the expedition.

2. SUPPORT As the Rune Lord is supported by the cult, so he must support the cult. 90% of his income, and all magical items he cannot use personally, must be donated to the temple treasury. However, this donated portion of his income can be used to buy training and spells provided by the cult. Any ransoms paid for the Rune Lord will also be taken from this donation, if it is available. If it is not available, the Rune Lord's future donations will be used to pay back the cult, before they can be used for further training and spells. Only the largest cults can provide training in all skills. The campaign referee must establish which skills are available to the Rune Lord from his cult.

RUNE LORD-PRIESTS A Rune Lord with a POW of 18 or higher may become a Priest of the cult he is associated with. He cannot go up in combat skills, but his god helps him remember what he knows already, so that he does not lose combat abilities the way a normal character becoming a Priest might. He keeps any benefits he has already gained from his Rune Lordship. Even a combination Rune Lord and Priest can only have one allied spirit at a time. A Rune Lord of one cult cannot become a Priest of another. A Rune Lord serving as a Priest cannot appeal for Divine Intervention as a Rune Lord. If the god took enough POW from him, he would go below 18 POW, voluntarily reducing his maximum POW below the 18 minimum for a Priest, which a Rune Priest is forbidden to do.

LEAVING THE RUNE CULT A Rune Lord could turn rogue, leaving the cult and losing benefits HERO QUESTS of Divine Intervention and his allied spirit. His former god might HeroQuests are ventures into the mythic realm of God Time, to a impose further penalties. He would retain the iron weapons and greater or lesser degree, seeking powers of the gods themselves. expertise abilities he already had. They involve formalized rituals. Ceremonies to gain Rune Spells Less drastically, he may ask for a leave of absence. This may not are minor HeroQuests – but along such well-known paths that they be done to avoid any mission his cult has asked him to perform. This are perfectly safe if the proper procedures are followed. There are involves persuading the high priest of his temple to let him go, in a various forms: some induce a trance-like state on a Questor who acts manner similar to that which got him into the cult. He must use his in the mundane realm; others carry them physically into God Time; own money, not the cult's 90% share, when asking for a leave of most require the intercession of a Priest, or several Priests, or many absence. Priests and a congregation of an entire village, city, or even legions. His reasons for leaving by either fashion vary, but include going All require the Questor to emulate some of the deeds of their god. on a Quest, which if he is skilful and the gods are kind, may make More significant HeroQuests are the prerogative of Rune Lords him into a Hero. Of course, many cults encourage and support such and of Rune Lord-Priests (or Priest-Lords). Major Quests are often quests. too challenging for any but those who have already become a Hero.

56 BECOMING A RUNE PRIEST 4. ACCESS TO RUNE MAGIC The Rune Priest gains the power to use Rune magic. These spells Magic in Glorantha is very much like the art of building bridges give a big edge in adventuring, which is one of the major reasons before Newtonian physics. Bridges were in fact built, and there were people more interested in power than religion become Priests. For certain rough and ready rules for what was possible but much of the more details on Rune spells, consult the section on Rune magic. theory is not worth reading. It is known that battle magic is done by the spirit of the mage while Rune magic is done with the aid of a 5. ALLYING A SPIRIT deity. Beyond that, ignorance reigns. The Rune Priest may ally a spirit, just as a Rune Lord does. He A Priest is a specialist in using magic. The only way to learn the usually puts the spirit either into a staff or the body of an animal inner secrets of Rune magic, is to become a Priest of a particular familiar. Unlike bound-spirit familiars, the Priest can use it's POW. god. Also, even if a character knew the inner secrets of magic, he would still need the assistance of a god in casting the spells. RESPONSIBILITIES OF BEING A PR1EST The Priest has responsibilities to his cult. There are three principal BECOMING A RUNE PRIEST responsibilities, common to all cults. Becoming a Priest is not easy. To become a Priest in a cult, the character must: 1. ACCOUNTABILITY A Priest is a representative of his deity and his cult forms the focus 1. BE AN INITIATE OF THE CULT. of his life. He has certain freedoms in most cults, but emergencies 2. HAVE A POW OF 18 & WIS OF 9 OR HIGHER. will supersede his personal plans, and he must come at its call. 3. KNOW HOW TO READ AND WRITE HIS NATIVE TONGUE. 4. CONVINCE THE EXAMINERS OF THE CULT of his 2. SUPPORT dedication to the cult and its goals. This could be done by letting The Priest, like the Rune Lord, must give all but 10% of his the player (as the character) try to convince the referee by (as the income to the temple. He must also donate to the temple any magic examiners) of his dedication to the cult and its goals, or use the items he cannot use himself. same formula used when the character became an initiate. Add the POW and CHA of the character. Then add 1 point for 3. DUTY every 100 L the character donates to the temple as an “offering”. The Rune Priest must do as the high priest of his temple Divide the result by 3 (i.e., average POW, CHA, and offering). commands. His normal duties are long and time consuming. He has Then multiply the result by 5 and have the player try to roll that no time for the intense training necessary to maintain DEX based number or less on D100. skills such as fighting. Therefore, his ability with weapons falls to his DEXx5, if he was that good in the first place. This also affects all EXAMPLE other DEX based skills. There is no time for training or practice in Ariella wants to join the priesthood of Orlanth. She has a CHA these skills, so they will not get better as long as the character is a of 16 and a POW of 19, which total 35. Divide by 3, that yields 12 Priest, except through experience. (35 is closer to 36 than 33), which multiplied by 5 gives her a 60% Also there is no time for rigorous exercise courses and the like, so chance. She would gladly donate some money to the temple to the character cannot increase his STR, CON, or DEX. Only POW improve her chances, but her last expedition was not a great and CHA may be improved, as increasing them requires no success, so she hasn't got any. This leaves a choice between a 60% specialized training. chance, and honest work, patience, etc. Her player decides for the A Priest cannot voluntarily reduce his basic POW below the 18 dice and rolls 27. Ariella is now a priestess. necessary to become a Priest. If it happens to him involuntarily, treat the result as an involuntary leave of absence, except that the Priest BENEFITS OF BECOMING A RUNE PRIEST cannot regain Rune magic spells until after he has a POW of 18 or There are five benefits of becoming a Rune Priest. higher.

1. BOARD AND SUCCOR LEAVING THE CULT The mage is fed and boarded at any refuge of the cult (and some A Priest may abandon his vows and leave the service of the cult at allied cults as well) and the cult will usually do whatever is in its any time. He cannot come back. The god(s) of the cult will not be power to get him out of captivity. As with Rune Lords, the cult pleased, and all Rune magic will be lost. provides a horse and armour, etc. Alternately, he may apply for a leave of absence, to build up his DEX based skills. To do so, he applies to his high priest and attempts 2. FURTHER TRAINING to make the same sort of roll he made to be accepted by the cult. If The Priest will be trained in the Knowledge skills of the cult and he makes it, well and good, he's free. In applying for a leave of in Oratory. The cult will pay for this training and the Priest is absence, the character must use his own money. expected to repay the cult out of his later contributions. A leave of absence is for a stated period, never more than a game year. A Priest on leave retains the ability to use the Rune magic he 3. EASIER POW GAIN ROLL has acquired, but counts in all other ways as a normal Adventurer. He Since the Priest concentrates on learning magic and contact with loses the Priest's bonus in gaining POW but can improve his god, he rolls for POW gain as if he had 4 fewer points. Thus he characteristics, fighting ability and other DEX based skills. needs to roll only over his POW minus 4, multiplied by 5 on D100 (rather than the usual POWx5). BECOMING A HIGH PRIEST There are two ways to become a high priest. 1. TAKE OVER A VACANT HIGH PRIESTHOOD For example, Ariella, with POW 18, only needs to roll over (18- This has problems, mainly because the second most experienced 4)x5 = 70 on D100 to gain POW, whereas an ordinary character of Priest takes over when a high priest dies, and the character is likely that POW would need to roll over 90%. to be the junior-most priest.

57 Murdering the high priests until it's your turn is frowned upon, and RUNE MAGIC thanks to Divination, a character has a good chance of being caught. If the character waits until it's his turn, he will probably be at least 50 A Rune Priest can cast Rune magic spells. He relies on power game years old. That leaves the other method. supplied by his god to cast the spell. Gods are usually unwilling to 2. QUALIFY TO FOUND HIS OWN TEMPLE OF THE CULT grant humans use of their power unless they get something out of it. To do this, a Priest must have minimum of 15 sacrificed points A Priest must permanently sacrifice characteristic POW to his god in worth of reusable Rune magic spells, at least 5 of which must be order to acquire the right to cast Rune magic spells. Of course, he Divination, and 90% ability with three cult Knowledge skills. He can get this POW back eventually through normal POW increase must also have the permission of his high priest, which is easy to get rolls. if he goes somewhere else to set up his temple, and has sufficient A character makes this sacrifice by taking the characteristic POW funds to build the new temple. above 18 and sacrificing it to his god at a religious ceremony. The The chief advantages of being a high priest are: he need not obey cost in characteristic POW sacrificed to learn any particular Rune the orders of another high priest; he need no longer pay 90% of his magic spell is given in each of the spell descriptions following. income into the temple treasury; he may have initiates of the cult to Learning a Rune magic spell does not require money, only the obey him. sacrifice of characteristic POW. The Rune association of his god will affect the powers of the RUNE PRIEST-LORDS Priest, making him better at using the elements or powers his god is A Priest who qualifies as a high priest with 15 or more points of associated with. However, there are many spells common to most reusable Rune magic spells sacrificed for has another alternative to cults because of their wide usefulness and lack of association with becoming a high priest. He may take leave from the humdrum duty any specific Rune. These are listed in the Standard Rune Magic of the cult and begin training his characteristics and skills toward Spells Table and described in the following pages. becoming a Rune Lord of the cult. He still retains all privileges of his The god does not care how many times any particular spell is status as Priest. sacrificed for or which spell is selected, although the cult may have its own guidelines. The god is concerned solely with gaining the JOINING MORE THAN ONE CULT POW sacrificed to it. To become an initiate or Priest of two or more cults, an Adventurer must first persuade his high priest to let him join the next cult EXAMPLE – GETTING A RUNE MAGIC SPELL (possibly only if it is friendly) by making a roll similar to that he Ariella, having become a Priestess of Orlanth, was almost made to become an initiate in the first place. After that, he must try immediately sent out by the temple on an adventure. She not only to join the new cult by making a roll similar to that he needed to survived but got a POW gain roll. Making that, her player rolls 15 become an initiate in the first cult. NOTE – The Priest trying to get on the POW increase roll, so she gains 2 points of characteristic his superiors to let him go on leave of absence or join other cults POW. Her player looks over the Rune magic spells available to an must use his own money, not the 90% he owes the temple. Orlanth Priest. In light of recent unfortunate experience, Dismiss If the candidate Priest manages to persuade a second cult to take Elemental looks attractive, but the player finally decides that Shield him in, he is not obligated to give it 90% of his income. He is an would be more generally useful. Ariella, who would have a associate Priest and will simply buy abilities outright from the new characteristic POW of 20 if she kept the results of her POW cult. The new cult will provide him with food and board, but it will increase roll to herself, has a POW of 19 after buying 1 point of not ransom or rescue him. Learning a speciality spell of the new cult Shield. After her player decides she could use another point of must be accompanied by a donation of 1000 L per POW point of the Shield, she has a POW of 18. Her player would love to reduce her spell. As an associate Priest, an Adventurer need not appeal to his characteristic POW to 15, and get Dismiss Elemental III, but as a high priest to go on leave, though an Adventurer must still get leave Rune Priestess, Ariella is obliged to maintain a POW of at least 18, from the first cult. so she can officiate at ceremonies.

CASTING A RUNE MAGIC SPELL After learning a Rune magic spell, it may be cast by reciting a formula to which the spell is keyed, either aloud or in the mind, after which the spell will take effect. This can be done at will, and Rune magic spells always take effect immediately. Casting a Rune magic spell prevents a character from casting any other Rune magic or battle magic spells. The sole exception is Extension (see Spell Descriptions) which is cast at the same time as the spell it is intended to extend. Casting a Rune magic spell does not reduce a character's current POW. If, in the example above, Ariella had a POW of 18 and cast 2 points of Shield, her POW would still be 18 when she casts Befuddle one round later. Once cast, a Rune magic spell cannot be cast again until the Priest spends a day of quiet worship at a temple or holy place of the Priest's cult. This compensates the god for the POW he used in casting the spell, and deters Rune Priests from casting Rune magic frivolously. Rune Magic is regained at the rate of 1 point a day so if a Rune Priest casts 15 points of reusable Rune magic, it may take him 15 days of quiet worship to get it all back. Some Rune magic spells, notably Divine Intervention, cannot be regained, but must be sacrificed for again (spells of this type are noted as “non-reusable”).

58 The Priest can use his current POW to “back up” a Rune spell. For RUNE MAGIC SPELL DESCRIPTIONS instance, a Black Fang Brotherhood Priest, wishing to attack Ariella but knowing she may have both points of Shield up (for 4 points of ABSORB 1 POW, Stackable to 4, Reusable Countermagic) can use 4 points of his own current POW to help the Range - 160 feet Duration - 15 minutes 1 point Rune magic Shatter go through Ariella's Countermagic. This spell absorbs the POW points of any enemy's battle magic spell and makes them available to the caster while screening out the CHARACTERISTICS OF RUNE SPELLS intended effect of the spells It works only on spells with twice as Most Rune magic spells are passive with a duration of 15 minutes many or fewer POW points behind them as those sacrificed for the and a range of 160 feet. Rune magic is twice as strong per point of Absorb. Spells with more than twice as many POW points behind POW as battle magic. Thus, it takes 2 points of Dispel Magic to them than the Absorb will get through to the protected target without dispel a 1 point Rune magic spell. loss of POW. However, the Absorb spell will remain to absorb any Unlike battle magic, most Rune spells are “stackable”, meaning future spells of the correct POW, unless dispelled by the proper size they can be combined with themselves to increase effectiveness. Dispel Magic. For example, if Ariella decides a situation is desperate and she The caster of this spell may put it on someone else, but the caster needs another point of Shield to add to one already cast, the 2 pts of of the spell will get the absorbed POW. This spell can protect Shield would give twice as much protection as one, whereas, casting anything, even a sword or a spirit. Protection 1 twice is not equivalent to casting Protection 2 once. The POW points gained through this spell are stored in the spirit The Priest may sacrifice for as many points of the spell as he plane, held by the god for the character's use in casting battle magic wishes, even though some stackable spells may only be used in spells. These points are not added to the current characteristic POW increments of 4 in any one period of time. of the character but are used instead of his own POW as fuel for battle magic spells. As with most stackable spells, no more than 4 points of Absorb RUNE MAGIC SPELLS TABLE may be used concurrently. When the spell expires or is dispelled by Dispel Magic, any remaining stored POW is dissipated. STANDARD (Common to Most Cults) Absorb is incompatible with Reflect, Shield or Spirit Block. 1 Absorb POW 1+ 2 Discorporation POW 1+ BERSERK 2 POW, Non-Stackable, Reusable 3 Dismiss Elemental POW 1+ Range - 80 feet Duration - 15 minutes 4 Divination POW 1+ This spell sends the recipient into a murderous fury. Their attack 5 Divine Intervention POW 1+, One-Use percentages double, but they cannot parry or cast magic and can only 6 Extension POW 1+ dodge using Defence at half normal percentage. Their berserk rage 7 Matrix Creation POW 1+, One-Use makes them immune to incapacitation, shock, unconsciousness, 8 Mind Link POW 1+ fatigue, exhaustion, Befuddle and Demoralize. Personal safety and 9 Multispell POW 1+ all but the strongest loyalties are forgotten in the lust to destroy. If no 10 Reflect POW 1+ foes are active and visible, berserkers will attack friends, mounts, 11 Shield POW 1+ trees or each other, unless they roll INTx1 to throw off their frenzy. 12 Spirit Block POW 1+ 13 Summon Elemental POW 1+ BLESS CROPS 1 POW, Non-Stackable, Reusable 14 Warding POW 1+ Range - 160 feet Duration – Growing season This spell affects an area ploughed by one man in a day, ensuring NON-STANDARD (Available to Specialist Cults) it will produce a crop of at least average quality next harvest time. 15 Berserk POW 2 16 Bless Crops POW 1 CONCEALMENT 2 POW, Non-stackable, Reusable 17 Concealment POW 2 Range - 160 feet Duration - 15 minutes 18 Create Ghost POW 1, One-Use This is a combination of two battle magic spells, Invisibility and 19 Regrow Limb POW 2 Silence, and has the added bonus of making the Invisibility passive. 20 Restore Health POW 1+ If the character protected by this spell attacks with missile, melee, or 21 Resurrect POW 3, One-Use magic, he becomes visible the moment he attacks and will disappear 22 Sunbright POW 1 again upon the same initiative in the next melee round, unless 23 Thunderbolt POW 3+ engaged in melee. In any round the character disengages from melee, 24 True Weapon POW 1 he will disappear again after one round of disengagement. 25 Vision POW 2 CREATE GHOST 1 POW, Non-Stackable, One-Use Range - 160 feet Duration - Permanent This spell requires a ritual performed over the body of a recently slain victim. The caster engages its departed spirit in spirit combat and if he reduces it to 0 POW it becomes a ghost bound to that place. (Some cults have variations of this spell to create other such horrors).

DISCORPORATION 1 POW, Stackable, Reusable Range – Touch Duration - 15 minutes The caster temporarily detaches his spirit from his body and reunites them at will, or after 15 minutes, whichever comes first. The body remains comatose until his return. The ability to separate costs 1 point. Difficulty of maintaining the

59 separation is directly proportional to the distance between spirit and has in Divine Intervention, and if he survives, may use them to ask body, costing 1 further point of the spell per 3 miles of distance. for another miracle later. Thus a Priest must have sacrificed 2 POW points before being able Divine Intervention also has the property of helping the caster but to travel more than 3 miles from his body. not harming anyone else. It cannot be used to strike an enemy dead, While in spirit form, the character may cast spells and teleport the for example. If the gods allowed their powers to be used in this spirit part to anywhere the character can maintain the separation. fashion, they would soon be in direct conflict. This would defeat the A Discorporate character is treated in all respects like an ordinary whole purpose of the proxy wars between mortals, and threaten the disembodied spirit (see spirit rules, Chapter V). A Discorporate world with direct conflict between gods. character will be returned to his body by the use of a properly In certain special circumstances, such as the enchanting of iron or powerful Dispel Magic spell, assuming the user of Dispel Magic can Rune metal armour, only 1 point of Divine Intervention is expected find the Discorporate character by means of the Detect Spirit spell or by the god, and no more need be cast. find the body. Divine Intervention cannot foretell the future or change the past. While Discorporate, a character rolling 00 when attempting to cast Also, Divine Intervention cannot be substituted for learning by an attack battle magic spell will be returned directly to his body. experience or training. While a character is Discorporate, his body is still vulnerable to all damage causing spells, weapons, diseases, etc. If the body dies, the EXTENSION 1 POW, Stackable to 3, Reusable character remains a spirit, showing no more interest in the material Range - 160 feet Duration - Instantaneous world than the spirit of a newly dead character usually shows. This spell extends the duration of temporal battle or Rune spells: 1 POW – Battle magic to 1 hour, makes passive (Rune no effect); DISMISS ELEMENTAL 1 POW, Stackable to 3, Reusable 2 POW – Battle magic to 6 hours, or Rune magic to 1 hour; Range - 160 feet Duration - Instantaneous 3 POW – Battle magic to 1 week, or Rune magic to 6 hours. Unlike This spell can dismiss any small elemental with 1 point, medium all other Rune magic, it must be cast with the spell it is extending. with 2 points or large with 3 points. The caster of the spell must overcome the magic resistance of the elemental for the spell to work. MATRIX CREATION 1 POW, Stackable, One-Use The dismissed elemental is gone, and cannot be summoned again Range – Touch Duration - Permanent until the spell used to summon it has been regained. The elemental This spell is used to create a battle magic spell matrix (see Chapter cannot be dismissed until it is fully formed, When dismissed, the IX). The number of POW points normally needed to cast the spell elemental will disappear exactly one melee round after the dismissal must be sacrificed for Matrix Creation to create a matrix for that spell was cast, and may attack during that round. spell. Thus, to make a sword into a Bladesharp 1 matrix needs 1 point of Matrix Creation. Making a Bladesharp 3 matrix takes 3 DIVINATION 1 POW, Stackable, Reusable points of Matrix Creation. A spell matrix may have only 1 spell in it, Range - 160 feet Duration - Permanent unless a successful Divine Intervention is used for each additional This spell allows the character to ask a question of his god. The spell. If the spell is a variable spell, however, the strength of the answer will usually be a short sentence of up to seven words, though matrix can be increased over time. Thus a 1 point Bladesharp matrix it may, at the referee's discretion, take the form of a vision. could be built up into a 4 point matrix by later use of further Matrix The gods cannot see into the future, being bound by Time as the Creation spells. rest of Glorantha. The ritual takes 1 hour to perform, and must be The matrix can also be created a part at a time, so that a Fireblade done in a recognized holy place sacred to the god being questioned. matrix, needing 4 points of sacrificed POW, can be done over the The probability that a character will correctly read the signs course of several weeks. Of course, it will not have the spell until the (necessary in this ritual) given by the god in answer is POWx5 or entire sacrifice is made. less on D100. No one is perfect, so there is always the 5% chance A Rune Priest cannot make a matrix for a spell he does not know. (96-00 on D100) that the character will read the signs wrong. The referee must then make up a misleading answer. As usual in such MIND LINK 1 POW, Stackable, Reusable cases, the referee rolls the dice. Range - 160 feet Duration -15 minutes Each point of this spell used allows one question to be asked. This spell allows the participants to communicate telepathically and use each other's magical abilities, such as knowledge of spells DIVINE INTERVENTION 1 POW, Stackable, One-Use and POW. Any participant in a Mind Link may use the spell Range – Unlimited Duration - Permanent knowledge and POW of other participants without their consent. May be used to pray for a miracle (“Oh Lord, bring sister Ariella Mind-affecting spells, such as Befuddle or Fanaticism, are back from the dead”, “Oh Lord, return us to your temple at Pavis”, transferred through Mind Link, but Harmonize, which affects the etc.). If the miracle is not too great (only one character may be body, is not. This flow only goes to people directly in Mind Link reunited with his spirit, but a whole party of up to a dozen with the target. If a Rune Priest is affected by an attack on someone Adventurers may be teleported out of trouble), the character's chance he is in Mind Link with, his allied spirit will not be, and can get him of getting the request is 20% per point of spell used. This differs out of it with a Dispel Magic. from the Rune Lord's Divine Intervention. When a Rune Lord asks for divine intervention, he will usually get it, but he will lose a NOTES ON MINDLINK certain amount of POW. When a Priest calls for divine aid, the POW 1. A character must allow himself to be included in the link. has been already allocated for it, and Priest loses no other POW. 2. Morale affecting spells, such as Demoralize, cast against one If the god hears the plea and gives the miracle, the character will member of a link attack all characters linked with the target with have to sacrifice new POW points to receive the spell again. the same attack roll. Thus, an attacker with a WIS of 12 attacking Miracles take up a lot of godly energy, and have to be paid for. Thus, a target with a WIS of 14 needs a roll of 40 and gets 37. The target Divine Intervention is not a reusable spell. is Demoralized. However, the target's bound spirit, with a POW A given character can ask his god for a given miracle only once. If (i.e. WIS) of 15, is not. Also, the Rune mage with the WIS of 18 he doesn't get it then, he never will. If a god does not grant a miracle the target is in Mind Link with is also unaffected. that his Priest has requested, the Priest will keep the POW points he 3. While all participants in a link have the magical knowledge of the

60 others, characteristics, such as INT, WIS and POW, remain the EXAMPLE same for each. Ariella has learned 2 points of Reflect since the last example. She 4. Characters defend against magical attack with their own WIS, and goes on an adventure with Rurik and his followers. As usual, Rurik cannot draw upon the WIS/POW of others for defensive purposes. chooses to attack the first army of trolls he meets, about 20 of them. 5. If character A is linked with character B and C, characters B and C Ariella wins the initiative, scoring 12, and casts Shield on herself are not linked. and the Reflect on Rurik, since she cannot cast both on herself. 6. Any participant may leave the link at any time. Rurik, on initiative 8, closes with the trolls then at initiative 4 is hit 7. Only the knowledge from conscious communications, as are with a pair of spells: Befuddle and Disruption, 1 point of each. communicated by the battle magic spell Mind Speech, are Neither spell works, and the spells are reflected back at their retained after the link is gone. It cannot give permanent casters straight away. The dark troll who threw the Befuddle has knowledge of a spell. WIS of 9, and had POW 9 when he cast the spell, so therefore the 8. Once a voluntary Mind Link has been established, there is no limit reflected spell has a 50% chance to Befuddle him. The referee rolls on the range of the participants' communications. 37 on D100 and curses as the dark troll is befuddled. The dark troll casting Disruption has WIS 9 but POW 13 when MULTISPELL 1 POW, Stackable to 3, Reusable he cast the spell. He took the POW for the spell from a bound spirit Range - 160 feet Duration - 15 minutes (of WIS/POW 6) but it is his own POW which matters. When the This spell allows the user to combine two battle magic spells and spell is reflected at him, it has a 70% chance. The referee rolls 42 cast them at once. These are resolved as separate attacks (except for and this dark troll is Disrupted, taking 2 points of damage. the Disruption spell, which can be combined with itself and resolved In the next round, this troll, realizing he is facing Rune magic, as one attack doing 2D3 damage to one hit location). robs his bound spirit of its 5 remaining points and puts them behind Multispell can be used to cast two different spells at the same a Demoralize spell. Once again, Rurik's high POW keeps the spell time, or to cast spells at two different targets at the same time. This from working (as a Rune Lord, his WIS effectively equals his max spell does not decrease the cost in current POW of the spells to be POW of 19) but because the 5 points of POW were behind the spell, combined, so the user loses the total amount required to cast them it is not reflected back. separately off his current POW. Multispell will not override the usual In the next round, two trollkin hit Rurik with Disruption and limitations on how much of a variable spell can be used. Also, it Befuddle. The Disruption spell user's attack roll is 02! Rurik is hit cannot be used to cast incompatible spells on the same target. Thus, for 1 point in the right arm. The Befuddle spell is a failure and is Multispell cannot be used to create a single sword with Bladesharp 8 reflected but fails to affect its caster. On initiative 4 the dark troll on it, or put Countermagic and Protection on the same character. An decides to get rid of this reflecting nuisance and uses his own POW attack using Multispell will take effect at the latest initiative of any to send a Dispel Magic 8 at Rurik, knowing that this is enough to spell included in the combined attack. knock-down even 4 points of Reflect. His attack roll is not 96-00, so This spell affects all spells cast by the recipient over the 15 minute the spell works, and the Reflect spell is dispelled. duration. Thus, every melee round he can throw two spells. Spells may be different each round. Stacking 2 points of Multispell allows physical damage which caused death. It cannot reverse death due to three spells to be cast, and stacking 3 points allows four spells. ageing or magical characteristic loss. The priestess engages the soul in spirit combat and must inflict POW loss to force it into the body. REFLECT 1 POW, Stackable to 4, Reusable If the resurrected was dead a number of full days, they will have Range - 160 feet Duration -15 minutes lost spells and CON. 1: 6pt spells, 10% CON; 2: 5pt, 20%; 3: 4pt, This spell reflects spells which fail to overcome magic resistance 30%; 4: 3pt, 40%; 5: 2pt, 50%; 6: All spells, 60%. After 7 days it is of the protected character. The reflected spells then attack their caster too late! at the level of his current POW (not WIS) when it was cast. The spell will not work on attacking spells of more points than SHIELD 1 POW, Stackable to 4, Reusable points than the Reflect spell. Because battle magic is only ½ as Range - 160 feet Duration - 15 minutes strong as Rune magic, a Reflect spell stacked to 2 points would not Each point of this spell serves as a 2 point Protection (even over affect a battle magic spell with 5 POW points behind it, but could and above the normal 4 point limit) and a 2 point Countermagic. This reflect anything less powerful, if the spell failed. Reflected spells hit spell is cumulative with either Protection or Countermagic. the caster just a moment after he cast it, at the same initiative. To get past a Shield spell, a battle magic spell must have 1 more Reflect is incompatible with Absorb, Shield or Spirit Block. point behind it than twice the number of points of Shield in effect. Thus, if 2 points of Shield are in effect, a Demoralize spell would REGROW LIMB 2 POW, Non-Stackable, Reusable have to have 5 points of POW behind it to get through. A Rune Range - Touch Duration - Varies magic spell needs one more point than the number of points of This spell repairs a severed or maimed limb. If cast within 1 turn Shield that are in effect. of injury it will repair/regrow at 10% per week, or 10% per month if Shield does not go away if breached. It remains in effect for 15 applied later. It will not work if cast seven or more days after injury. mins or until dispelled with the appropriate strength of Dispel Magic. Shield is incompatible with Absorb, Reflect, and Spirit Block. If RESTORE HEALTH 1 POW, Stackable, Reusable Shield and Countermagic are stacked together, and a spell which Range - Touch Duration - Instantaneous would normally knock down a Countermagic spell of their total This spell restores losses from one specified characteristic due to strength is put against this, the Countermagic will go down, but the disease, magical draining or poisoning. Each stacked point of spell Shield will stay. Thus, if Ariella put up both points of her Shield cures one point of loss (or all if temporary). Does not work on POW. spell, and added 2 points of Countermagic (a total Countermagic effect of 6 points), and a foe put 5 points behind a Demoralize spell RESURRECTION 3 POW, Non-Stackable, One-Use thrown at her, the Demoralize spell would fail, but the 2 points of Range - Touch Duration - Instantaneous Countermagic would also be blown down and she would only have With this spell the priestess finds and returns a departed soul to its her Shield spell left for magic protection. body, which must be healed of any wounds, poison, disease or other

61 SPIRIT BLOCK 1 POW, Stackable, Reusable above spirits and enemies are enemies of the caster. Range - 160 feet Duration - 15 minutes If the Warding is stacked to more than 1 point Warding, treat the This spell blocks 10 points of an attacking spirit's POW if cast Disruption spell attack as if cast with Multispell and combine the before spirit combat begins. Thus, a spirit with a POW of 24 attacks into one with multiple damage value. attacking a Priest protected by this spell would only be able to use 14 Any attack spell cast across the lines of the Warding, or any points of POW in spirit combat. attempt to cross the Warding by an enemy of the caster. Will also If, through spirit combat with the protected character, the spirit is start an intense keening noise, which should wake all within. The brought down to a POW of 10 or below, the two combatants can no warning noise is not necessary and can be suppressed by the longer interact. Of course, a spirit attacking a character protected by conjuring Priest if he covets sleep more in than life. 2 points of this spell would lose the use of 20 points of POW in spirit Multiple point Warding can be used to double or triple the area combat and would not be able to interact with the character after its covered by the Ward, if the user would rather cover area than POW was brought down to 20 or less. increase the power of the Countermagic and Disruption. This spell is incompatible with Absorb, Reflect and Shield. NOTE - The mage with 3 points of Warding can put 1 extra point into the expansion, covering thereby 200 square yards (e.g. 30x60ft) SUMMON ELEMENTAL 1 POW, Stackable to 3, Reusable and 1 extra point into the Warding effects, giving the effect of 2 point Range - 60 feet Duration - 15 minutes Countermagic and Disruption. Summons a small elemental for 1 point, medium for 2 points, or The Warding spell lasts until the wands are removed and any large for 3 points, as described in the next section on “Elementals”. attempt to remove the wands by anyone other than the caster will trigger the defences SUNBRIGHT 1 POW, Non-Stackable, Reusable It can be dispelled with the appropriate strength of Dispel Magic. Range – 160 feet Duration – 15 minutes A sufficiently powerful Detection Blank will allow a character to This spell put a 60-foot radius circle of light around the recipient, walk untouched through a Warding spell because the Detect Enemies giving the effect of full daylight. It will thus demoralize trollkin, alert will not be affected. cave trolls, ghouls and affect shades and vampires. It does not blind a The caster may use this spell to protect an area or object, rather foe, but gives the equivalent of a Shimmer 2 spell (+20% Defence). than himself. The Detect Enemies component will then detect anyone wishing to assault an area, steal an object, or whatever is THUNDERBOLT 3 POW, Stackable, Reusable appropriate to the manner of casting the spell. Range – 160 feet Duration - Instantaneous This spell calls a bolt of divine energy down from a cloudy sky to EXAMPLE smite a specified target in range. It does 3D6 damage, which ignores Ariella has just learned the Vision spell and is ordered to check armour and Protection spells but may be blocked by Countermagic. out a castle, reported to be inhabited by trolls. (As usual, Rurik is Each extra point stacked permits an additional target to be struck. giving the orders, but he's grown slightly more cautious after the last affair.) She puts her viewpoint 30 feet from the near gate, TRUE WEAPON 1 POW, Non-Stackable, Reusable facing back toward the gate, and sees 2 dark troll guards sleeping, Range – Touch Duration – 15 minutes and 10 trollkin avidly rolling dice. Wondering about the rest of the This spell usually applies to just one sort of weapon (True Sword, castle, she turns the viewpoint around and sees about a dozen True Axe, etc) according to the cult. The weapon it is cast upon rolls defenders starting to put their armour on, etc. At the same time, she double normal dice for damage, up to the normal maximum damage. hears a number of snarls. Wanting to know whether she's about to be eaten alive, next round she switches her viewpoint back to her VISION 2 POW, Non-Stackable, Reusable bodily surroundings. Rurik and about 4 others are hotly engaged Range – 160 feet Duration - 15 minutes with 2 werewolves. Trusting Rurik against werewolves, next round This spell gives a viewpoint which may be up to 800 feet away she switches back to her viewpoint so that, after the werewolves from the spirit of the recipient of the spell. looking from this have been disposed of, Rurik can be given a complete account of viewpoint is approximately like looking through the character's eyes, the castle defences. but it gives a 180 degree view. After this spell is cast, the viewpoint can be moved at a speed of 10ft a melee round, and turned 180 degrees in a melee round. The two motions can be combined. While using Vision, the character cannot use his own eyes. However, he can switch back and forth between the spell viewpoint and his own from one round to the next. ELEMENTALS WARDING 1 POW, Stackable to 4, Reusable Range - special Duration - Permanent An elemental is the union of a not very bright spirit, supplied by This spell requires 4 wards as “props”. They must be exactly 6 the Rune Mage's god, and a particular physical form, supplied by the inches in length, and may be made of light wood. It protects an area local environment. There are 5 major types of elementals: Darkness, of 100 square yards (30x30ft) or less from spells cast into it from Water, Earth, Fire and Air, corresponding to those Elemental Runes. outside, attacking spirits, or attempts to enter it from characters There are also Lunar elementals, but since the Red Moon's glow outside the Warded area. The spell also protects the air space above does not yet cover most areas of Glorantha, they are still quite rare. the area for a height of 10ft, effectively creating a cube of protection. The area protected is defined by extension from the positioning of GENERAL PROPERTIES the wands. Each point of Warding functions as 1 point of Counter- The spirit portion of an elemental consists of an INT of D6 and a magic against spells cast from outside the lines of the Warding, 1 POW equal to 3D6+6 (and equal WIS, as usual for spirits). point of Spirit Shield against enemy spirits crossing the lines of the An elemental, having both physical and spirit aspects, is Warding, 1 point of Disruption against all enemies crossing the lines vulnerable to both magical and physical attacks. of the Warding, and a Detect Enemies spell to determine whether the

62 SUMMONING ELEMENTALS Since no elemental has more than D6 INT, complicated orders are The Elemental Rune cults can summon elementals of their likely to be mixed up. However, the summoning character is in Mind Element. Elementals usually come in 3 sizes, small, medium, and Speech with the elemental and may change its orders at any time. large. The elemental will fight for the summoning character until it is An elemental may be summoned to appear anywhere within 60 feet physically destroyed, or the 15 minute time limit is up, whichever of the summoning character. Note the difference from the usual comes first. range limit for Rune magic spells. Having sacrificed for an elemental, a character will get the same An elemental will not move unless ordered to do so. However, an elemental every time he summons it. Its characteristics will never elemental automatically attacks anything caught within or on top of change, even if it is physically destroyed. However, if any of its it. Of course, this can include the summoning character. characteristics are reduced to 0, it will never return, and the Rune Any number of elementals may be summoned at one time, Mage must re-sacrifice if he wants another elemental. controlled by one character, as they fight independently. An It takes an Elemental 1 melee round to form, and 1 melee round to elemental cannot be summoned without at least some of that element receive orders. While the summoner is giving the elemental orders, present. It need not be anywhere near the amount actually used in the neither the elemental nor the summoner may do anything else (such elemental, but when a character is out of water in the desert, he as parry the blow the giant is getting in). cannot summon a water elemental for drinking purposes.

63 DARKNESS (SHADE) WATER (UNDINE) Characteristics Small Medium Large Characteristics Small Medium Large Attack chance 20% 40% 60% Volume 10x10x10ft 20x10x10ft 30x10x10ft Volume 10x10x10ft 20x10x10ft 30x10x10ft STR 1D6+6 2D6+12 3D6+18 STR 1D6+6 2D6+12 3D6+18 Hit points =STR =STR =STR Hit points =STRx½ =STRx½ =STRx½ Movement Rate 9” 9” 9” Movement Rate 18” 18” 18” The undine attacks by engulfing its opponents. Characters caught The shade is a tall, cloaked, human sized figure in a pool of within it must make a die roll of their INTx5 or less on D100 or darkness the size shown above. It engulfs characters in the pool of suffer 1D8 points of damage from inhaling water each melee round darkness and attacks then with fearshock, filling them with such they are caught within. terror that they cannot move. It uses its WIS (POW) against the CON If they make the INT roll, the player can try to roll the character's of the victim(s) as if it were a WIS v WIS magical attack. DEXx5 or less on D100 to escape from the grasp of the undine. The shade attacks with this fearshock on the first round a character An undine can move away from a victim at any time. Anyone is engulfed. The attack roll is compared against the CON of each attempting to block the path of an undine will be engulfed person caught in the darkness. As long as that character is engulfed, automatically. It is usually possible to run away from an undine. he cannot be affected by the shade's fearshock after the first round. Physical and magical attacks can damage the creature, breaking up However, if he or the shade leaves and returns, he will be attacked the cohesiveness of its physical structure, and possibly “killing” it. again. Unconscious characters cannot be affected by a shade's When found on or under rivers, lakes, or oceans, an undine can fearshock. attack like an air elemental. If the shade's attack is successful, roll for the result on the Shade Attack Table. If unsuccessful, also roll but add 50 (101+ is no effect). EARTH (GNOME) Characteristics Small Medium Large Volume 10x10x10ft 20x10x10ft 30x10x10ft SHADE ATTACK TABLE STR 2D6+6 3D6+12 4D6+18 Hit points =STRx1½ =STRx1½ =STRx1½ D100 Result Movement Rate 5” 5” 5”

01-05 Victim dies of fear. A gnome opens a pit under the feet of anyone standing on top of it. 06-35 Victim collapses for 20 minus CON full turns, then must He falls into the depth of about a yard. The elemental then closes the roll CONx5 or less or die as above. sides of the pit in on him. doing 4D6 damage to each leg (armour 36-65 Collapses for 20 minus CON melee rounds. will absorb this damage). If the character survives, he must make his 66-95 Victim cowers in fear for 20 minus CON melee rounds, STRx5 or less on D100 to climb out of the grip of the elemental. The acting in all other ways as Demoralized. gnome can only attack once by this method in a given area because 96-00 Victim runs in fear for home for 20 minus CON melee the pulverized dirt is too fine for another attack. rounds. Will attack fanatically if no place to run to. This elemental cannot be used in areas floored by quarried stone, or solid rock. However, it likes very rocky soil just fine.

Characters making the roll of their INTx5 or less on D100 can MOON (LUNE) attack or cast spells at the shade each round they are inside and make Characteristics Small Medium Large the roll. The shade will strike back, doing D6 plus any damage bonus Volume 10x10x10ft 20x10x10ft 30x10x10ft based on its STR. The attack chance shown above is its chance of STR 1D6+6 2D6+12 3D6+18 hitting. Hit points =STRx½ =STRx½ =STRx½ As with a magical attack, the appropriate amount of Countermagic Movement Rate 18” 18” 18” or Shield will stop the effects. Because this is summoned by Rune magic, 1 point of Countermagic is needed to temporarily stop the Lunes appear as pools of pulsating red light. They form from the effects of a small shade, 3 points a medium shade, and 5 points a intense moon-glow, produced by moon-rocks from the surface of the larger shade. Red Moon. These are difficult to obtain and are available only to Lunar priests, and even then at some cost. The glow of these moon- FIRE (SALAMANDER) rocks waxes and wanes with the Red Goddess herself. Characteristics Small Medium Large On the Dark or Dying days of the Lunar cycle, Lunes cannot be Volume 10x10x10ft 20x10x10ft 30x10x10ft summoned outside of the Glowline (the magical boundary of the STR 1D6+6 2D6+12 3D6+18 Lunar Empire). At Full Moon, Lunes' WIS/POW and HP are x1½. Hit points =STR =STR =STR To attack, they englobe a target, drain 1 current POW per round, Movement Rate 9” 9” 9” and assail them with Madness (roll WISvWIS, see effects below).

The salamander engulfs its victims, attacking their CONs directly with 3D6 heat shock. The roll of 3D6 is matched against the CON of LUNE ATTACK TABLE the victim on the Magical Resistance Table (Chapter V) and, if the attack is successful, the character takes the full damage rolled on Critical: Lose D4 INT permanently; and as re-roll (30–WIS days). 3D6 directly to his CON, as with a poison attack. If unsuccessful, ½ Special: Attack nearest with Fanaticism (30–WIS mins). the amount rolled is applied against the victim's CON. Success: Collapse Catatonic (30–WIS mins). Armour will not protect against this damage, but Protection and Failure: No Effect, but Animals are Befuddled (30–WIS mins). Shield spells will. Fumble: No Effect.

64 AIR (SYLPH) SAMPLE CULTS Characteristics Small Medium Large Volume 10x10x10ft 20x10x10ft 30x10x10ft DEITIES STR 1D6+6 2D6+12 3D6+18 Gods are the most potent beings in the universe. The most Hit points =STRx½ =STRx½ =STRx½ powerful of them are far older and stronger than any other spirits Movement Rate 18” 18” 18” around. There is a hierarchy among deities, ranging from old gods like A sylph attacks by taking a character caught within it and throwing Orlanth (the Sartar Storm God) down to tribal ancestors, wood him to the top of the elemental, and then dropping him. Damage nymphs, and ancient chieftains. Any of these may be the object of a done is 1D6 per 10ft of fall. Thus a small sylph can do a maximum cult, though a powerful god can lend far more power to its priests of 2D6 damage, but by making the elemental 20ft high, a medium than a weak one can. sylph can do 3D6 damage, etc. (See Falling rules in Chapter III). Gods pay attention to their worshippers because they make An Adventurer may try to resist by pitting his STR against that of sacrifices, which add to the god's power. A deity use thus respond to the elemental. This should be resolved as if the elemental were requests from his priests, shamans, and initiates who officiate at attacking the character by magic, except that it pits STR against sacrifices. STR, rather than WIS against WIS. If the character resists, he stays A god will usually ignore requests made by his ordinary worship- on the ground. pers because (1) they do not officiate at sacrifices, (2) they should be If there is more than one target within the area covered by the kept in line by the clergy anyhow, and (3) a god with decent sized elemental, it may divide its STR equally among the targets and cult has not the time to deal with all of his worshippers on an overcome each STR on an individual basis Thus, a large sylph with a individual basis. STR of 30, having three targets within one area, can attack each target with a STR of 10. If it works against one, but not against the RUNEPOWER others, then one victim goes flying while the others stay on the As well as the standard Rune magic spells, deities will be able to ground. If so commanded, it will attack only one target, leaving the grant certain Rune magic which are a speciality of their cult, usually others alone. associated with the Runes of the cult. Two different gods, even of the Characters may choose to attack or cast spells at a sylph instead of same Runic association, may develop entirely different arrays of resisting, in hopes that the sylph will be destroyed in mid-toss, spells for their Priests. Some examples of Runepower spells are causing only ½ damage for the toss. The characters will be tossed, given in the sample cults following, and in the RuneQuest playing however. aid Cults of Prax. The referee wishing more variety in his universe is A sylph can also be used to fly characters around. A small sylph encouraged to develop his own cults. The elemental summoning can lift one man sized (SIZ 20 or smaller) being, a medium sylph spells described previously are in actuality examples of Runepower two man sized or smaller beings, and a large sylph, three. The sylph spells, as only cults with an elemental Rune have access to them. must be ordered to do this, and cannot do anything else while doing it. If one wants to try to lift a giant, or other large creature, divide its GENERAL SIZ by 20. A sylph that can carry the resultant number of men can Cults may be divided into three classes, depending on how widely carry the monster. worshipped the god is and how powerful he/she is. These are inter- related factors, as a god draws power from being worshipped. ELEMENTAL RUNE IDENTITIES The first and most powerful type of cult is that of a major deity. Each elemental Rune has certain things identified with it in the The major deities of Glorantha include the Seven Lightbringers, as mythology of Glorantha. well as many others. These gods usually have subsidiary deities associated with them and their Priests have access to Runepower RUNE COLOUR METAL WEAPON PHYLUM spells of several Elemental Runes, and one, or perhaps more, Power Darkness Black Lead Club/Rock Insect Runes as well. One example of this sort of cult is the Orlanth cult of Water Blue Aluminium Whip/Flail Fish Sartar, which is described below. Earth Green Copper Axe Reptile A major cult like this will have more than half a million worship- Fire/Sky Yellow Gold Spear/Arrow Bird pers and a large hierarchy with many temples. They are quite Lunar Red Silver Sickle - formalized, and shamans have little to do with them. The second type of deity is a medium power deity, with anywhere EFFECTS OF IDENTITIES from fifty thousand to five hundred thousand worshippers. There are Colour - Rarely has any effect on the world, save that the Priests usually no associated minor deities. The Priests of such a deity have of an elemental Rune cult usually wear the appropriate colour. one Elemental Rune and a modifying Power Rune though perhaps Metal - Rune Priests of a particular element have the ability to the only modifier will be one of Form or Condition. The Darkness harden that element's metal into weapons with strength equal to Rune cult of Kyger Litor, Mother of Trolls, described below, is an bronze. However, iron is preferred by these races which can handle it example of this type. due to its greater durability and absorption of damage. The third class of cult is composed of minor deities, subsidiary Weapon - Rune Lords of a particular elemental cult will usually deities such as mentioned above, and powerful spirits who have not specialize in the cult-identified weapons. managed to make the jump to godhood. Most of the spirits in the Phylum - Members of the particular phylum often make excellent board game Nomad Gods are in this class. They often have only familiars for Rune levels of that Rune. However, they are not limited shamans interrelating with them, and no actual priesthood. If they to that type of animal. Note that the Lunar “element” arose too late to have Priests, they can only give them 1 or 2 point Runepower spells acquire a phylum identification. and they often have only part of the Rune magic described earlier available. The Black Fang Brotherhood described below is an example of this class of cult.

65 A BRIEF LIST OF CULTS YELM PANTHEON – Gods of the Imperial Golden Age YELM - The Sun God & Emperor THE ORLANTHI PANTHEON – Gods of the Hill Barbarians YELMALIO - Son of the Sun, Sun God of the Frontier POLE STAR - God of Dance & War THE LIGHTBRINGERS – Heroic Saviours of the Sun & World LODRIL - God of Heat & Volcanoes ORLANTH - King of the Gods, the Storm King, Husband of Ernalda Others: Daga, God of Drought; Dayzatar, The Pure Light; Dendara ISSARIES - God of Trade, Travel & Communication (Ernalda), the Good Earth, Yelm's Wife; Donandar, God of Music & LHANKOR MHY - God of Lawspeaking, Lord of Knowledge Dance; Golden Bow, God of Archery; Gorgorma, Keeper of Secrets; CHALANA ARROY - Goddess of Healing & Comfort Hyalor Horsebreaker; Lokarnos, God of Wagons & Commerce; EURMAL - The Trickster, God of fools & Outlaws Nysalor, God of White Light; Oakfed, the Holy Fire; Oslir, the River The other two were Flesh Man, who was driven mad, and Ginna Jar, God; Ourania, Queen of Heaven; Uleria, Goddess of Love; Voria, who remains an enigma. Spring Virgin; Vrimak, God of Hawks; Yelorna, the Star Huntress.

ERNALDA - The Earth Mother, Sometime Wife of Orlanth THE TROLL PANTHEON - Gods of Hell and Darkness MASTAKOS - God of Mobility, Orlanth's Charioteer KYGER LITOR - Mother of the Trolls ELMAL - God of Sun & Horses, Orlanth's Thane ARGAN ARGAR - God of Surface Darkness, Troll God of Trade DONANDAR - God of Music & Dance XIOLA UMBAR - Troll Goddess of Compassion, Healing & Solace BABEESTER GOR - The Holy Avenger & Guardian of the Earth ZORAK ZORAN - God of Hate & Vengeance, Troll God of War HUMAKT - God of Death, War & Endings Others: Annilla, Goddess of the Blue Moon; Aranea, Goddess of Others: Asrelia, Grandmother of Wealth; Barntar, the Ploughman; Spiders; Arkat Kingtroll; Asrelia, Keeper of Wealth; Gorakiki, Daka Fal, Judge of the Dead; Gagarth, God of the Wild Hunt; Mother of Insects; Subere, Goddess of Inner Dark; Zong the Hunter. Grandfather Mortal; Kero Fin, Mountain-Mother; Mahome, Hearth Goddess; Maran Gor, the Earthshaker; Oakfed, God of Holy Fire; ALDRYA, SPIRIT OF THE FORESTS – Goddess of Elves Odayla the Hunter; Urox the Storm Bull; Ty Kora Tek, Goddess of The religion of elf-kind is dominated by Aldrya, mother of elves and the Dead; Uleria, Goddess of Love; Valind, God of Winter; Vinga, their kin, the dryads, pixies and runners. All such are born to her cult Warrior-Princess; Voria, Goddess of Spring; Yinkin the Shadowcat. and, except rare rootless elves, remain so through their long lives. ALDRYA – The Goddess and Mother of Elves, Spirit of the Woods THE LUNAR PANTHEON – Gods of the Empire & Civilization Other gods sometimes favoured by elves: Babeester Gor, the Holy THE RED GODDESS - The Red Moon, The Mistress of Time Avenger; Flamal, Father of Seeds; Gata, Goddess of the Earth; Voria, Goddess of Spring; Yelmalio, God of Winter Sun. THE SEVEN MOTHERS – Re-creators of the Red Goddess SEVEN MOTHERS - Guardians of the Lunar Borderlands THE ARRAY OF CHAOS – Gods of Terror and Destruction YANAFAL TARNILS - Lunar God of War The Lunars are widely hated for permitting Chaos, but even their all- QUEEN DEEZOLA - Lunar Goddess of Healing embracing faith won't tolerate the excesses these cults often commit. IRRIPPI ONTOR - Lunar God of Knowledge CACODEMON - God of Cannibalism, Murder, & Ogres JAKALEEL THE WITCH - Lunar Goddess of Witchcraft KRARSHT - Chaos Goddess of Hunger & Intrigue DANFIVE XARON - Lunar God of Repentance VIVAMORT - God of Vampires The others are Teelo Norri, whose cult is a simple charity with no Others: Atyar, the Knowledge Thief; Bad Man, Shaman's Nemesis; priests or initiates, and She Who Waits, only worshipped in Glamour. Bagog, Mother of Scorpions; Gark the Calm, Chaos God of Eternal Peace and Zombies; Malia, Goddess of Disease; Nysalor/Gbaji, the ETYRIES - Lunar Goddess of Trade and Commerce Deceiver; Pocharngo the Mutator; Primal Chaos, the Chaos Ooze; HWARIN DALTHIPPA - The Conquering Daughter Ragnaglar the Mad; Thanatar, the Severed God; Thed, Goddess of Others: Annilla, the Blue Moon; Arachne Solara, Goddess of Fate; Rape, Mother of Broos; Tien, the Headhunter; Wakboth, The Devil. The Crimson Bat, Steed of the Red Goddess; Gorgorma, the Keeper of Secrets; Nysalor, the Illuminator; The Red Emperor, Living God of OTHER RELIGIONS IN GLORANTHA the Empire; Yara Aranis, Goddess of the Reaching Moon. Many more gods exist in Glorantha. The ones listed above are those most popular in central Genertela. Others include: Mostal the Dwarf PRAXIAN PANTHEON – Nomad Gods of the Wastes God or World Machine; Malkioni Saints of the Western Knights and WAHA - God of the Praxian Tribes, Kahn of Prax, Man-God Sorcerors; Sea-gods Dormal the Sailor and Magasta of the Mermen. EIRITHA - Mother of Herds, Woman-God THE STORM BULL - God of Berserks and the Desert Wind DAKA FAL - Judge of the Dead, Speaker to the Spirits ORLANTH Others: Foundchild the Hunter; Horned Man, the First Shaman; Malia, Mistress of Disease; Oakfed, the Wild Fire. MYTHOS AND HISTORY Orlanth was one of the many sons of Umath, the Primal Air. His THE PAVIS ARRAY – Gods in the Frontier City of New Pavis mother was a mountain goddess named Kero Fin, and because of this PAVIS - Founder-God of the City of Pavis he has always been associated with mountains. FLINTNAIL - Dwarf God of Pavis Crafters The most famous struggle of Godtime was the rivalry between ZOLA FEL - God of the River of Cradles Orlanth and Yelm, the sun god. It is known in mythologies which do BLACK FANG - The Black Fang Brotherhood of Assassins not even worship these two gods. Others: Orlanthi, Lunar and Praxian Gods; Argan Argar, Troll God In their own myths, the contest is central to worship. There are of Trade; Etyries, Lunar Goddess of Trade; Humakt, God of Death many tales telling of one or the other god's victory. One such contest & War; Issaries, God of Trade; Lanbril, The Forgotten, God of is when the gods made weapons. Thieves; Lokarnos, Solar God of Commerce; Teelo Norri, Young Yelm made the silent and far-shooting arrow, inspired by the Life; Uleria, Goddess of Love; Yelmalio, Son of the Sun. piercing effect of his rays. Orlanth got the sword which was inspired

66 by the slicing of the wind through the world. Later the duel grew of former cult ties and swear to devote himself “to the winds”. He more serious and Orlanth used the new power, Death, to kill Yelm. pledges himself to follow his priest and his god. He must have a This brought the Lesser Darkness upon the world. sponsor who is already an initiate. He must pass a test given by the During the Lesser Darkness, Orlanth led a strong army of priest. This test can be abstracted to be the sum of his INT, WIS, and immortals with many allies. CHA, added to the number of years he served as a lay member, with Then Chaos crept into the world upon the trail made by Darkness. an additional point for each 100 L donated to the cult. The total is the Monsters and demons scouted through the cosmos, preparing the number needed on D100 for acceptance. The priest may choose to way for the Devil. Gods whose names are now lost to us died. take into account great deeds done for the god. Realms of beauty were lost, and there was fear among the gods when Flesh Man gibbered his visions of the future to them. Orlanth found EXAMPLE his mother dead, saw his father suffering and chained between the Jarang Bladesong wishes to become an Orlanth initiate; his earth and sky, and took upon himself the task to right the wrongs sponsor is his priest, Argrath Dragonspear, whom Jarang has which had brought such disaster about. faithfully served for 6 years. Jarang has INT 12, WIS 14, CHA 11, He took what tools and weapons he could, called some friends and and will donate 2000 L to Dragonspear's cult. Recently Jarang met others along the way, and thereby joined the Lightbringers who killed a Lunar priest intent on Argrath's life, and the priest reckons searched unknowable paths to rescue the world. that act worth an additional 20%. For his leadership of the Lightbringers and his acknowledged For Jarang to gain initiate status (and also get protection from superiority over Yelm, Orlanth was confirmed as chief of the air the Red Moon), his player must throw (12+14+11+6+20+20=) 83 gods. He also took the title of King of the Gods. That title is or less. He rolls an 03, critical acceptance! Argrath returns the recognized by Lightbringers and some others, but not by all of the 2000 L as partial gratitude and greeting. Jarang now is a very deities of the world. loyal member of Argrath's Orlanth cult. Orlanth's cult is extensive, and it is understandable that such diversity would spawn some differences of worship. In general, three REQUIREMENTS TO REMAIN INITIATED forms of the god are recognized. Orlanth Adventurous is the most Initiates must tithe 10% of their income, including income made widespread, for this god-form appeals to those who wander and while on leave. adventure. Orlanth Thunderous is the weather god aspect and is Initiates are required to spend at least 6 weeks a year aiding in the worshipped where people commune with the violent storms of defence of their priest and in performing tasks for him. This is on a nature. Orlanth Rex is the King of the Gods, and is worshipped by rotating basis and determined by the priest. chieftains and nobles and poets. Orlanth Adventurous is shown here. During cult holy days, initiates must give up 2 points of POW in their prayers. They are bound to the cult likes and dislikes. RUNIC ASSOCIATIONS The primary runes of Orlanth Adventurous are Air/Storm, MUNDANE BENEFITS Motion, and Mastery. As is normal with major cults, there are Initiates who are captured will be ransomed by their own priests if numerous other affiliations. possible, or by friends. Rescue is as likely as ransom. Circumstances will determine which option is used. ORGANIZATION Orlanth Adventurous initiates may receive cult training in the foll- There is no permanent structure of Orlanth Adventurous cults. owing skills at ½ price. Some of these are received from associate Each high priest runs an independent and separate “ministry” for his cults. Evaluate Treasure, Climbing, Acrobatics, Find/Disarm Traps, worshippers. There are occasional Orlanth Rex priests present, and Listen, Spot, Hide in Cover, Move Quietly, Storm Speech, Literacy, they may command respect and hospitality from the high priests, but any Sword. there is no fealty or permanent command between them. The Initiates of Orlanth Adventurous have the usual opportunities for individual high priests of the cult work together as need be, but may purchasing Rune magic. remain independent. They may learn Bladesharp and Farsee at ½ price. Organization below the high priest is arbitrary and depends only on the whim or nature of the priest. Priests and Rune Lords will RUNE LORD MEMBERSHIP normally report to one or another high priest, though this can change at need. It is very easy to get a leave of absence from an Orlanth high GENERAL STATEMENT priest. Rune Lords of Orlanth Adventurous are called Wind Lords, and Whenever a priest reaches the high priest stage, they may set up are the embodiments of the Adventurer. His life task is to perform their own ministry if they wish, or remain with their high priest. A deeds to honour his god, and so he roams the world seeking danger priest might also take over an ongoing ministry whose priest is and strife, impetuously taking up quarrels and fearlessly defending incapacitated, has died, has transferred to a temple in Dragon Pass, his friends. He has no permanent allegiance to any “ministry” but or otherwise retired. simply moves from one to the other, serving as he can and being served by priests and initiates in turn. REQUIREMENTS TO JOIN AS LAY MEMBER Rune Lords are urged to become Priests as well, when they meet Orlanth welcomes almost all beings who breathe air. This includes proper requirements. all the elder races (yes, trolls too). Lay members must have reached their maturity (between 16 and 20 for humans) and must make the REQUIREMENTS FOR ACCEPTANCE choice to join by their own free will. Candidates for Wind Lord who fulfil the minimal requirements and have been initiates for at least a year will be accepted by the INITIATE MEMBERSHIP priests almost automatically. Only a roll of 96-00 on D100 will cause rejection. Even then the candidate can try again next season. REQUIREMENTS FOR INITIATION Candidates may also attempt to become a Wind Lord even if they The prospective initiate of Orlanth must have belonged to the cult have not previously been initiates. They must prove their sincerity for at least a year as a lay member, and must make a formal rejection (which the priest will check through a Divination spell), make a

67 contribution of at least 1500 L in cash or kind (which does not aid in RUNE PRIESTHOOD: WIND VOICES his acceptance roll), and pass an exam which is abstracted into INT+WIS+CHA divided by 3 and multiplied by 5 on D100. GENERAL STATEMENT All candidates for Wind Lord must have 90% proficiency with any The Wind Voice of Orlanth Adventurous is the vessel for the Sword weapon, plus 90% proficiency with any 4 of this list: another magics of his god to come to the world. They are responsible for the weapon, Oratory, Riding, Climbing, Shield, Mapping, Spot Hidden, spiritual health of their entire ministry. Note that Priests must spend Hide, Move Quietly, and Storm Speech. much of their time performing proper rites to keep the winds blowing and to bring the blessings of Orlanth Adventurous to the BENEFITS widespread worshippers who do not have the benefits of a priest's A Wind Lord has the immense benefit of being called upon for presence. many dangerous tasks and trying to outshine his contemporaries in Those many tasks make it impossible for a Wind Voice to keep in feats of glory and prowess. He is the subject of awe, admiration, and shape by training. Thus he must be limited to an ability of DEXx5 many poems. Stranger Wind Lords are treated with respect by almost for all DEX based skills. They may, of course, continue to advance everyone they meet, and given food and shelter if they ask. Familiar toward and up to their maximum DEX limits by experience, though Wind Lords who have proved themselves to their tribe live like not by training, and still know Knowledge skills appropriate to the khans on the gifts which they receive from friends or people thankful cult up to the maximum possible. or hopeful of their help. They have their choice of booty taken on raids by them and their followers, and so get to keep the best 10% REQUIREMENTS FOR ACCEPTANCE for themselves. Priests of Orlanth Adventurous must be able to speak their Iron weapons and armour are rarely available to present to a Wind native tongue and Storm Speech at least 80%, have a POW of 18 or Lord upon his accession to the rank. He may receive one piece of more, WIS 9 or more and convince the examiners in the usual iron to mark his status, but it is often the first quest for the new Wind fashion. This is abstracted as a die roll of WIS+CHA+number of Lord to gain his whole regalia of iron accoutrements. 100s of Lunars divided by 3 and multiplied by 5 on D100. They must also have been initiates for at least 2 years. RESTRICTIONS Wind Lords have honours to uphold, and the following challenges RESTRICTIONS must be made. Wind Voices must never fail to succour one of their congregation. They must eat eggs once a week (a sign of contempt for Yelm) and Upon meeting a Yelmalio Priest or Lord, cry out: can never use birds as familiars (because of the sky connection). Cats Wandering Sun, Jealous Uncle, I have a New Toy here, see it? are the preferred familiar. Test me, twice if you can, for a Gold Piece each right Answer. The Wind Lord and Light Son must then engage in a Riddling BENEFITS Contest, the loser paying a Wheel for each wrong answer. (INTx5) Wind Voices attached to tribes or clans are revered for having their exotic powers of Rune magic. Although they have no official status Upon meeting any Earth Priestess: in tribal affairs, they are usually allowed to sit in on council meetings Sweet Green Woman, Look at me! I am come, the Conqueror! and voice their opinions to the elders. None can stand before me. I am yours, what Dark shall I fight? Priests of Orlanth are always given preferential treatment when The priestess may then order the Wind Lord to fight any force of becoming associate members of other Lightbringer cults. Darkness which has bothered her in the last week. She does not have Priests are allowed to initiate new members, as usual, and to keep to, but if she does then the Wind Lord gains the right to make one the money given as part of their examination. demand upon her Fertility spell on the next Springtime Earth Rite. RUNE SPELL COMPATIBILITY Upon meeting other Lightbringer Priests or Lords: Priests of Orlanth Adventurous may get any standard Rune spell. Good Greetings in ill times, Friends! No person can risk the world Since the cult emphasizes Mobility more than Storm, members may Join others you can share with, They need not be like you. \\alone. summon only small and medium sylphs, but may dismiss any size of If any among those met are are hungry or thirsty, need healing, or elemental. have been unfairly treated, the Wind Lord must help them. SPECIAL CULT RUNE SPELLS Upon meeting something of Chaos: Foul slime, curse of existence, begone! Turn your back and Flee fro- TELEKINESIS Cost - 1 POW point I will kill you, you are evil. Lie and whimper before me. \\m Me. Range - 160 feet Duration - 15 minutes If the chaotic thing does not do as told, the Wind Lord must fight Non-Stackable Reusable it to kill it. If it turns its back or lies and whimpers he can still kill it The caster may transport any one object weighing no more than without besmirching his honour. It is not necessary for a Wind Lord SIZ 20 (about 350 pounds) through the air for up to 15 minutes. In to attack anything he deems overly large, but he must get help and this situation, each 14lbs encumbrance equals 1 point of SIZ. The bend his efforts to destroying the chaos as soon as possible. caster must overcome the WIS of any resisting creature or thing with Chaotic things on this hate list are Broos, Scorpion men, Ogres, WIS he attempts to lift. Gorp, Dragon Snails, Bullsitch and people of the Lunar persuasion. With this spell, one can pick up anything not nailed or glued It is possible for a Wind Lord to spare a Lunarite who is not tainted down. To move something nailed or glued down, the player rolls his by chaos personally, but only to try to save them from their perverted current WIS against the STR of the nails or the glue (which must be Lunar ways. determined by the referee) This is the same procedure as in overcoming magic resistance. The maximum speed of the object so Also, as any other Lightbringer Priest or Lord, a Wind Lord must moved is movement rate 18”. answer the Lightbringer's Summons, or lose all powers from his god: “Chaos stalks the world, Broos have bruised me, ...” etcetera.

68 WIND WORDS Cost - 2 POW points When Yelm the sun god came to Hell after being killed, Kyger Range - 160 feet Duration -15 minutes Litor was among those Darkness deities who fought against him. Non-stackable Reusable Like the others, Kyger Litor was defeated, and so Yelm earned his If downwind, the caster can cause the wind to bring in conversa- place as a God of the Dead. But the bright death was too much for tions within range to his ears as if standing next to the speakers. the dark troll races to bear, and they fled in fear and anger from their birthplace. Kyger Litor led them by secret ways to the surface world GUIDED TELEPORTATION Cost - 3 POW points where Night already hid, and so began the Great Darkness. Trolls Range - Anywhere in Glorantha Duration - Instantaneous and their Dark God allies fought against the forces of the Surface Non-stackable Reusable World, where all was already well-disintegrated in the Gods War. This non-stackable spell always will return the caster to a specific Many spirits were killed trying to fight the exiled trolls, who still spot which has been made sacred to Orlanth through a complicated were very powerful. week long ritual connected with acquiring the spell. Only a priest can The trolls ruled much of the surface world during the Great cast the spell, and only on himself. Darkness, but they also bore the brunt of the fighting against the things of Chaos which swarmed upon the world with the Devil. TELEPORTATION Cost - 3 POW points Islands of life clung precariously to their questionable existence Range - 160 feet Duration - Instantaneous through the war against Chaos, and were often led by trolls and their Non-Stackable Reusable gods. Of those gods, Kyger Litor was the most popular. Sighting for this spell must be done visually. The caster can During this war against Chaos, Kyger Litor built the legendary teleport to any spot he can see, either on his own or through the eyes Castle of Lead in the region of the Rockwood Mountains near of a familiar or through a Mind Link or Vision spell. He cannot Dragon Pass and Prax. This region, a centre of troll population called teleport to any place he cannot thereby see. The spell carries the Dagori Inkarth, attracted the greatest amount of enemies of Chaos, caster and all his body gear but will not carry any other living thing, and aided all nearby centre of population by doing so. Kyger Litor even should the caster wrap his arms around it. A stackable spell, it also aided Waha once, and she was once saved by Arroin the Healer. can be used to teleport someone else, within the same limitations. Also, trolls from there fought in the I Fought We Won battle where Chaos was defeated in the Great Darkness. SUBSERVIENT CULT - SANDALS OF DARKNESS This cult is one of the four magic weapon sub-cults of Orlanth, SINCE TIME BEGAN and is the only one available to Orlanth Adventurous. He stole this Kyger Litor was one of the more powerful deities at the Dawning. from Kyger Litor in the Darkness One Rune spell is available from She had to be consulted in the Great Compromise which made Time, this for the Wind Voice. and she agreed to it as did all the gods. Many of her minions were frightened again by the orb in the sky, but it was much weaker this DARK WALK Cost - 1 POW point time, so many could withstand it. Even so, trolls prefer to act during Range - 160 feet Duration -15 minutes the comfortable darkness hours. Non-stackable Reusable At the end of the Dawn Ages, the trolls were the first to quit the This spell allows the user to be totally invisible and soundless in Second Council which was performing a massive ritual to try to darkness and shadow to anyone within the range. Blend-in is total. create a god. The trolls all claimed this was too close to Chaos. The dragonewts eventually agreed and were the second to withdraw, as well as most of the priests of the Old Gods. The Council continued its experiment and spawned the god Gbaji, who deluded and seduced the world and was responsible for the Chaos Wars which destroyed the Dawn Ages. In that time, the Broken Council (those who remained of the Second Council) cursed the troll race, and despite the best defences of Kyger Litor and her followers, the curse struck and worked. Trolls call this the Great Woe, or Trollkin Curse. The Great Woe did not destroy the trolls, but merely stunted their growth. Not all the race was affected, so some always bred true, but almost ¾ of all births after the curse were of stunted things called trollkin. It was almost obscene that these creatures lived, but they KYGER LITOR did, and soon represented the bulk of troll population. Their inferior status always was accepted by trolls; trollkin rarely have the mental, MYTHOS AND HISTORY magical, and physical abilities to think otherwise. Several attempts to break the curse have been unsuccessful. One BEFORE TIME attempt resulted in litters of trollkin being born rather than single Kyger Litor is one of the old Dark Deities, but one whose ones. Breaking this curse is the prime interest of Kyger Litor, who importance was not possible until the creation of the Man Rune. wishes to cleanse her race. From the vague and unknown spirits of the Old Dark, she stepped Trolls continue to be strong in Dagori Inkarth, and from that area, forth to mate with the Man Rune for her mistress, Subere, also called they have often travelled to plague other races. One army marched Hell Darkness. There, in the lightless world, the Men of Darkness out and managed (with great magic) to defeat the plains nomads and were made, and so was spawned the race of trolls. occupy the city of Pavis. Also, after the Dragonkill War (c.1100S.T.), The troll races first lived within the bowels of the Underworld, much of Dragon Pass was occupied by trolls. In Legends of the Hero and it was a satisfying, though primitive, life for them. Kyger Litor Wars, several troll armies are noted, either for hire or as invaders. walked freely among all living trolls, and she founded many houses of noble trolls to rule over the lesser breed. These ancient beings are RUNIC ASSOCIATIONS called the Mistress Race Trolls. Kyger Litor has two Runes: Man (Form) and Darkness (Element).

69 NATURE OF THE CULT Lay members may purchase any standard battle magic spell except for Fire Arrow, Fire Blade, Ignite, Light and Lightwall, which they REASON FOR CONTINUED EXISTENCE are also forbidden to use. Lay members gain no special spells. Kyger Litor is the ancestress of the races of trolls, and as such forms the root of all their beings. She is very popular with her INITIATE MEMBERSHIP children and so continues to exist. Also, she is one of the primary fighters against Chaos. This fact is REQUIREMENTS FOR INITIATION begrudged by humans and troll-haters, but undeniable. Her Candidates for initiation must know one weapon to at least 40%, a importance in this is enough to prompt an occasional human to join. shield or parry weapon at least 40%, speak Darktongue at least 80%, and have POW of 10 or more. The POW requirement effectively SOCIAL/POLITICAL POSITION AND POWER denies initiation to most trollkin. Human cults of Kyger Litor are never powerful. Among trolls, Candidates must take a pro forma examination by a priest, and though, it forms the very fabric of their society and permeates will pass unless they have performed hostile or questionable acts. everything they do. Cult positions are in many ways the same as Initiation is a matter of course for most dark trolls at 14 years of age. social positions. Thus, the goddess, through her priests, is extremely important in determining troll behaviour. BENEFITS Initiates operate on a working relationship with their priestesses PARTICULAR LIKES AND DISLIKES similar to that of all warriors to their chieftains. Favoured initiates Kyger Litor has a working relationship with all cults of the will receive whatever they can earn or get by cheating. The best Darkness as neutral parties and potential friends. Kyger Litor dislikes initiates will be chosen for the personal band of the of the priestess all gods of Light and Fire. Trolls rarely befriend members of Light or and receive full board, armour, weapons, and training. Others, less Fire cults, and more often are downright fearful of their powers. This fervent in their religion, will receive round-headed maces, medium is most noticeable among the weaker races. shields, and a minimal militia training. Kyger Litor dislikes the Lightbringers for many reasons. They Initiates may purchase all skills at normal prices. It is possible that were among those deities which Kyger Litor fought when she first their priest may purchase some for them as well, if they are among led her children to the surface world, and they deserted the defence the chosen. There are no special skills available to initiates. of the cosmos when they left on their quest. Even though their quest Darkwall and Bludgeon spells may be purchased at ½ price. saved the cosmos, Kyger Litor feels that she could have done well without them and she is very resentful that they brought back Light. RUNE LORD MEMBERSHIP - KARRG'S SONS Kyger Litor dislikes Mostal and Aldrya, god of dwarves and Rune Lords are warrior leaders of the community. The priestesses goddess of Aldryami, respectively. Both feuds started in godtime, are powerful, but have many important functions and duties beside and have harried the races like plague in Time. In the Second Age, that of war. War is a special matter, and Kyger Litor prefers to leave there were great wars in which the trolls lost territory, wealth, and it to the Rune Lord sub-cult of one of her sons, called Karrg, who thousands of lives to their foes. Especially disliked are the dwarves, started the class. Attaining lordship in the cult is the same as joining. who invented iron, which trolls (and elves) cannot use at all. REQUIREMENTS FOR ACCEPTANCE ORGANIZATION To become a Rune Lord, a member must have been an initiate for The cult of Kyger Litor is widespread but has no set structure for at least 1 full year. They must know Darktongue at 80%. They must determining any single head except for the goddess herself. Among also have at least 90% in two weapons plus a shield or parry weapon, trolls supremacy is determined by the principle of might makes right. and have at least 90% in any two of these skills: Climbing, Jumping, Tribes are run by priestly hierarchies which form the social Set Trap, Listen, or Camouflage, and other normal requirements. superstructure of the troll communities. They are matriarchal in structure, with the priestesses being the leaders of the community. RESTRICTIONS However, trolls are never one to disavow simple strength, and it is Rune Lords of Kyger Litor are not allowed to speak directly with always possible for a male troll to be a “priestess” too, or for a trollkin, and require underlings to act as intermediaries. They must female troll to be a warrior. ritually eat a quantity of some vegetable matter – this includes Elves. If there is ever a Mistress Race troll present, then she always will Rune Lords must always allow a musician to finish a song or tune be the head of the community hierarchy. Without one of these before he praises or condemns it, as Kyger Litor loves music. dominant creatures, the high priestess will be the most powerful of Rune Lords must own slaves (to show the superiority of trolls) and the priestesses present. are urged to own non-troll slaves. Rune Lords favour black clothing, Any number of priestesses may report to the high priestess and but may trim or decorate it as they wish. They must never travel they may be chief priestesses, with their own holy hierarchy as well. about unarmed, even in their own dwelling. The ruling factor is personal loyalty of the followers. BENEFITS LAY MEMBERSHIP Rune Lords will be given a set of magically smithed lead armour Lay membership is granted to all trolls and trollkin who reach upon attaining their status. This is equal to good bronze in point their fifth birthday without dying. They remain lay members until absorption and encumbrance. Expensive sets of armour are available, they attain status to become initiates. set with jewels and sculpture. Even non-troll Lords use this and not Non-trolls may join the cult, but to become even a lay member, iron, which trolls cannot touch. they must pass an examination which is the same as that of becoming Rune Lords will normally bind their allied spirits into their a Rune Lord. Remember that CHA is reduced for being a foreign weapons. Hafted weapons can be made of lead and treated, so they species. A non-troll passing this exam will undergo a ritual rebirth won't break as easily, giving 5 additional damage points. ceremony and afterwards be addressed as a troll by cult members. Rune Lords have the honour of leading armies in battle, and of They will have no more special exams other than those required of leading small parties on specialized missions. Even priests must all members. defer to their command when in the field with them.

70 RUNE PRIESTHOOD THE BLACK FANG BROTHERHOOD The priestesses of this cult are the social leaders as well, forming a theocratic hierarchy based on family ties. That is, the communities The Black Fang Brotherhood was formed some 200 years after the are run by noble families who also control the priestesshood. Their troll invasion of the Pavis Rubble, when a human shaman met Black rudimentary religion mingling with their punitive way of life makes Fang on the spirit plane. Black Fang was a legendary bandit of the two facets indistinguishable at times, and the members of the approximately 100 years before who had raided everyone inside the members of the priesthood are revered, but with reverence mingled Rubble irrespective of race. with superstitious awe, familial loyalty, and political necessity. Black Fang's spirit serves an unnamed god and can dispense Rune magic to worshippers. REQUIREMENTS FOR ACCEPTANCE Candidates must meet the normal requirements. Their language is NATURE OF THE CULT Darktongue, with ancient written history from before the Darkness. This is a small cult, whose 300 or so worshippers are assassins and They must be initiated at least 2 years, and know Mindspeech. cut-throats. It is organized as a large extended family with initiates being “adopted” into the family. RESTRICTIONS Priestesses of the cult actually have few restrictions, save that they INITIATES make no compromises in maintaining the cult needs, likes, and Initiates are found by being known to the shaman-priests of the dislikes. Also, they must accept responsibility for their followers' cult. They must work on cult missions before being accepted. Black welfare, and provide them leadership. Even a troll populace will Fang does not accept worshippers who are not initiates. accept only limited tyranny. The prospective initiate need not meet the qualifications given in Their DEX based skills are limited to DEXx5%, as most priests. the basic rules for initiation. Instead, the candidate must convince a controlled spirit of the high priest of the cult by making the same roll BENEFITS against the spirit as he would have to make as a Rune Lord allying a Priestesses are allowed to extract as much as they can from their spirit. If the roll is unsuccessful, the spirit will engage the candidate followers, and are treated with all the dignity and honour of the in spirit combat, because he will know too much to be let free. If the community. They have earned the right of speaking for their roll is successful, he has convinced the spirit and becomes an initiate followers in higher councils, or with outsiders. This dealing with and one of the family. The spirit does not become his ally. outsiders includes trade benefits, diplomatic missions, and so on. RUNE LORDS RUNE SPELL COMPATIBILITY A candidate for Rune Lord must be an initiate who can brew a All standard Rune spells are available from the cult of Kyger Litor. poison of potency 20 and Hide in Cover, Camouflage, Move Quietly, They may summon shades as their elementals. and Climb at 90% each. He must also be at least 50% with dagger and Evaluate Treasure. These skills are taught to initiates at ½ price. SPECIAL CULT RUNE SPELLS RUNE PRIESTS DARKSEE Cost - 1 POW point Priests of Black Fang are shamans, too. Like most shaman-priests, Range - 160 feet Duration -15 minutes they have the ability to sacrifice the POW they have stored on the Non-stackable Reusable spirit plane for the cult's Rune magic. Because this is a small cult, Allows creatures which see best in full daylight to see in the dark only the following standard Rune magic spells are available to the as if it were full daylight. Creatures which are primarily nocturnal priests. can see in full daylight as if it were the dark to which they are accustomed. It also negates the effects of sunlight on trollkin and Concealment Divination Divine Intervention* cave trolls. It negates Blinding. Extension 1 Mind Link Multispell 1 Shield Spell Teaching Spirit Block BLINDING Cost - 1 POW point Vision Range - 160 feet Duration -15 minutes Stackable Reusable * The shamans of Black Fang have the special ability to use 1 point Blinds the target entity. The chance of the target hitting or parrying of Divine intervention to keep an activity of one of the cult's with a weapon goes down to the basic 5% and visually targeted members from being discovered by Divination. spells cannot be cast (Detect Life or Healing still could be). Every extra Rune point use of this spell adds 25% to the chance of it SPECIAL CULT RUNE MAGIC working. Thus, if the caster had a WIS of 18, it would attack as if he had a WIS of 23, if he cast 2 points of it instead of 1. SHATTERING Cost - 1 POW point Range: 160 feet; Duration: Instant; Non-stackable; Reusable. COUNTER CHAOS Cost - 2 POW points This Rune spell acts as 4 Disruption spells at once, all directed at Range - 160 feet Duration -15 minutes one target. As it does an average of 8 points of damage when it hits, Non-stackable Reusable it is a very lethal spell. The target resists with one WISvWIS roll. Shields the character on whom it is cast against the effects of any special ability a monster may get from its connection with Chaos. MISCELLANEOUS NOTES Thus if, for example, a chaotic creature had +3D6 POW due to a Membership in the cult is dangerous, as there are many who will chaotic feature, the protected character would be immune to spells put to death anyone suspected of being a member. However, they are cast by it until it was down to the normal 3D6 range; a chaotic often useful to the powers that be, so they are tolerated unofficially creature cannot regenerate from wounds made by the protected and even encouraged, as long as they serve the authorities purposes. character, etc. The priest may cast this spell on himself or another.

71 VIII MONSTERS

CREATURES OF GLORANTHA All CHA given for the individual monsters apply to their charisma among others of the same race type. When dealing with other races, Glorantha is a world with many races other than mankind. Many especially for the purpose of joining cults dominated by another different gods have created intelligence in their own image, and the species, the character's CHA score is reduced by 10. Many cults have images have not always been humanoid. no such restriction on other beings, or have them for only certain Due to the constant contact between different species, xenoph- other beings, but this must be established per cult. obia among the common races is virtually unknown on Glorantha. Thus, if Rurik, with a CHA of 16, attempted to join the troll cult of Specific races, such dwarves and elves, dwarves and trolls, and elves Kyger Litor, his CHA would be considered as 6 for the purpose of and trolls, are engaged in constant warfare, but the reasons are based persuading the examiners. It is quite possible for a cross-racial on ancient treacheries and religious differences. aspirant to have a negative CHA for the purposes of joining a cult. The most prevalent race on Glorantha is mankind. Men are prol- Unless otherwise specified, assume that a beginning character ific, and they have spread throughout the world. The reincarnating version of one of these monsters starts out with about 25% capability dragonewts are slowly dying through evolution, the elves are too tied in the skills shown. The percentages given herein are for monsters to their forests, and the surface world holds no appeal for the encountered by adventurers. dwarves. The ancient curse resulting from the Dragonkill Wars has It is always possible to increase the monster's chance of hitting by turned the slow-breeding trolls into a fading race. Into this vacuum, assuming they are more experienced. This keeps them from mankind has stepped. Human philosophers theorize that only pushovers once the player characters have developed. Eventually, humanity has truly adapted to the onset of Time and made the full player Rune Lords and Rune Priests will run into monster Rune transition from the God Time before the Great Darkness. Lords and Rune Priests. Yet, during the time of the Hero Wars, there were still many Build up to this slowly so that everyone can have a good grasp of strange intelligent beings on Glorantha. For convenience, they have the basics before risking encounters between minor godlings. all been lumped together in this chapter. Many of them can be played as player characters. NON-HUMAN RACES

NOTES ON THE USE OF INTELLIGENT CREATURES Many non-human races are divided into several sub-groups with Many monsters should not be played as characters immediately. different characteristics. The following are descriptions of attributes Players should accustom themselves to the play of human charac-ters common to each of these races. Specific characteristics of each sub- before branching out into the exotics. Many of the races described group will be given in the individual monster descriptions. have clear advantages over the human. Referees desiring a certain The six largest groups are: the Aldryami, Beast Men (and Man reality in their campaign should realize that these are mostly very Beasts), dragonewts, lycanthropes, Praxian riding animals, and trolls. reclusive or rare races who stick to their own and rarely venture out amongst humanity, unless it is to fight it. Thus, the adventuresome THE ALDRYAMI dragonewt, ogre, or morokanth is a rarity and a campaign in which The race known as the Aldryami consists of elves, dryads, pixies, every player chose to be an exotic would be very strange indeed. and runners. Like their eternal enemies, the trolls, the Aldryami are However, the occasional dragonewt, ogre, baboon, or newtling vulnerable to iron, the “new metal” and cannot handle it. Any makes a refreshing change, lending an enjoyable whimsical quality damage from an iron weapon penetrating their armour will do twice to the game play. normal damage. The Runes of the Aldryami cult are the Elemental It is not suggested that players play the subgroups amongst the Rune of Earth, the Power Rune of Fertility, and the Form Rune of races with intelligences of less than 3D6. However, if one wishes to Plant. play a dumb character, he may do so, always remembering that this is a role-playing game. Dumb monsters should be played dumb. BEAST MEN (AND MAN BEASTS) Species maximum amongst the various races portrayed is the In Glorantha, the Beast Men and Man Beasts live mostly in Beast maximum dice roll plus number of dice, as with humans. If the Valley. They worship at the Wild Temple and their king is the centaur characteristic concerned has an add, such as 2D6+6, the remaining Hero, Ironhoof, son of the Mistress of Animals. There are many addition is considered to be one die. Thus, a characteristic of 3D6+3 forms of these strange hybrids, but we will deal with the principle has a species maximum of 21+4 or 25. This also applies to additions varieties of centaurs, manticores, and minotaurs. The Runes of the of 12 or 18 or 24. They all count as one additional die. Beast cult are the Power Runes of Fertility and the Form Rune of Beast.

72 DRAGONEWTS could ignore such cursing, but as a result of the curse, the trollkin The dragonewts are an incredibly ancient race, so ancient as to appeared, stunted progeny of the mighty troll frame. have their own Rune. They are warm-blooded reptiles but humanoid After the Dragonkill War, trolls took refuge in Dragon Pass and in shape, with differing appurtenances (wings, tails, etc.) appearing Shadows Dance, retreating into Shadows Dance when more humans and disappearing, depending on their stage of development. Even moved back into the pass. They are now principally a mountain- among those of the same stage of development, their skin colours dwelling race, at perpetual war with elves and dwarves, and dealing may be different, although it is suspected that this may be simple with man as the occasion demands. The initial dispersion of trolls paint or tattoo. was so great after the Dragonkill Wars that several distinct breeds When a dragonewt dies, whether in battle or otherwise, he is rebo- arose, as well as one blasphemous cross-breed with men. rn, with all memories or experience intact. However, a dragonewt All trolls have the same aversion to the “new metal” iron, as elves, must go through the stages described later, in order, and are far more refusing to handle it and taking double damage from iron weapons. regimented than humanity or most other humanoid species. Trolls are able to move in the darkest night, due to their stygian All dragonewts are left handed. If they die, they are reborn in the origin. They have a perception, “dark sense,” not available to other “nests” of their own home city races. Dark sense combines hearing, smelling, feeling, and some non-specific sensing abilities, and allows trolls to manoeuvre as LYCANTHROPES though humans in sunshine. Shape changers are a lonely breed, tainted with Chaos, and Though trolls hate the light, that element does no direct harm to disdainful of civilization. Few know whether they are animals who most trolls. Cave trolls and trollkin, however, are affected by light. can take on human shape, or humans capable of assuming the shape of an animal. In either case, they can assume the strength and senses NON-INTELLIGENT MONSTERS of the animal form at the expense of some intelligence (varying as to Besides the usual wild animals and trained animals, there are a species). In animal shape they are immune to the effects of bronze number of strange and exotic creatures in Glorantha to bedevil and weapons, which bounce off. Only pure, Runic, metals can harm destroy the unwary Adventurer. Unless used as guard animals, they them, as well as magic. Thus, they will be affected fully by a rarely carry treasure, but treasure factors (see Chapter IX) are given Fireblade put on a bronze weapon, or the 3 points of damage from for them anyway. Bladesharp 3 put on a weapon. This damage will be absorbed by Characteristics for beasts are a bit different. They have no INT or their skin armour. CHA rolls, just a set amount. When determining INT-based abilities Because of their magical nature, one lycanthrope can wound for unintelligent monsters such as perception skills, their WIS is used another lycanthrope with its natural weapons. Poison will affect a instead because these creatures work on instinct, not intelligence. lycanthrope, if the skin of the creature is penetrated. Also, if a monster is shown to have more than one attack, it can Lycanthropes include bear-walkers, tiger sons, tusk brothers, and use both at once, instead of working under the guidelines for two- wolf-brothers. They are a very rare breed, whatever animal they weapon combat shown in Chapter IV. Many such beasts also dodge become. Genes for lycanthropy are recessive, so that only matings instinctively, so have effective Defence of DEXx3. Some intelligent between lycanthropes breed true, and most children of two lycanth- monsters also have this ability, as shown in their descriptions. ropes are either animal or human without shape-changing ability. Lycanthropes can change form at will, taking 1 melee round to MONSTER DESCRIPTIONS accomplish the change. On nights of the full moon, which happens once a week in Glorantha, the lycanthrope must change to its beast KEY TO DESCRIPTIONS form and roam the countryside. Each monster will be described, then a set of statistics will be Their Chaotic nature gives them their abilities of shape change and given after the description. invulnerability to impure metals. They do not have Chaotic features. Contrary to popular folklore, the bite of a lycanthrope does not CHARACTERISTICS - This is the description of what dice to roll, transmit the shape-changing ability. for each characteristic, if the monster is to be created from scratch as a player character, and gives the possible range for encountered PRAXIAN RIDING ANIMALS monsters. POW equals WIS unless otherwise noted. The nomads of Prax each ride distinctive animals, whose attributes AVERAGE - These are dice roll results for an average creature, for are similar in some ways to horses, but in other ways are quite use in creating monsters for quick play. different. Only a Praxian nomad could ride the animal of his tribe, WEAPON - Describes the types of weapons or the mode of attack and one would never touch a horse, not even to eat it. Horses are commonly used. taboo on the Plaines of Prax. DEFENCE – (Converted assuming standard 25% skill, e.g. in RQ2 The statistics are given for Adventurers running into Praxian 5% reduces chance to hit by 1/5th so becomes 20% Defence). nomads, who will not get off their animals if at all possible, and for INITIATIVE - The initiative bonus of the average monster. An espe- the occasional Praxian Adventurer. cially dexterous or clumsy monster might be quicker or slower. The riding animals of the Prax nomads are the bison, bolo-lizard, ATTACK - This is the basic attack percentage of a just-grown high llama, impala, rhino, sable and unicorn. monster. Some monsters will be considerably more dangerous. Again, this is a convenience for quick stocking of scenarios. TROLLS DAMAGE - This is usually expressed as a basic damage for the The troll race is sometimes called the dark men, or Men of weapon (such as D4 for a claw) plus any STR adds the average Darkness. It is an ancient race, tied to the Darkness Rune (see monster would have. Some may do far more, or less, damage. Chapter VII), and was old in Godtime, when age could not be PARRY – Armour points of the weapon, if it can be used to parry. measured. Since the coming of Time to Glorantha, the race has ARMOUR - Either the basic armour a creature will have or the value withered. Since the time of the Broken Council, when the combined of its skin as armour. curses of the humans and elves assailed both dragonewt and troll for SPELLS - What spells the average being knows. their supposed treason, the trolls have suffered. The dragonewts OTHER SKILLS - An indication of any other specialities the creature might have, due to unique upbringing and background.

73 BABOONS Characteristics Average Baboons are intelligent animals who dwell in plains and hilly STR 2D6 7 Hit Points 4 areas. They are the victims of a curse. Like their unintelligent INT =2 2 ARMOUR: 2 point skin cousins, they travel in family groups of 15 to 20 individuals, WIS D6+12 15 Defence 20% including males, females, and children. Their weapon use is limited DEX 2D6 7 Initiative -2 to slings and spears, but they are proficient with claws and teeth. CON 3D6 10 Movement Rate 6” They may wear armour, but must buy it from humans. CHA =5 5 Treasure Factor 36 They can use all normal battle magic. SIZ 2D6 7 They are beasts, and any Rune magic they use will be slanted toward the Beast Rune. They are said to have cult worshipping a Weapon Attack Damage monkey god with all the usual cult attributes. Baboons rarely enter Glance 100% Death other human cults since it is a rare temple which will accept a Claw x 2 25% D6-2 baboon as a member. To become a Rune Lord, a baboon would need skills of 90% in BEARWALKERS fighting with claws, teeth, spear, and sling. He would also need skills This is a breed of naturally large and strong men and women who at 90% in Tracking, Trap Set/Disarm, and Spot Hidden Items. can change to bear shape. They are very solitary folk, usually living quite alone in the woods at all times. They are capable of retaining a Characteristics Average large share of their human intellect while in bear form. STR 3D6+6 16 Hit Points 5 They cannot use offensive magic in bear form and, since they do INT 3D6 10 ARMOUR: 1 point skin. not change anything they are wearing when they make the change to WIS 2D6+6 13 Defence 20% bear shape, they do not usually wear clothes, armour, nor weapons. DEX 2D6+6 13 Initiative +1 As human shape, they can learn anything a regular human does. CON 3D6 10 Movement Rate 15” CHA 3D6 10 Treasure Factor 7 Characteristics Average SIZ 3D6 10 (~5ft) STR 2D6+6 (x2) 13 (26) Hit Points 8 INT 3D6 (x2/3) 10 (7) ARMOUR: 1 point skin. Weapon Attack Damage Parry Range WIS 3D6 10 Defence 10% (30%) Claw 40% D6+3 DEX 3D6 10 Initiative = Teeth 30% D8+3 CON 3D6 10 Movement Rate 12”(15”) Spear 40% D8+3 AP 10 CHA 3D6 10 Treasure Factor 16 Sling 40% D4 240ft+ SIZ D6+12 15 (~6ft2)

NOTE - Common technique is to stab with a spear and close to Weapon Attack Damage use claw or bite. Claw* 60% (D6+8) SPELLS – Ironhand 2; Protection 2; Speeddart (1). Bite* 50% (D10+8) OTHER SKILLS - Tracking 30%; Spot Hidden Item 25%; Spot Hug* 25% (2D6+8) Traps 25%; Move Quietly 25%. * Can only attempt one a melee round.

BASILISKS OTHER SKILLS - Track by Smell 50%; Hide in Cover 40%; Unnatural creatures created by magic, Basilisks partake of the Move Quietly 50%; Spot Traps 50%; Spot Hidden Items 50%. Death Rune modified by Chaos and can only be created by priests of such cults. The secret of their creation is not in a spell, but knowing BISONS the right time and invocations to perform the various rituals. They Resembling the North American bison, this is a surly and intrac- are produced from the egg of a cock hatched by an adder. table beast, save in the presence of its rider. Its thick skin gives it They have a rooster's head with a black feathered neck and the some protection and its basic attack is the charge. body of a small dragon with scales and a spiny crest down the back. The main attack of a basilisk is in its glance. It does not have to Characteristics Average catch the eye of a victim. It must only concentrate on a target over a STR 3D6+24 34 Hit Points 17 course of a melee round and, if it can overcome the target's WIS in a INT =2 2 ARMOUR: 3 point skin. straight magical attack, the target dies. It does not lose POW in these WIS 3D6 10 Defence 20% attacks. The gaze of the basilisk acts as 3 point Rune magic (i.e. it DEX 2D6 7 Initiative -2 will get through and take down up to 4 points of Countermagic). CON 3D6 10 Movement Rate 18” Being engaged in close melee cannot stop a basilisk from looking CHA =8 8 Treasure Factor 26 at its opponent. The rituals of creation constrain a basilisk from SIZ 3D6+24 34 looking at its creator, but the power of the creature is such that no mage can control more than one at a time. Weapon Attack Damage Butt* 70% 2D10+12 or Trample* 70% 6D6 to downed foe * A bison cannot butt and trample in the same melee round.

74 BOLO LIZARDS Weapon Attack Damage Parry Range These are large dinosaur-like creatures which run on their two Bow 50% D6+1 240ft+ hind legs, bearing a small rider. The lizards will avoid direct combat Lance 40% 2xD8+3 whenever possible. (Ostriches are similar: +1 STR, -1 SIZ, +2 DEX) Broadsword 35% D8+3 AP 10 Hoof* 35% D8+3 Characteristics Average Medium shield 35% AP 12 STR 2D6+12 19 Hit Points 10 * Can kick with hoof at the same time as striking with a broadsword. INT =2 2 ARMOUR: 1 point skin. ARMOUR – Leather body and legs (2), Composite helm (3). WIS 3D6 10 Defence 45% SPELLS - Healing 2; Mobility 2; Immobilize 2. DEX D6+12 15 Initiative +2 OTHER SKILLS - Play Lyre 75%; Tracking 50%. CON 3D6 10 Movement Rate 18” CHA =7 7 Treasure Factor 16 CLIFF TOADS SIZ 2D6+12 19 Usually found in areas where there are large rocks, such as ruins of old fortresses and in rocky wilderness areas such as mountains or Weapon Attack Damage canyons. Being of a grey and pebbled appearance, they like areas Bite* 40% D6+4 where they can blend into the surroundings. and Kick* 40% D8+4 The small young ones are only a nuisance, going after provisions * A bolo lizard attacks with both bite and kick in the same round. and small edible items (such as familiars). The larger adult cliff toads are known for hanging onto the side of cliffs with their sucker-tipped BROOS feet and grabbing up a large warhorse or its rider with their tongue Human-bodied and goat-headed, the broos (or goatkin) are tied (STRvSIZ). They then swallow the prey whole (up to their SIZ-10). irrevocably with the Rune of chaos. They are given to atrocities and The tongues of cliff toads can attack at a 10-foot range for each D6 foul practices, and carry numerous loathsome diseases. of SIZ. They grow throughout their lives. They will hire out for pay, but tusk riders are more desired as On the round after the tongue hits, it will zip the target into its mercenaries, and that is saying something. They are immune to all mouth 80% of the time. As the tongue sticks to the victim, a miss in poisons and diseases. swallowing means the victim takes D6+bonus constriction damage, Their usual armour is generally cuirboilli, though they will wear with an 80% chance of being swallowed next time. Digestive acid metal if they can scrounge or steal it. Human and dwarf smiths will has potency 1 per D6 of SIZ. Toads have 2-12 (2D6) size dice. not sell them armour or weapons. Characteristics Average Characteristics Average STR 2-12D6 7 to 42 Hit Points 4 to 21 STR 2D6+6 13 Hit Points 9 INT =2 2 ARMOUR – 1 point per 2D6 SIZ INT 3D6 10 ARMOUR: 3 point armour WIS 3D6 10 Defence 20% to 5% WIS 3D6 10 Defence 10% DEX 3D6 10 Initiative = DEX 3D6 10 Initiative = CON 3D6 10 Move 1” per D6 of SIZ / Hop 5” CON D6+12 15 Movement Rate 13” CHA =7 7 Treasure Factor 5 to 21 CHA 2D6 7 Treasure Factor 8 SIZ 2-12D6 7 to 42 SIZ 2D6+6 13 (~5ft10) Weapon Attack Damage Weapon Attack Damage Parry Tongue 35% D6 (-2 to +16) Club 30% D8+1 AP 4 Swallow 80% Digestive acid, POT 1 per D6 SIZ (2 - 12) Spear* 30% D8+1 AP 10 Butt 40% D6+1 COCKATRICES They are very similar to a basilisk, and are created by Stasis Rune * Usually a stick with a fire-hardened point. mages with a taint of Chaos. They are similar to basilisks in shape, ARMOUR - Cuirboilli body, Leather limbs, Horned/etc head (3). but have more feathers. The feathers are also browner. OTHER SKILLS - Tracking 40%. The cockatrice is different from the basilisk in that he turns CHAOTIC FEATURES - There is POWx3 chance a broo will have a victims to stone, instead of killing them. Only a divine intervention chaotic feature from the list on page 89. or some obscure form of Stasis (or perhaps Mobility) Rune magic DISEASE - There is a 50% chance a broo will carry a random can free a character once he is stoned. The manner in which a disease on his body and/or weapons. character can become a statue is shown below. The peck injects a poison into the body of the victim. This poison CENTAURS is just a conductor for the “attack” of the cockatrice's WIS versus the Centaurs are the leaders among the beasts, known for their music- victim's. If the cockatrice is successful, the victim turns to stone. ianship and archery. They are also formidable charging with lances. Characteristics Average STR 2D6 7 Hit Points 4 Characteristics Average INT =2 2 ARMOUR: 2 point skin STR 3D6+6 16 Hit Points 13 WIS D6+12 15 Defence 40% INT 3D6 10 ARMOUR: 2 point armour DEX 2D6+6 13 Initiative +1 WIS 3D6 10 Defence 5% CON 3D6 10 Movement Rate 12” DEX 3D6+3 13 Initiative +1 CHA =5 5 Treasure Factor 7 CON 3D6 10 Movement Rate 18” SIZ 2D6 7 CHA 3D6 10 Treasure Factor 22 SIZ 4D6+12 26 Weapon Attack Damage Peck 30% D10-2 and Petrifies

75 DEMI-BIRDS * A jet of flame or gas 3ft wide by 50ft long. The potency of the The mount of the dragonewts, they are in perpetual Mind Link flame/gas is equal to the dragon's WIS. with their riders and follow their every order. They look like great ** Skin armour points determined randomly: 2D4+2. flightless birds, resembling an ostrich - hence “demi-birds”. Flame does point damage to armour and body on hit location. Gas is a systemic poison which matched versus CON of the victim. Characteristics Average STR 3D6+18 28 Hit Points 12 DRAGON SNAILS INT =2 2 ARMOUR: 2 point feathers Created in the Great Darkness of the God's War when the Spire of WIS 3D6 10 Defence 40% Law exploded and the Devil was pinned in the Plaines of Prax DEX 2D6+6 13 Initiative +1 beneath the fragment known as The Block. These are giant, dragon- CON 2D6+6 13 Movement Rate 18” headed snails often having two heads. They are found in marshes and CHA =7 7 Treasure Factor 20 watery areas and will eat anything organic. These are Chaos SIZ 3D6+12 22 creatures with many individual characteristics which can be found on the Chaotic Features Table on page 89. They are known as “Parts of Weapon Attack Damage the Devil.” Peck* 65% D4+3 Kick* 55% D6+7 Characteristics Average * A demi-bird will peck and kick one or two foes at the same time. STR 4D6+12 26 Hit Points 13 INT =1 1 ARMOUR – 7 points average DRAGONS WIS 3D6 10 Defence - The dragons for which Dragon Pass is named are immense DEX 2D6 7 Initiative -2 creatures whose main occupation is sleeping, dreaming of greater CON 3D6 10 Movement Rate 4” days during the Godtime, and entertaining emissaries of the warring CHA =2 2 Treasure Factor 30+ factions of the area. If the dragon likes an emissary, he joins its side. SIZ 4D6+12 26 If he doesn't, he eats him. True dragons cannot be bothered by individual Adventurers or Weapon Attack Damage small bands. And since they are above such things as the collection Bite* 50% D6+8 of gold, they have no hoards to tempt the unwary. * If two heads, each will bite a different target at the same time. However, the mind of a dragon is a powerful thing. While it dreams, its baser nature, the suppressed desires for blood and gold, ARMOUR - 8 point shell; 4 point body. comes out. The dreaming thought of a dragon can wander about the CHAOS – These creatures have D3 chaotic features. entirety of Glorantha at will, and when blood and gold are available to those thoughts, a dragon may stir. His dreams take tangible form DRAGONEWTS - FIRST STAGE: CRESTED as a sort of “mind child” of the dragon. Missile users and skirmishers, they apprentice in the philosophy of dealing with problems, and adversaries, by avoiding them. DRAGONS - DREAM The dream dragon has physical form, created by the mind of the Characteristics Average true dragon. Its INT, WIS and POW are taken from the subconscious STR 2D6 7 Hit Points 4 mind of its creator, and cannot match the true magnitude of those of INT 3D6 10 ARMOUR: 1 point skin an awake dragon. The full dragon thinks of its creation as a dream, WIS 2D6 7 Defence ~20% of course, but dragons have traditionally been unable to separate DEX 2D6+6 13 Initiative +1 dream from reality. CON 3D6 10 Movement Rate 9” Like a human dream, the dream dragon may manifest all the CHA 3D6 10 Treasure Factor 9 unfortunate subconscious traits of its creator, expressed in greed and SIZ 2D6 7 (~4ft10) bloodthirstiness. They are usually found alone, sitting on a heap of money and gems. Their usual form is serpentine with four legs and a Weapon Attack Damage Parry Range pair of wings. They often have a fiery or poisonous breath, as shown Bow 25% D6-1 240ft+ below. There is no way to tell just what a particular dragon can or Sling 25% D4-1 240ft+ cannot use as a “breath weapon”, as each is individually created at Javelin 25% D6-1 60ft the whim of a full dragon's subconscious. Short sword 25% D6-2 AP 10 They are called dream or pseudo dragons by sages acquainted with Small shield 25% AP 8 their origins. Others call them serpentine dragons, or just dragons. SPELLS - Healing 2; Disruption (1); Mobility 1; Shimmer 1; Speed- Characteristics Average dart (1). STR 6-20D6 21 to 70 Hit Points 11 to 35 OT'HER SKILLS - Hide in Cover 25%; Move Quietly 25%; INT 4D6 14 ARMOUR: 4 to 10 point skin Camouflage 25%. WIS 4D6 14 Defence 30% DEX 3D6 10 Initiative = DRAGONEWTS - SECOND STAGE: BEAKED CON 3D6 10 Movement Rate 10”/18” When the crested dragonewt has increased its ability with a CHA 3D6 10 Treasure Factor 14 to 190 weapon to 50%, increased its other skills as far, and built up its POW SIZ 6-20D6 21 to 70 to over 12, it is reborn as a beaked dragonewt.

Weapon Attack Damage Claw 45-140% D6 +5 to +30 Breath 40-100% see below*

76 Characteristics Average STR as was +12 19 Hit Points 13 INT as was 10 ARMOUR: 3 point skin** WIS as raised POW 13 Defence ~40% DEX as was 13 Initiative +1 CON as was +6 16 Movement Rate 9” CHA as was 10 Treasure Factor 32 SIZ as was +12 19 (~6ft10)

Weapon Attack Damage Parry Range Klanth* 40% D8+4 AP 12 Spear 40% D8+4 AP 10 Medium shield 40% AP 12 Sling 50% D4+2 240ft+ Bow 50% D6+2 240ft+ Javelin 50% D6+2 60ft Short sword 50% D6+4 AP 10 * Klanth is an obsidian-edged longsword.

**ARMOUR – Will also wear armour if found. SPELLS - Healing 2; Disruption (1); Mobility 1; Shimmer 1; Speed- dart (1); Bladesharp 1, Repair (2), Immobilize 1 or Fireblade (4). OTHER SKILLS - Hide in Cover 50%; Move Quietly 50%; Camouflage 50%; Ride Demi-Bird 75%.

The beaked dragonewt earns a fighting demi-bird and is placed into a perpetual Mind Link with it. The beaked dragonewt is an embodi- ment of the philosophy of assailing all problems and brushing them out of the way.

DRAGONEWTS - THIRD STAGE: TAILED PRIEST When the POW of the beaked dragonewt reaches 18+, he is next reborn as a tailed priest, the initiate into the Dragonewt Rune cult. As such, his DEX based skills, such as fighting, are reduced to a level of DEXx5 and most other results are similar to those affecting a human Rune Priest (Chapter VII). However, he is taught the use of a long, double-bitted ax as his priestly weapon up to the aforementioned DEX limit.

Characteristics Average STR as was -6 13 Hit Points 10 INT as was 10 ARMOUR: 2 point skin WIS as raised POW 18+ Defence ~60%+ Due to the nature of dragonewt existence, a dragonewt will not DEX as was 13 Initiative +1 attempt to gain Rune mastery in any Elemental Rune, though a CON as was 16 Movement Rate 12” particular adventurous dragonewt may seek associate status with the CHA as was 10 Treasure Factor 38 cult of a Power Rune such as Death or Harmony. SIZ as was 13 (~5ft10) Characteristics Average Weapon Attack Damage Parry STR as was x2 26 Hit Points 16 Poleaxe 65% D10+1 AP 10 INT as was 10 ARMOUR: 10 points Others as beaked dragonewt but at 65% attack. WIS old POW +D6 21 Defence ~80%+ DEX as was 13 Initiative +1 SPELLS - D10 Rune magic spells plus those under beaked CON as was 16 Movement Rate 15” dragonewts. CHA as was 10 Treasure Factor 111 OTHER SKILLS - All those under beaked dragonewts. SIZ as was x2 26 (~8ft)

DRAGONEWTS - FOURTH STAGE: FULL PRIEST Weapon Attack Damage Parry Range When the tailed priest has accumulated 20 or more points of Klanth 90% D8+8 AP 12 sacrificed POW, he will next be reborn as a full Priest. His WIS and Pole Axe 90% 3D6+8 AP 10 POW suddenly jump another D6 and his maximum possible POW Javelin 90% D6+4 AP 8 60ft gain rises proportionately, to 28. Medium shield 90% AP 12 At this point, he once again begins to gain in fighting skills, Other weapons as beaked dragonewts except 65%+ abilities. attempting to bring himself to the level of a dragonewt Rune Lord. ARMOUR - Scale armour over 5 pt skin. Once reaching this level, the dragonewt Rune Lord begins his SPELLS - 20+ POW points of Rune magic spells plus battle progression towards Hero status. magic spells as under beaked dragonewts. OTHER SKILLS - As beaked dragonewts at 90% range.

77 DRAGONEWTS - FINAL STAGE: INHUMAN KING Weapon Attack Damage Parry Range When the full Priest has attained Hero status, he will be reborn as Sling 30% D4 240ft+ the Inhuman King, of which only one is awake and alive at any time. Short sword 30% D6-1 AP 10 A slain Inhuman King is reborn as a dragon, and flies off to join the Small shield 30% AP 8 ancestral dragons, wherever they may be. At that time, one of the reserve eggs, containing a full Priest/Hero, in the Dragon's Eye ARMOUR - Cuirboilli body (3), Composite helm (3). (capitol of the dragonewts) is hatched and the occupant stands OTHER SKILLS - Swimming 90%; Hide in Cover 40%. revealed as the Inhuman King, gaining wings and, again, a tail. It is necessary that a replacement for the Inhuman King be hatched DWARVES very soon, for as long as there is no Inhuman King, dragonewts will Also called Mostali, the dwarves are underground dwelling not be reborn, and their spirits will leave the cycle, never to be artificers. They are continually at war with the elves and no friend to reborn. trolls. The enmity between elf and dwarf is long standing and Also, if the egg nests of the dragonewt's home city are destroyed, reaches back to their separate creations. However, both are basically he will not be reborn until the full Priests go through a long (months worshippers of Earth (though in two entirely different aspects) and long) ritual to cleanse and recreate the nest. Both home city and will combine against the forces of Darkness as represented by trolls. Inhuman King must be present upon Glorantha for a dragonewt to be The byword of their relationships at all times is mutual distrust. reborn. The dwarves have the ability to see in the dark. They were the discoverers of iron and were the first to learn to work it. Dwarves are DRYADS welcome in almost any Earth Rune cult (the Aldryami is an obvious A totally female race which breeds with elves for continuance. exception) as well as their own Earth/Stasis Rune cult. They can join They form the core of the Aldryami cult priesthood. They specialise the other Earth cults without the -10 CHA loss for trying to persuade in magic, having little inclination toward fighting. Due to their high members of other races. WIS at birth, they are usually members of the Rune cult very early. However, since they dislike the surface world, they will rarely join They are always tied to their tree of birth. Any affliction suffered any other Earth cult. They will often journey to the surface to gain by the tree is felt by them, and vice versa. They are rarely found as experience and bring back to the Earth some of his plundered Adventurers, preferring to remain in the forests. treasures. Dwarves are notoriously avaricious and like money to stay in their Characteristics Average halls once it has entered them. A beginning character dwarf will have STR 2D6 7 Hit Points 4 no more money than a human townsman, though he will be well INT 4D6 14 ARMOUR: None equipped with fighting gear. WIS 2D6+8 15 Defence 45% DEX 2D6+6 13 Initiative +1 Characteristics Average CON 3D6 10 Movement Rate 14” STR 4D6 14 Hit Points 8 CHA 3D6 10 Treasure Factor 7 INT 3D6 10 ARMOUR – 4 point armour SIZ 2D6 7 (~5ft) Attack/Parry 10% (Staff) WIS 3D6 10 Defence 5% DEX 3D6 10 Initiative = SPELLS - Healing 4; Vigour (4); Strength (2); Harmonize (2); CON 2D6+6 13 Movement Rate 9” Detect Life (1). CHA 3D6 10 Treasure Factor 9 OTHER SKILLS - Camouflage 40%; Hide in Cover 40; Move SIZ 2D6+6 13 (but 2/3rds human height, ~4ft) Quietly 40%, Listen 40%; Spot Plant 80%. Weapon Attack Damage Parry Range DUCKS Ax 30% D8+2 AP 8 This is a race cursed by the gods during the Great Darkness for not Warhammer 30% D8+2 AP 8 joining them versus the forces of Chaos. It is unknown whether they R. Crossbow 25% 2D4+1 300ft+ were originally human and became feathered and web-footed, or Small Shield 30% AP 8 originally ducks cursed with flightlessness and intelligence. They reside mostly in Duckpoint (in Sartar) and must, due to their small ARMOUR - Scale hauberk (5), Cuirboilli limbs (3), Open helm (4). strength, use weapons such as short swords, slings, etc. SPELLS - Detect Magic (1); Detect Gems (2); Detect Silver (1); For arcane reasons, they are allowed to join certain Death Rune Detect Gold (1); Bladesharp 4; Disruption (1). cults at full CHA value, but all others deal with them at the usual -10 OTHER SKILLS - Armouring 40%; Evaluate Treasure 50%; from CHA for being of a different race. Spot Hidden Item 25%; Spot Trap 50%; Disarm Trap 50%. They come in a variety of different coloured feathers and are excellent swimmers, though they cannot fly, having arms instead of ELVES wings. Most armour is too heavy for them. These are the Aldryami most often seen by other races. They are still tied to their forest in ways incomprehensible to other races. It is Characteristics Average possible that certain trees must live for the elves to live. It is also STR 2D6+1 8 Hit Points 4 possible that they are the mobile guardians and gardeners for the INT 3D6 10 ARMOUR – 3 points mysterious forest deities. Except in cases where their homes have WIS 3D6 10 Defence 30% been utterly devastated, elves do not migrate from their forests, DEX 2D6+6 13 Initiative +1 although individuals seem free to come and go at will. CON 2D6+6 13 Movement Rate 8” Elves with the proper POW (18+) automatically become priests of CHA 2D6 7 Treasure Factor 5 the Aldryami Rune cult, a combination of Earth and Fertility/ Life SIZ D6+2 5 (~4ft6) Runes, modified by the Plant Form Rune. Those wishing to join other Fertility and Plant Form cults can go about it as humans do, with no restrictions as to race. Those wishing to join any other cults

78 must take the usual reduction of CHA by 10 for being another race. Elves and other Aldryami might search underground to kill trolls and dwarves, their racial enemies, but will never live there.

Characteristics Average STR 2D6+2 9 Hit Points 5 INT 4D6 14 ARMOUR: None** WIS 2D6+6 13 Defence 40% DEX 3D6+3 13 Initiative +1 CON 3D6 10 Movement Rate 13” CHA 3D6 10 Treasure Factor 6 SIZ 2D4+4 9 (~5ft2)

Weapon Attack Damage Parry Range Elf Bow* 35% D8 AP 10 360ft+ Spear 35% D8-1 AP 10 Javelin 35% D6 AP 8 60ft Short sword 35% D6-1 AP 10 Small shield 30% AP 8 * Special elf bow, will wither in any but elf hands. An Elf Bow can absorb 10 points of damage if it is used to parry with. Unlike other bows, a Repair spell will not work on it. The user must use a Xenohealing spell.

SPELLS - Healing 2; Speeddart (1), Multimissile 2, Xenohealing 1. **ARMOUR – May wear some light armour if required. OTHER SKILLS - Hide in Cover 35%; Move Quietly 35%; Camouflage 35%; Listening 35%; Spot Hidden Item 30%. 4. Because they are already effectively bound to the area they guard, guardian spirits cannot be bound or allied by characters. They GARGOYLES must be destroyed in spirit combat or avoided. Gargoyles are strange creatures, seemingly made of stone. When Spirit characteristics are given in Chapter V, Basic Magic. resting, they are like statues. and can be treated as such, but when active they are very deadly. GHOULS Half-dead creatures who maintain their status by eating the dead. Characteristics Average They look as if they have stepped from a week-old grave. Any STR 1-5D6+12 15 to 32 Hit Points 2 to 10 armour they may have is looted from graves, and they usually fight INT D6 3 ARMOUR: 6 point skin with claw and their own poison bite. WIS 3D6 10 Defence ~10% DEX 3D6 10 Initiative = Characteristics Average CON 3D6 10 Movement Rate 7”/14” STR 4D6 14 Hit Points 5 CHA D6 3 Treasure Factor 8 to 14 INT 2D6 7 ARMOUR - None (but loot) SIZ 1-5D6 3 to 20 (~4ft-8ft) WIS 2D6+6 13 Defence 10% DEX 3D6 10 Initiative = Weapon Attack Damage Range CON 3D6 10 Movement Rate 12” Javelin 25% D6 +1 to +5 60ft CHA =3 3 Treasure Factor 8 Claw x 2 35%+ D6 +2 to +11 SIZ 3D6 10

SPELLS - Very bright gargoyles may know spells like Speeddart, Weapon Attack Damage but they are rare (say, those with 6 INT). Claw 30% D6+2 Bite* 30% D6+2 GHOSTS Howl** as Demoralize spell Spirits of the dead, they are specially bound as guardians of a * Bite injects a paralysing poison of potency half the CON of the specific area or thing. As such they have special characteristics not ghoul. If successful versus CON of victim, he will be paralysed until found in the usual run of spirits. counteracted by an antidote. Spider antidote will counteract the 1. Entering the area they guard is equivalent of challenging them to poison of the ghoul. Victim will live as many days as he has points spirit combat. Combat will commence after 1 melee round of of CON, losing 1 each day. warning from the spirit. Some will not give warning. ** The howl of the ghoul actually matches the WIS of the ghoul 2. The spirit is bound to a particular area or thing. However, if the versus the INT of his victim. It has the same effect as a Demoralize character facing a ghost attempts to go through a guarded entry- spell, but is not strictly magic and is not affected by Shield or way, or take the treasure being guarded, the ghost will continue to Countermagic spells. When a party of ghouls attacks a party of engage, only returning to its area after the combat is over. Adventurers, compare the WIS of the most powerful ghoul against 3. Guardian spirits will almost never (95% of the time) attempt to the INTs of each member of the party every round. If a party member possess their opponent. Instead, they will attempt to reduce their resists the howl for five consecutive rounds, he will be immune to a opponent's POW to zero, making him flee in blind panic. ghoul's howl until a week has passed without hearing it.

79 GIANTS hind legs of a lion, a combination of all that is regal in both breeds. An extremely surly and untrustworthy Chaotic race. They have a Griffins will leave anyone alone unless he tries to take the griffin's fondness for human flesh. At full growth of 50 feet, a SIZ roll of hoard of gold. Its favourite mode of attack is a swoop down from 24D6+16, the giant is a truly formidable creature. Fortunately, most above. They are found in family “prides” of as many as a dozen, of giants are not that large. Giants grow at the rate of 1 point of SIZ per which half will be immature. game year. For STR and SIZ, roll 3D6+2 for every 6ft of height. (A random giant will be approximately 2D4 x 6ft in height). Characteristics Average They often use great clubs or even tree trunks in battle. Human STR 8D6 28 Hit Points 15 sized opponents should subtract 10 from all hit locations when INT 2D6+6 13 ARMOUR: 4 point skin attacking giants unless the giant stoops to their size. WIS 2D6+6 13 Defence 30% Giants are so naturally contrary that any magical attempt to DEX 3D6 10 Initiative = influence their actions or emotional response (such as the spells of CON 2D6+6 13 Movement Rate 12”/18” Demoralize, Harmonize, and Befuddle) have only a 05% chance of CHA 3D6 10 Treasure Factor 40 working on them, no matter what WIS the spell user may have. SIZ 8D6 28 Giants are actually tied to the Disorder Rune, not Chaos. Many people, including Giants, cannot tell the difference. Weapon Attack Damage A giant has a chance equal to its POW as a percentage or less on Claw* 55% D6+9 D100 of having a Chaotic feature. Peck* 55% D8+9 * A griffin can claw and peck at three or fewer foes at the same time. Characteristics Average STR 3D6+2 (per 6ft) 24 to 96 Hit Points 14 to 50 SPELLS - Battle magic up to their INT limit in points. INT 3D6 10 ARMOUR: 6 point skin WIS 3D6 10 Defence 0% HIGH LLAMAS DEX 3D6 10 Initiative = These Praxian animals look like Peruvian llamas, but are of great CON D6+12 15 Movement Rate 18” height, giving their riders an edge in combat by allowing them to CHA 3D6 10 Treasure Factor 30 to 160 strike down at opponents. This is simulated by allowing a llama rider SIZ 3D6+2 (per 6ft) 24 to 96 striking a non-llama riding foe to roll hit location by rolling 1D10+10, giving a target area of the abdomen up to the head and Weapon Attack Damage Parry doubling the chance of hitting chest or head. Giant Club 55% 2D10 +7 to +43! AP 24 to 110% Characteristics Average STR 2D6+24 31 Hit Points 17 ARMOUR: Or effectively 12 AP if wearing plate leg armour. INT =2 2 ARMOUR: 2 point skin. WIS 3D6 10 Defence 20% GORPS DEX 2D6 7 Initiative -2 An amorphous blob of protoplasm. Anyone caught by the gorp CON 3D6 10 Movement Rate 18” must make a roll of his DEXx5 on D100 or be enmeshed and a hit CHA =9 9 Treasure Factor 22 location eaten at 8 points a melee round. Armour will protect the SIZ 3D6+24 34 character until it is eaten away. Gorp can only be killed by fire or magic. Weapons will just pass Weapon Attack Damage through it, taking damage from its digestive juices. Because of its Bite* 30% D8+5 acidic nature, acid has no effect on it at all. Kick* 60% D6+10 * A high llama will bite and kick one or two foes at the same time. Characteristics Average STR =10 10 Hit Points 11 HORSES INT =1 1 ARMOUR: None (N/A) A horse, even the best of them, can politely be described as dumb, WIS 3D6 10 Defence - and those of extreme stupidity are very common. DEX =2 2 Initiative -4 Horses with the SIZ, STR, and skill of a trained warhorse are few CON 3D6 10 Movement Rate 1” to 6” and far between. They are also quite expensive. An Adventurer CHA =1 1 Treasure Factor 24 seeking a mount will have to make a compromise, usually in favour SIZ 6D6 21 of a sturdy but dumb animal. For the purposes of the game, there are four basic types of horses; Weapon Attack Damage the cart horse, the cavalry horse, the riding horse, and the war horse. Envelop 100% 8 points acid Most of the other riding animals discussed can be considered to be in the war horse category due to their select, specialized, breeding. Gorp attacks by moving next to a victim during movement phase. When fighting on horseback against unmounted foes, the hit If the victim fails a DEX roll, the Gorp has enveloped it. If the location struck should be found by rolling D12+8. This gives a hit character can still move after the first round, the player may try a location range of 9-20. second DEX roll. A gorp has a chance of its POW or less on D100 of having a Chaotic feature as described at the end of this chapter. CART HORSES (including MULES) The cart horse includes all animals used as beasts of burden. They GRIFFINS may or may not be usable as riding animals, but their training is such An ancient and powerful race, rarely mixing in the affairs of men. that they may not be compelled to much more than a broken trot, and They know battle magic, but have no wish for Runic progression. that over a very short period. They have the heads, wings, and forelegs of eagles, and the body and Their main function in a battle would be to run away as fast as

80 possible, and no one with any knowledge of horses would think of Weapon Attack Damage riding one into battle. Bite* 25% D10 Kick† 55% D8+9 RIDING HORSES Rear & plunge** 55% 2D8+9 The riding horse includes nearly everything we think of today as Trample†† 75% 2D6+9 to downed foe being a horse. It can carry a rider and gear for a goodly distance * Will never bite the head or body of a target, just the limbs, during any given period if it is given adequate care and feeding. Any wings, tails, etc. horse (or any of the other vegetarian riding animals mentioned later) † There is a 65% chance the blow will knock down a target of is an inefficient fuel engine when working on grass. Oats and other SIZ 12 or less, with 10% less chance for every 6 points of SIZ high energy grains will keep a horse used to them going longer, but larger. this usually has to be carried. A riding horse will not fight unless ** There is a 10% chance for every 6 SIZ points over 12 that the cornered or engaged in a territory fight with another horse. They target will not fall down, if it is still alive and capable of standing. A almost never fight to kill another horse. horse which rears and plunges can make no other attack. †† This will only happen to a foe who the horse has been directed to CAVALRY HORSES trample. They will ordinarily not do this. A trampling horse can The cavalry horse is trained to stay calm in battle and carry its make no other attack. rider where he wants to go amidst the noise and hubbub of a battle. They are not trained to fight in battle and because of this, they cost IMPALAS less to train (see Chapter VI). A cavalry horse can be trained to fight, Small deer ridden by a tribe of pygmies, they will not fight unless at which time it becomes a warhorse (see below). However, as a cornered. They usually kick while running away. cavalry horse it is not trained to fight in coordination with its rider, and a rider would have to make Riding rolls and do nothing else if Characteristics Average the horse commenced fighting for any reason. A cavalry horse can STR 2D6+6 13 Hit Points 7 be depended on to stay steady in the face of most monsters. INT =2 2 ARMOUR: None. WIS 3D6 10 Defence 40% WAR HORSES DEX 2D6+6 13 Initiative +1 The war horse is a highly specialized animal, trained to respond CON 3D6 10 Movement Rate 15” absolutely to the demands of its rider and ignore outside influences. CHA =12 12 Treasure Factor 4 They are also trained to fight on their own. A war horse is almost SIZ 2D6+6 13 always a gelding. Despite all the adventure novels, stallions are totally unreliable as war horses because they are far more interested Weapon Attack Damage in mares. Mares can be used for war horses, but are usually too small Kick 25% D6 +1 to be used for the kind of close-in fighting a war horse is used for. A war horse or similarly trained mount, will not panic and bolt at JACK O'BEARS the sight and/or smell of a monster, or other form of riding animal. Humanoid in shape, this strange creature has what seems to be a The single most important cost factor in a war horse is training. A pumpkin for a head and an exotic talent not to be sneered at. horse has a natural attack ability of 25% in each of its attacks, but The jack o'bear can ensnare another's mind in a version of the must be trained to coordinate these attacks with its rider. Harmonize spell, grabbing one victim a melee round up to a limit of Warhorses without riders have a natural attack of 25% with Bite, one for every 2 points of POW it has. These victims whose magic Kick, and Trample. However, they have only a 5% chance with these resistance are overcome are frozen in place and helpless unless the skills working in coordination with a rider. They must be trained to jack o'bear dies or a 2 point Dispel Magic is used against the use these skills with a rider. Harmonize. A good trainer (see Horse-masters Guild, Chapter VI) can take a The jack o'bear's Harmonize acts as a 1 point Rune magic spell, horse up to 75% ability. It does not have the mentality to go beyond acting without draining the jack's POW. the limit of training. Jack o'bears are basically Chaotic, and the Harmonize is the As shown below, a war horse can be trained to do three types of Chaotic feature they have as a result. attacks: kick with the foreleg; bite with the teeth; and rear and These creatures attack with both claws at the same initiative. plunge. It will attack whatever is in front of it that it is either directed to attack or which attack it. Unless specifically directed, it will not Characteristics Average attack another mount. STR 3D6+6 16 Hit Points 9 The zebras used by the people of Pavis are in all ways like the INT 2D6 7 ARMOUR: 3 point fur. horses described above. WIS 4D6 14 Defence 30% A referee may take the range of STR and SIZ shown below and DEX 3D6 10 Initiative = divide it into subgroups to provide “breeds” of horses for the CON 2D6+6 13 Movement Rate 15” campaign. CHA 3D6 10 Treasure Factor 10 SIZ 3D6+6 16 (~6ft4) Characteristics Average STR 3D6+18 28 Hit Points 14 Weapon Attack Damage INT =2 2 ARMOUR: 1 point skin. 2 x Claws 35% D6+3 WIS 3D6 10 Defence 30% DEX 3D6 10 Initiative = OTHER SKILLS - Hide in Cover 50%; Move Quietly 50%. CON 2D6+6 13 Movement Rate 18” CHA =10 10 Treasure Factor ~20 There is a 05% chance a jack o'bear will have another Chaotic SIZ 4D6+12 26 feature from Page 89.

81 MANTICORES Weapon Attack Damage Parry Manticores are lion-bodied with a scorpion tail, topped off by a Claw 35% D6+3 human-like head. They are a surly, independent lot, usually hiring Spear* 25% D8+3 AP 10 out as bodyguards to humans and others, and having little to do with * A morokanth found on an adventure will be more competent, but a their fellow beasts. They rarely use magic, preferring strength. It is player character morokanth will start at 05% with anything. rumoured some can fly, on leathery wings, but the ones here do not. SPELLS - Healing 2; Ironhand 2; Countermagic 1; Mobility 1. Characteristics Average ARMOUR - 4 point skin plus 2-pt leather on head and body. STR 4D6+12 26 Hit Points 14 OTHER SKILLS - Tracking 75%; Hide in Cover 50%. INT 2D6 7 ARMOUR: 4 point skin. WIS 3D6 10 Defence 20% NEWTLING DEX 2D6+3 10 Initiative = Newtlings are a race similar to dragonewts, and thought to be CON 2D6+6 13 Movement Rate 14” related to them. However, the connection is remote, as the species is CHA 2D6 7 Treasure Factor 26 primarily amphibian rather than reptilian, storing water in their tails SIZ 4D6+12 26 for use in dry territory. They do not have a reincarnating cycle like the dragonewts. Weapon Attack Damage However, they are very like a crested dragonewt in stature and can Claw* 55% D6+8 be mistaken for one at a distance. Sting* 55% D6+8 * A manticore will use both attacks at once, at one/two opponents. Characteristics Average The sting has a systemic poison of potency half its CON, usually 7. STR 3D6 10 Hit Points 4 INT 3D6 10 ARMOUR: 2 points MINOTAURS WIS 3D6 10 Defence 25% These creatures have a large humanoid body with a bull's head. DEX 2D6+6 13 Initiative +1 Will often go berserk in combat, striking at half-again normal attack CON 3D6 10 Movement Rate 9” ability, but ignoring any parry they may have. They normally disdain CHA 3D6 10 Treasure Factor 4 magic except for Healing or Fertility spells. SIZ 2D6 7 (~4ft6)

Characteristics Average Weapon Attack Damage Parry Range STR 3D6+12 22 Hit Points 12 Trident* 30% D8 AP 8 INT 2D6 7 ARMOUR – 5 points Sling 25% D4 240ft+ WIS 3D6 10 Defence 25% Small Shield 25% AP 8 DEX 3D6 10 Initiative = * Use like a one handed spear. CON 2D6+6 13 Movement Rate 15” CHA 2D6 7 Treasure Factor 13 ARMOUR - Leather body and limbs, 2-pt cap helm. SIZ 3D6+12 22 (~7ft6) OTHER SKILLS - Swimming 80%; Tracking 50%; Spot Traps 40%; Hide in Cover 50%. Weapon Attack Damage Parry Great axe 30% 2D6+6 AP 10 OGRES Ogres look very human, generally passing for human in all walks ARMOUR: 3 point skin plus 2-pt leather on body and limbs, no of human civilization. They are thought to have originated as a helm. human tribe which took the side of Chaos during the Great Darkness. They are quite rare. Their teeth are very sharp and they are very MOROKANTHS strong. They can look very handsome and beautiful. Intelligent, tapir-like creatures who live in marshes and plains, as They can join any Rune cult but their outlook on life is always in Prax. They can become Rune Lords/Priests. Rune Lord morokanth tainted with Chaos. They are known to be fond of human flesh. have been known to replace their regular claws with iron ones. Other intelligent creatures of Chaos will recognize them by their They can use weapons, but get no benefit from their natural aura and usually not attack them. abilities or the usual basic chance in using them, being reduced to the Characteristics Average basic 05% chance. This is because weapons are not an integral part STR 2D6+12 19 Hit Pts average 13 of their culture and must be specially adapted to their claws, which INT 3D6 10 ARMOUR: 2 points are larger and clumsier than human hands. They will try to purchase WIS 2D6+6 13 Defence 10% leather or even metal armour to cover their vital parts. DEX 3D6 10 Initiative = Morokanth relations with humans are formal and restrained at CON 2D6+6 13 Movement Rate 12” best. They herd men on the Plaines of Prax. This is a necessary, CHA 3D6 10 Treasure Factor 12 accepted, tolerated, but not appreciated practice. SIZ 3D6 10 (~5ft4)

Characteristics Average Weapon Attack Damage Parry STR 3D6+6 16 Hit Points 8 Any available 35% As wpn +4 AP as wpn INT 3D6 10 ARMOUR – 5 points average WIS 3D6 10 Defence 5% SPELLS - As for humans (say D12-1 points, selected randomly). DEX 2D6+3 10 Initiative = ARMOUR - Usually leather to start with. CON 3D6 10 Movement Rate 12” OTHER SKILLS - Disguise 50%; Move Quietly 35%. CHA 3D6 10 Treasure Factor 12 CHAOTIC FEATURE - There is a 5% chance an ogre will have a SIZ 3D6+6 16 (~6ft) Chaotic feature from the list on Page 89.

82 PIXIES RUBBLE RUNNERS Diminutive elves capable of flight with small transparent wings. Picture a large, rat-shaped, creature about 2 feet long. Move the These imps tend to stick with magic and slings, at which they have corners of the mouth back to the front shoulders and open the mouth the same capability as an elf with a bow. They are naturally invisible, about 60 degrees to reveal a row of sharp-pointed teeth. Cover the although they become visible if they attack, and spend most of their whole gruesome thing with armadillo-like scale. Realize that it is time playing pranks on travellers in elf woods. always hungry and runs in packs, and you have a rubble runner. They are usually only found in ruins and underground. Characteristics Average Characteristics Average STR 2D4 5 Hit Points 2 STR D6 3 Hit Points 1 INT 3D6 10 ARMOUR: None INT =2 2 ARMOUR: 2 point skin. WIS 2D6+6 13 Defence 50% WIS D6+6 9 Defence 45% DEX 4D6 14 Initiative +2 DEX 2D6+6 13 Initiative +1 CON 3D6 10 Movement Rate 6”/15” CON 3D6 10 Movement Rate 9” CHA 3D6 10 Treasure Factor 6 CHA =4 4 Treasure Factor 4 SIZ D6 3 (~2ft) SIZ D4 2

Weapon Attack Damage Range Weapon Attack Damage Sling 30% D4+2 (finesse) 240ft+ Bite* 10-25% D6-4 * When they hit with a bite, the rubble runner will hold on and SPELLS – Befuddle (1); Disruption (1). continue to bite. Roll each round to see if the “hit” is critical and will OTHER SKILLS - Move Quietly 50%; Spot 40%; Set Trap 40%. get through armour.

RHINOS RUNNERS The juggernauts of Prax, these vicious creatures are fortunately Stunted and degenerate elves, the runners have their own culture rare in the wild. They have all the usual characteristics of the African in the trees of an Aldryami forest. They prefer missile weapons and rhinocerous, including bad vision and a penchant for the headlong the “whipstick”, a club-like weapon which, in the hands of a runner, charge. can be made to curl around and bind an enemy. They will not willingly leave the branches of the trees of the forest. They wear no Characteristics Average armour or clothes, being covered by a very soft fur. STR 2D6+30 37 Hit Points 19 While they could learn magic if they wanted to, they rarely do. If INT =2 2 ARMOUR: 5 point skin. they fight, it is with mass attacks of screaming runners, pouring out WIS 3D6 10 Defence 20% of the trees. it is thought that their dependence on trees is mid-way DEX 2D6 7 Initiative -2 between that of the elves and the dryads. CON 3D6 10 Movement Rate 12” Characteristics Average CHA =9 9 Treasure Factor 45 STR 2D6 7 Hit Points 5 SIZ 2D6+30 37 INT 3D6 10 ARMOUR: None WIS 3D6 10 Defence 45% Weapon Attack Damage DEX 2D6+6 13 Initiative +1 Butt* 75% D10+13 CON 2D6+6 13 Movement Rate 6”/14” in trees Bite* 35% D6+6 CHA 3D6 10 Treasure Factor 3 Trample* 75% 4D6+13 SIZ 2D6 7 (~4ft6) * A rhino will only make one of these attacks per melee round. Weapon Attack Damage Parry ROCK LIZARDS Whipstick* 30% D6-2 AP 5 Rock lizards are found in the same habitat as cliff toads, and the * Will bind a foe's limb or strangle through all but plate armour if it two reptiles are thought to get along very well. Even though they eat hits a head location. the same sort of food, they have never been seen to fight. OT'HER SKILLS - Hide in Cover 30%; Move Quietly 30%; Rock lizard skin looks like grey rock and is quite tough. When- Camouflage 30%: Listen 30%; Spot Hidden Item 30%. ever one hits with a claw, it will hang on with that appendage and attempt to hit with the other one in the next round. SABLES Antelope also known as “Lunar deer” for the shape of their horns. Characteristics Average Characteristics Average STR 2D6+6 13 Hit Points 8 STR 3D6+12 22 Hit Points 11 INT =2 2 ARMOUR: 3 point skin. INT =2 2 ARMOUR: 1 point skin. WIS 2D6+3 10 Defence 40% WIS 3D6 10 Defence 40% DEX 2D6+6 13 Initiative +1 DEX 2D6+6 13 Initiative +1 CON 2D6+6 13 Movement Rate 6” CON 3D6 10 Movement Rate 18” CHA =7 7 Treasure Factor 7 CHA =10 10 Treasure Factor 7 SIZ 4D6 14 SIZ 3D6+12 22

Weapon Attack Damage Weapon Attack Damage 2 x Claws* 25% D6+1 Butt* 40% D12+5 Bite* 25% D10+1 Kick* 40% D6+5 * Will strike with both claws at once until one hits, then hold with Bite* 25% D4+2 that one, strike with the other. and bite. * A sable will either: butt; or bite and kick in a melee round.

83 SCORPION MEN until -10 HP. Impaling weapons cause them only 1 damage per hit. More scorpion than men, they are a sort of man-scorpion centaur, with the chest, arms, and head of a man, but the abdomen, tail, and Characteristics Average rear six legs of a scorpion. Not being fully mammalian, they are not STR D4+8 10 Hit Points 4 considered to be among the beast men. INT =1 1 ARMOUR – 2 (or as given) They are a Chaos breed, left over from the Great Darkness, and WIS =1 1 Defence 10% live in small villages in the high mountains. They know little magic, DEX 3D6 10 Initiative = for no one will teach it to them. They make their living raiding and CON =8 8 Movement Rate 12” hiring out as bodyguards to optimistic employers who forget their CHA =4 4 Treasure Factor 10 essentially Chaotic nature. SIZ 3D6 10 (~5ft4)

Characteristics Average Weapon Attack Damage Parry STR 2D6+12 19 Hit pts average 11 As given 50% per wpn per wpn INT 2D6 7 ARMOUR: 3 point skin. Medium shield 50% AP 12 WIS 2D6 7 Defence 10% DEX 3D6+3 13 Initiative +1 SKY BULLS CON 3D6 10 Movement Rate 12” They are the offspring of the Storm Bull (Storm God of Prax) and CHA 3D6 10 Treasure Factor 9 mortal heifers. Large flying bulls, they are fierce vegetarians. They SIZ 2D6+12 19 are prized by griffins as meat.

Weapon Attack Damage Parry Range Characteristics Average Great Club* 40% D10+4 AP 12 STR 4D6+12 26 Hit Points 21 Sling 35% D4+2 240ft+ INT =3 3 ARMOUR: 3 point skin. Sting* 40% D6+4 WIS 3D6 10 Defence 20% * A scorpion man can attack with club and sting at the same time. DEX 2D6 7 Initiative -2 The sting injects a systemic poison of half the scorpion man's CON CON 2D6+6 13 Movement Rate 16”/16” in potency. A scorpion man has a chance equal to its POWx5 or less CHA =10 10 Treasure Factor 26 on D100 of having a Chaotic feature from the list on Page 89. SIZ 8D6+12 40

OTHER SKILLS - Climbing 50%; Set Trap 40%. Weapon Attack Damage Butt 55% 2D10+8 SHADOW CATS Stomp* 55% 2D6+8 Varying in size from house-cat to jaguar, usually of dark colour- ation, these beasties are very quick and quiet. Also known as shim- * Sky bulls will swoop down on a foe from above and stomp them mer cats because they have a natural defence of 80%, so they are into the ground. They only butt in air combat or if caught on the extremely hard to hit. ground. They rarely attack anything larger than themselves. They are given credit for keeping down the population of rubble runners. However, SNAKES when cornered or threatened, they will attack, jumping onto a foe There are a number of the usual common snakes in Glorantha, and holding with the forefeet while biting and ripping with both hind with poison like their reptile cousin the Wyvern, of potency CON/2. legs at once. Characteristics Average Characteristics Average STR D6 3 Hit Points 3 STR 2D6 7 Hit Points 3 INT =1 1 ARMOUR – None. INT =3 3 ARMOUR – None. WIS D6+6 9 Defence 35% WIS 2D6+12 19 Defence 80% DEX 3D6 10 Initiative = DEX 2D6+12 19 Initiative +4 CON 2D6+6 13 Movement Rate 6” CON 2D6+6 13 Movement Rate 15” CHA =6 6 Treasure Factor 2 (poisonous 3) CHA =13 13 Treasure Factor 21 SIZ D6 3 SIZ D6 3 But one faction of the snake family was heavily influenced by Weapon Attack Damage Chaos during the great battle of Darkness against Chaos during the Bite 40% D6-2 Gods War. Since then, strange sorts of belly crawling types have Rip 80% 2D6-2 sprung up in ruins and waterways.These snakes seldom breed true, although several forms predom- inate. A mixed bag of the following OTHER SKILLS - Move Quietly 60%; Hide in Cover 50%. snakes is the usual encounter. For each snake in a group, roll D6. If it is a variety with different SKELETONS types of males and females, there is a 50% chance for each that they These are dead creatures animated by Rune magic. They will often are male or female. be wearing armour for protection to their brittle bones. They are CHAOS SNAKE TABLE usually easily destroyed individually. They can be programmed to D6 Result fight with a success equal to their DEXx5. 1-2 Weapon Snake NOTE - A skeleton is brittle, and can easily shatter. This gives it 3-4 Fang Snake low CON and Hit Points. A blow to the head which reduces it to 0 or 5 Spit Snake less HP destroys a skeleton. Otherwise, these creatures keep fighting 6 Stake Snake

84 WEAPON SNAKES Characteristics Average Weapon snakes have developed hard bone or horn tails, shaped STR 3D6 (x2½) 10 (25) Hit pts average 7 into curved light broadswords (males) or maces (females), which INT 3D6 (x½) 10 (5) ARMOUR: 1 point skin. they extend towards a foe to fight and parry with. They keep their WIS 3D6 10 Defence 10% (40%) heads as far from danger as possible, slightly swivelled to see the DEX 2D6+6 13 Initiative +1 tail. (This gives these types some effective armour as well). CON 3D6 10 Movement Rate 12”(15”) CHA 3D6 10 Treasure Factor 18 Weapon Attack Damage Parry Points SIZ 2D6+6 13 (~5ft10) Sword 25% D8 (finesse) 25% 10 AP3 (Tail 10) Mace 25% D6 (finesse) 25% 6 AP2 (Tail 6) Weapon Attack Damage Claw* 50% (D6+7) FANG SNAKES Bite* 30% (D10+3) Fang snakes look like normal snakes. However, only one long * Will bite if a claw hits in the previous round. If bite connects with sharp fang is visible as a weapon when they open their mouths. It flesh it will hang on, continuing to bite while hind legs claw victim. does little (D4-4) damage but will also inject an ever-replenishable Blade Venom of D6 potency. OTHER SKILLS - Track by Smell 40%; Hide in Cover 50%; Move Quietly 50%; Spot Trap 40%; Spot Hidden Item 40%. Weapon Attack Damage Bite 25% 1hp + CONx5 or D6 from Blade Venom TROLLS - CAVE A degenerate species of trolls, they are quite large, but have lost SPIT SNAKES both intelligence and power. They have no tolerance for daylight and These are capable of ejecting a liquid from their throats. They look fire. They are not gregarious, living in no more than family groups. like stake snakes, though their skin is not as hard. The males spit a In compensation for their loss of intelligence and power, they have wad of acid of D6 potency, females spit a wad of skunk-like acrid developed the Chaotic ability of regeneration. They can Heal 1 point oil. Both have a range of 10 feet. of damage in each hit location damaged per melee round, unless the The female's acrid spit will keep anyone hit from sneaking up on location is fully destroyed. Damage taken under sunlight or done by anything with a sense of smell for at least a week. Both males and fire will not regenerate. females can spit a number of times equal to their SIZ. Characteristics Average Weapon Attack Damage STR 3D6+12 22 Hit pts average 14 Spit 25% Acid (D6 potency) or acrid smelling oil. INT 2D6 7 ARMOUR: 3 point skin. Bite 10% 1hp (+D6 Acid attacks armour) WIS 2D6 7 Defence 5% DEX 2D6+3 10 Initiative = STAKE SNAKES CON 2D6+6 13 Movement Rate 10” Stake snakes have an incredibly hard, pointed, snout and a large CHA D6 3 Treasure Factor 12 body which can coil and launch like a spring. This lets the head hit SIZ 4D6+12 26 (~8ft) like an arrow from a bow, doing D8 damage but perhaps impaling or doing a critical hit. Weapon Attack Damage Parry After a hit, the snake always withdraws to try to hit again. It has a Great Club 45% D10+6 AP 12 springing range of 10ft. Claw† 45% D6+6 † Usual tactic is to hit with the club then strike with the claw, but Weapon Attack Damage Range they cannot parry if they do so. Spring 25% D8 (finesse) 10ft AP3 (Head 10) TROLLS - DARK Dark trolls are the current basic stock of trolls, deferring only to Mistress Race trolls for positions of authority. They are fully intelligent and use all weapons and magic. Thirty percent of any troll community will consist of dark trolls, with most of the rest being trollkin. Mistress Race and great trolls (and the occasional despised cave troll) make up no more than 3% of any community.

Characteristics Average STR 3D6+6 16 Hit Points 8 INT 3D6 10 ARMOUR: 1 pt skin + 3+ worn. WIS 3D6 10 Defence 5% DEX 3D6 10 Initiative = CON 3D6 10 Movement Rate 12” CHA 3D6 10 Treasure Factor 10+ SIZ 3D6+6 16 (~6ft4) TIGER SONS These weretigers are as much loners as bear-walkers, but they are Weapon Attack Damage Parry organized loosely into a cult known as the Sons of the Tiger. The Any available 35% wpn+3 AP per wpn criteria for becoming a Rune Lord within the cult are unknown to the general run of Gloranthan citizens, but some have been seen with SPELLS – Any, about 5pts (e.g. Bludgeon 2, Darkwall (2), Heal 1). special iron claws attached to their paws. OTHER SKILLS – Any.

85 TROLLS - GREAT They dislike sunlight and will avoid it whenever possible. They This breed of trolls was created by Cragspider the Firewitch, for have the ability common to trolls and other Darkness creatures of her personal bodyguard. At least half the great trolls alive on guiding themselves in the dark with a radar-like sense of hearing. Glorantha are members of that organization. They are very loath to risk their skins in hand-to-hand combat, They are larger than the parent breed, but have lost somewhat in mainly because they are always forced to do so by their larger intellect. Unlike cave trolls, they are capable of using weapons and brethren. armour, preferring chain mail and long weapons such as great swords and halberds. They can be taught battle magic, though their Characteristics Average limited intelligence cuts down the number of spells they can STR 2D6+3 10 Hit Points 5 memorize at once. INT 2D6+3 10 ARMOUR: 1 point skin. WIS 2D6 7 Defence 20% Characteristics Average DEX 3D6+3 13 Initiative +1 STR 4D6+12 26 Hit Points 16 CON 3D6 10 Movement Rate 9” INT 2D6+2 9 ARMOUR – 7 points CHA 2D6 7 Treasure Factor 3 WIS 3D6 10 Defence 5% SIZ D6+6 9 (~5ft) DEX 3D6 10 Initiative = CON D4+14 16 Movement Rate 10” Weapon Attack Damage Parry Range CHA 2D6 7 Treasure Factor 16 Sling 30% D4+1 240ft+ SIZ 4D6+12 26 (~7ft6) Light mace 30% D6 AP 6 Spear 30% D8 AP 10 Weapon Attack Damage Parry Small shield 30% AP 8 Greatsword 40% 2D6+8 AP 12 Poleaxe 40% D10+8 AP 10 SPELLS - 1 battle magic spell, selected randomly. Broadsword 30% D8+8 AP 10 OTHER SKILLS - Spot Hidden Item 45%.

ARMOUR - 2pt skin plus 5pt chain body and limbs; 4pt open helm. TUSK BROTHERS (WERE PIGS) SPELLS - At least 1 battle magic spell (e.g. Countermagic 1). These lycanthropes change into great boars. They are thought to be the product of matings between the feared Tusk Riders and their TROLLS - MISTRESS RACE mounts, but others say this is impossible. Since no one knows where These are the original trolls, from whom all others derive. Due to they do come from, it is as good a theory as any. Even more then any the Great Curse, their numbers have steadily dwindled, and only a other lycanthropes, they are known for foul tempers. few thousand are left in all of Glorantha. There are isolated hill tribes of trolls who have never seen a member of the Mistress Race. In any Characteristics Average area where they do exist, members of this subgroup will hold as STR 2D6+6 (x2) 13 (26) Hit Points 7 many positions of power as possible. INT 3D6 (x½) 10 (5) ARMOUR: 1 point skin. WIS 3D6 10 Defence 10% (20%) Characteristics Average DEX 3D6 (x2/3) 10 (7) Initiative = (-2) STR 4D6+6 20 Hit Points 12 CON 3D6 10 Movement Rate 12”(18”) INT 2D6+6 13 ARMOUR: 2pt skin + any (~6) CHA 3D6 10 Treasure Factor 10 WIS 4D6 14 Defence 50%+ SIZ 2D6+6 13 (~5ft10) DEX 2D6+6 13 Initiative +1 CON 2D6+6 13 Movement Rate 13” Weapon Attack Damage CHA 2D6+6 13 Treasure Factor 66+ Gore 55% (D6+8) SIZ 3D6+12 22 (~7ft10) Stomp* 55% (2D6+8) * If a foe is knocked down, a tusk brother will stomp him with its Weapon Attack Damage Parry very hard hooves in the next round. Any available 75% wpn+5 AP per wpn OTHER SKILLS - Sniffing Out Food 90%; Move Quietly 30%; ARMOUR - 2 point skin, plus any desired. Hide in Cover 50%. SPELLS - Any battle magic, up to the INT limit. Also, if POW is 18 or above, D10 Rune magic spells. TUSK RIDERS (HALF TROLLS) OTHER SKILLS - Oratory 75%; Camouflage 75%; Set Traps The actual origins of the tusk riders are unclear. That they have 60%; Spot Hidden Item 60%; Spot Trap 60%. human ancestry is obvious, but the mark of the trolls is upon them as well. Their Cult of the Bloody Tusk demands blood drinking and The characteristics given above are for a young Mistress Race further abominations. troll, a very rare event. However, the skill levels are for a Mistress The tusk riders ride tuskers. Race personage whom a band of adventurers might be so unlucky as to meet. Characteristics Average STR 2D6+6 13 Hit Points 6 TROLLKIN INT 3D6 10 ARMOUR – 2 points The most degenerate of the trolls in size, these are, thanks to the WIS 3D6 10 Defence 10% Great Curse, the most numerous of the troll race. They are continual- DEX 3D6 10 Initiative = ly being born to other kinds of trolls as well as their own breed. CON 2D6+6 13 Movement Rate 12” Trollkin themselves normally breed true, but many are born dead. CHA D6 3 Treasure Factor 9 (7 on foot) SIZ 3D6 10 (~5ft4)

86 Weapon Attack Damage Parry points, it will turn into smoke at the end of that round and regain its Lance 25% 2xD8+6 hit points at a rate of 1 per melee round. It can do so at whim. The Spear 25% D8+1 AP 10 =10 smoke can travel at 1” movement rate (10ft a melee round). It can also change into a bat or wolf. SPELLS - Healing 2; Demoralize (1). However, if the vampire's head is hit beyond its hit points, the ARMOUR - Leather body and limbs, & 3-pt composite helm. vampire falls and cannot turn into smoke. Then a stake through the OTHER SKILLS – Riding 90%; Tracking 50%; Camouflage 40%; heart area can be applied to keep it from coming back once again. Spot Traps 50%. One must also cut off the head.

TUSKERS Characteristics Average Gigantic boars, ridden by tusk riders only. These beasts are fierce STR 3D6x2 20 Hit Points 6 and ill-tempered, but love their masters beyond all comprehension. INT 3D6 10 ARMOUR: None usually WIS 2D6+6 13 Defence 10% Characteristics Average DEX 3D6 10 Initiative = STR 3D6+12 22 Hit Points 15 CON 2D6+6 13 Movement Rate race+3” INT =3 3 ARMOUR – 4 point skin. CHA 3D6 10 Treasure Factor 14+ WIS 3D6 10 Defence 10% SIZ 3D6 10 (~5ft4) DEX D6 3 Initiative -4 CON D6+12 15 Movement Rate 15” Weapon Attack Damage CHA =7 7 Treasure Factor 24 Touch* 50% D4+5 SIZ 4D6+12 26 Bite† 50% D4+2 * The touch of a vampire will reach through armour and attack a Weapon Attack Damage character's POW, just as a ghost does. If the vampire wins, the Gore* 50% 2D6+6 character loses current POW. Trample* 75% 2D6+6 to downed foe † If the bite of a vampire penetrates armour, it drains D6 STR * A tusker cannot gore and trample one opponent in the same round. (blood) from the victim per melee round. It will stay attached until the victim is dead or vampire destroyed. UNICORNS The unicorns ridden by the amazons of Glorantha have all the SPELLS - If the vampire can catch the glance of a character, it characteristics of war horses, plus the attributes of a unicorn. They can attempt to Harmonize him with no loss of POW. A roll will only obey a virgin. They can cure wounds with their horns, and of the target's character's WISx5 or less must be made on will gore a foe at the same time the amazon is lancing it. When using D100 to see if he was lucky enough to avoid the glance at their horn to cure, they must touch the wound with the horn. Each the vampire. point cured takes 1 point from the POW of the unicorn as in a ARMOUR - None usually, but can wear any. Healing spell. Unlike truly alive or dead creatures, vampires cannot regain POW Characteristics Average after losing it with the use of battle magic or spirit combat. However, STR 2D6+24 31 Hit pts average 17 their POW drain ability takes the POW of their victim and transfers INT 3D6 10 ARMOUR: 1 point skin. it immediately to their characteristic POW and increases it. This is WIS 2D6+12 19 Defence 40% the only way they can increase POW, as normal POW gain rolls and DEX 2D6+6 13 Initiative +1 POW increase rolls are not available to them. The victim of POW CON 2D6+6 13 Movement Rate 18” loss to a vampire will get his POW back, just as he would normally CHA =15 15 Treasure Factor 26 regenerate it after spirit combat. Vampires are also limited to their SIZ 2D6+18 25 pre-death species maximum for POW, so that a vampire human could not increase his POW through POW drain past 21. Any further Weapon Attack Damage energy drained is lost to the vampire, as well as his victim. Gore 70% D10+10 Bite 40% D4+5 WALKTAPI Kick 60% D6+10 Man-like bodies with heads similar to a large octopus, an Rear and plunge 60% 2D10+10 extremely Chaotic race, they can attack with all eight tentacles using Trample 75% 2D6+5 to a downed foe the human arms as balance. They can attack as many as four foes at once, and also squirt out a poison gas cloud similar to the effect of an All notes are the same as for horses. octopus squirting ink. Walktapi also have the Chaotic ability to regenerate. Every portion VAMPIRES of their body which is severed from the parent will grow into a new This is the nobility of the undead. They are often a former or walktapus. Not even fire will permanently affect this, though it will current Death Rune mage who has chosen to continue the work on slow down the growth rate by several days. Only Disruption spells the material plane. Usually humans choose this measure, although and extremely powerful “exotic” Rune magic will permanently harm other races have been known to contribute to the vampire population. a walktapus. Vampires have all the traditional powers and problems imputed to However, its regrowth ability is only 1 hit point a full turn. One them. The cross being the symbol of the Death Rune (see Chapter can be dismembered and the survivors can leave it behind. It will not VII), one tied to that Rune can gain protection from a vampire. They bother them again unless they pass the same way after an hour. are twice as strong as a man. They take no damage from normal Walktapi have none of the other Chaotic features listed on page 89. weapons, only from iron, silver, enchanted Rune metals and magic, like lycanthropes. If the vampire takes damage to exceed its hit

87 Characteristics Average WRAITHS STR 2D6+18 25 Hit Points 14 A wraith is a type of undead ghost. Wraiths form when someone's INT =4 4 ARMOUR: 4 point skin. emotions at death are overwhelming hatred and frustration, and are WIS 3D6 10 Defence 30% created by certain evil magicians. They hate all living things. They DEX 3D6 10 Initiative = look like rotted, skeletal spirits and those in their presence often CON 2D6+6 13 Movement Rate 10” feel chilled or smell putrid odours. They are found in the Spirit Plane CHA =2 2 Treasure Factor 32 and also in ruins, abandoned buildings and similar spots. Like other SIZ 2D6+18 25 (~8ft) ghosts, they are often bound to the site of their deaths. Wraiths can only be damaged by magic. If a sword with Blade- Weapon Attack Damage sharp 4 strikes a wraith, it will suffer 4 points of damage. Fireblades Tentacle* 50% D6+3 would do 3D6 to wraiths. True-Weapon spells damage wraiths Constrict 2D6+7 normally. If a wraith is reduced to zero hit points, it dissolves and * Can use four at once. If two strike the same target, they can then cannot re-form for at least a week. Wraiths are completely immune constrict every round. Armour will protect only until its absorption to emotion-affecting magic such as Demoralize and Fear. rate is overcome, then it is broken (the piece on the location hit). There are three types of wraith. One attacks against STR, one SPECIAL - Gas cloud of systemic poison in 10ft circle POT = CON. against CON, and the last against INT. A wraith matches its WIS against the target's characteristic by touching him with its spectral WIND CHILDREN hand. If it overcomes the foe's STR, CON, or INT with its WIS, the Extremely humanoid except for their magnificent feathered wings. target takes D6 hit points of damage to the location struck, ignoring The wind children are tied to the Air Rune and disdain close combat armour or magical damage resistance. Spirit Block or Spirit Screen and armour, using missile weapons and spells add to the affected characteristic to help resist this attack. They are extremely claustrophobic and will not go underground. A If the wraith is attacking a helpless target (sleeping, unconscious, very rare race, found only in Sartar and other areas around Dragon or incapacitated) then the wraith can choose to reduce the victim's Pass. Wind children Rune Priests are particularly apt in the use of STR, INT, or CON by D6 points instead of doing hit point damage. sylphs, or Air Elementals. Each such draining raises the wraith's POW by 1 (hence HP, Defence and Move). Wraiths always attack swiftly, with +5 initiative bonus. Characteristics Average STR 2D6 7 Hit Points 4 Characteristics Average INT 3D6 10 ARMOUR: None. STR - - Hit points 14 (=POW) WIS 2D6+6 13 Defence 35% INT 2D6+6 13 ARMOUR – None DEX 2D6+6 13 Initiative +1 WIS 4D6 14 Defence 70% (POWx5) CON 3D6 10 Movement Rate 9”/18” DEX =20 20 Initiative +5 CHA 3D6 10 Treasure Factor 5 CON - - Movement Rate 14” (=POW) SIZ 2D6 7 CHA D6 3 Treasure Factor 22 SIZ - - Weapon Attack Damage Parry Range Sling 30% D4-1 240ft+ Weapon Attack Damage Rapier 30% D6-1 AP 8 Spectral Hand WIS v STR/CON/INT D6 (ignores armour)

SPELLS - Healing 2; Disruption (1); Speeddart (1). WYRMS OTHER SKILLS - Flight 90%. The result of a misguided attempt by the Second Council to create new dragons after the ancestral dragons either went away or went to WOLFBROTHERS sleep. The result was much less than hoped for, and rapidly went its They are the classic werewolves. own way. It is a great legless serpent with wings, high INT, and WIS. A Characteristics Average young wyrm actually starts the SIZ and STR shown below at D6 per STR 3D6(x2) 10 (22) Hit Points 5 20 years. They then continue to grow at D6 per 50 years until they INT 3D6 (x½) 10 (5) ARMOUR: 1 point skin. die. They congregate in family groups of two adults and not more WIS 3D6 10 Defence 10% (30%) than two children. DEX 3D6 10 Initiative = CON 3D6 10 Movement Rate 12”(18”) Characteristics Average CHA 3D6 10 Treasure Factor 10 STR 10D6 35 Hit Points 18 SIZ 3D6 10 (~5ft4) INT 3D6 10 ARMOUR: 8 point skin. WIS 3D6+6 16 Defence 30% Weapon Attack Damage DEX 3D6 10 Initiative = Bite x 2 45% D8+6 CON 3D6 10 Movement Rate 15” CHA 3D6 10 Treasure Factor 48 Basic tactic is to attempt to knock down foe and worry on the SIZ 10D6 35 ground, by DEXx5 & SIZvSIZ (see Knockdown, Chapter IV). Weapon Attack Damage OTHER SKILLS - Track by Smell 60%; Hide in Cover 50%; Bite 70% D10+12 Move Quietly 50%; Spot Trap 50%; Spot Hidden Item 50%. SPELLS - Healing 2; Mobility 2; Countermagic 2; Disruption (1); Demoralize (1).

88 WYVERNS CHAOTIC FEATURES (for chaotic creatures) No one can be sure of the origins of the wyvern. Are they dreams Many creatures of chaos lack the usual consistency within a species. One of immature dragons? Natural beasts? No one knows. They are rare, two-headed dragon-snail is not necessarily like another. Chaotic creatures but seem to breed and reproduce normally. They are somewhat should therefore receive one special roll from the following table whenever dragon-ish in shape, but have only two legs. they are encountered. It is perfectly all right if you replace this table with one of your own, or give some unusually powerful creatures two or more rolls, etc. Characteristics Average STR 4D6+12 26 Hit Points 17 D100 Chaotic Feature INT 2D6 7 ARMOUR: 6 point skin. 01-03 Power +1D6 WIS 3D6 10 Defence 40% 04-05 Power +2D6 DEX 2D6+6 13 Initiative +1 06 Power +3D6 CON 2D6+6 13 Movement Rate 9”/15” 07-09 Dexterity +1D6 CHA 2D6 13 Treasure Factor 34 10-11 Dexterity +2D6 SIZ 2D6+24 31 12 Dexterity +3D6 13-14 Strength +2D6 15 Strength +4D6 Weapon Attack Damage 16-17 Constitution +2D6 Bite* 50% D8+8 18 Constitution +4D6 Sting* 70% D6+8 19-20 never surprised * A wyvern will bite and sting one or two foes at one time. The sting 21-22 absorbs any 1-point spell cast at it, giving it 1 point of POW injects systemic poison half the CON of the wyvern in potency. 23-24 spits acid of 2D6 potency D6 times per day with 20ft range 25-26 breathes 3D6 fire D6 times per day single target, 10ft range ZOMBIES 27-28 reflects 1 point spells back at user 29-30 highly flammable: if ignited, burns all within 10ft radius Dead beings animated by Rune magic. Like skeletons, the 1 point 31-32 hypnotic skin (INT x 5 or stand still till it eats you) of POW they have is what motivates them and keeps them going. It 33-35 appearance confusing - treat as 60% defence is supplied by the spell which created them. 36-37 valuable gem (as 16 on gem/jewellery table) visible on body They follow the instructions of the mage who created them but 38-40 regenerates 1 hit point per round in location of choice until dead have no will of their own. The STR and CON of a zombie are 41-42 befuddles one opponent per tum in addition to other attacks multiplied by ½ again as part of the spell, up to species maximum. 43-45 apparently invincible; no visible damage till it falls over dead The zombie is a clumsy opponent, but capable of doing real damage 46 invisible till it attacks when it hits. 47-48 appearance very confusing (treat as 90% defence) They can be equipped with any sort of armour and may be given 49-50 poison touch, 2D6 potency - must get through armour to work 51-52 Constitution minus 2D6 but regenerates 3 hp/rnd until dead weapons, as their strength makes up for their clumsiness. The magic 53-54 6 point skin (treat as armour) animating a zombie is sufficient to let it hit at its DEXx5, but x1½ as 55-56 movement rate 18” they attack fanatically and do not parry. 57-58 absorbs 1 and 2 point spells cast at it with no damage, adding the The head or every limb of a zombie must be destroyed or it will Power of these spells to its Power continue to fight until reduced to -10hp or less. They take only 1hp 59-60 its spirit attacks the character who kills it; will possess if it wins per hit from impaling weapons and half normal damage from others, 61-62 explodes when it dies, doing 3D6 damage to all within 10ft - calculated after the usual armour reduction. armour helps against this damage 63-65 appears extremely dangerous Characteristics Average 66-67 can go invisible at will 68-70 reflects 1 and 2 point spells back at caster STR 3D6 x1½ 15 Hit points 7 71-72 8 point skin (treat as armour) INT =1 1 ARMOUR – ~3 points 73-74 10 point skin (treat as armour) WIS =1 1 Defence - 75-76 12 point skin (treat as armour) DEX 3D6 x½ 5 Initiative -3 77 appears to be a harmless creature until engaged in melee CON 3D6 x1½ 15 Movement Rate 9” 78-80 regenerates D6 hit points per melee round until dead CHA 3D6 x¼ 2 Treasure Factor 8 81-82 capable of leaping up to 35ft SIZ 3D6 x1 10 (~5ft4) 83-84 indetectable by use of magic 85 appearance extremely confusing (treat as 120% defence) 86-87 valuable gem (as 06 on gem/jewellery table) inside the beast Weapon Attack Damage 88-90 agonizing screams when moving Great Club 40% D10+2 91-92 stench overpowering: make CON x 5 or lose consciousness 93-94 can reflect spells up to D6+2 Power back at caster ARMOUR – 1-pt skin, and usually 2-pt leather but more if provided. 95-96 this hideous beast Demoralizes all who gaze upon it - like a spell but as if cast with a WIS of 36 97-98 SIZ +2D6 MORE MONSTERS? 99 roll twice The monsters listed in these pages are a partial listing of those 00 this endearing beast has a Charisma of 5D6, and it attacks via CHA which can be found in the world of Glorantha. With these, one can vs. INT. If it succeeds, the character will try to make friends with it, accompany it in the future on adventures and act as its body- populate scenarios and keep the players guessing where the next guard. It already has D6 bodyguards. Treat the attack as magical, attack is coming from. If response to these rules is sufficient, a except that Charisma is used. You will fight with it against your supplementary volume will have specifics for the monsters of other friends if they attack. worlds. Balrogs, orcs, hobbits, rocs, banths, all can be a part of the extended campaign.

89 NON-HUMANOID HIT LOCATION TABLES TABLE

BASILISKS/COCKATRICES/ CENTAURS SCORPION MEN CLIFF TOADS/ GRIFFINS/SKY BULLS ROCK LIZARDS/ Location D20 Location D20 RUBBLE RUNNERS/ Location D20 Right hind leg 01-02 Right hind leg 01 SHADOW CATS/ Right hind leg 01-02 Left hind leg 03-04 Right centre leg 02 FOUR-LEGGED MOUNTS Left hind leg 03-04 Hindquarters 05-06 Right fore leg 03-04 Hindquarters 05-07 Forequarters 07-08 Left hind leg 05 Location D20 Forequarters 08-10 Right foreleg 09-10 Left centre leg 06 Right hind leg 01-02 Right wing 11-12 Left fore leg 11-12 Left fore leg 07-08 Left hind leg 03-04 Left wing 13-14 Chest 13-14 Tail 09-10 Hindquarters 05-07 Right fore leg 15-16 Right arm 15-16 Thorax 11-12 Forequarters 08-10 Left fore leg 17-18 Left arm 17-18 Chest 13-14 Right fore leg 11-13 Head 19-20 Head 19-20 Right arm 15-16 Left fore leg 14-16 Left arm 17-18 Head 17-20 BOLO LIZARDS/ DRAGONS/MANTICORES Head 19-20 DEMI-BIRDS GORPS Location D20 SNAKES Location D20 Right hind leg 01-02 Location D20 Right leg 01-04 Left hind leg 03-04 Location D20 Body 01-20 Left leg 05-08 Hindquarters 05-06 Tail 01-06 Abdomen 09-10 Tail 07-08 Body 07-14 WYRMS Chest 11-13 Forequarters 09-10 Head 15-20 Right wing/arm 14-15 Right wing 11-12 Location D20 Left wing/arm 16-17 Left wing 13-14 WALKTAPI Tail 01-04 Head 18-20 Right fore leg 15-16 Abdomen 05-08 Left fore leg 17-18 Location D20 Chest 09-12 DRAGONSNAILS - One-Head Head 19-20 Right leg 01-02 Right wing 13-14 Left leg 03-04 Left wing 15-16 Location D20 GARGOYLES/ Abdomen 05 Head 17-20 Shell 01-08 WIND CHILDREN Chest 06 Forebody 09-14 Right arm 07-08 WYVERNS Head 15-20 Location D20 Left arm 09-10 Right leg 01-03 Tentacle 1 11 Location D20 DRAGONSNAILS - Two-Head Left leg 04-06 Tentacle 2 12 Right leg 01-03 Abdomen 07-08 Tentacle 3 13 Left leg 04-06 Location D20 Chest 09-10 Tentacle 4 14 Abdomen 07-08 Shell 01-08 Right wing 11-12 Tentacle 5 15 Chest 09-11 Forebody 09-14 Left wing 13-14 Tentacle 6 16 Tail 12 Head 1 15-17 Right arm 15-16 Tentacle 7 17 Right wing 13-14 Head 2 18-20 Left arm 17-18 Tentacle 8 18 Left wing 15-16 Head 19-20 Head 19-20 Head 17-20

HIT LOCATIONS FOR NON-HUMANOID MONSTERS Alternatively, simply roll on the normal Humanoid hit locations table Naturally, hit locations for non-humanoid monsters are going and extrapolate from the result. to be different than those for humans. The above are hit locations for the non-humanoid monsters described before. Monsters you EXPLANATION OF USE wish to add may fit into a type in one of these Non-Humanoid These hit location tables have been set up so that if a long monster, Hit Location Tables. If not, the principles shown here should such as a dragon, is approached from the front or rear, adding or subtr- make the hit locations for new types of monsters fairly easy to acting 6 from the D20 roll will give suitable locations from that angle. invent.

90 IX TREASURE HOARDS

The main reason characters would go out and fight the monsters The Treasure Factor is used for each different type of monster. If depicted in the previous chapter is reward. Some monsters may be there is more than one such monster, multiply the resulting treasure terrorizing the countryside, and a desperate citizenry will pay to have accordingly (or roll individually as desired, e.g. for special items). a pest exterminator come in. Others may be natural enemies with whom one is feuding, and still others may have come hunting the EXPLANATION OF TREASURE TABLE TERMS characters! But the main reason to fight monsters is the probability that they have been gathering loot, just as you have. (PERCENTAGES IN PARENTHESES) - These are the numbers to We feel that each treasure should be unique, a carefully crafted be rolled or less on D100 for that type of treasure to appear. Thus, reward for the intrepid Adventurer who has managed to overcome if the treasure factor is 35, there is a 90% chance of Clacks and monsters and avoid traps to reach the final goal. However, we have Lunars, a 50% chance of Wheels (gold), a 90% chance of 1 gem also had to improvise treasures quickly. Accordingly, the following or item of jewellery (see Gems and Jewellery Table), and a 50% guidelines are suggested. chance there is an item of magic or a special item. INDICATED DICE ROLLS - The dice rolls indicated give the TREASURES amounts of the type of treasure which appears. If it is too much trouble to roll D100 ten times, roll it once and multiply by ten. TREASURE FACTORS A hoard should reflect the relative toughness and numbers of its TREASURE FACTOR GREATER THAN 100 guardians. The following list tries to show this by giving a treasure If the total treasure factor of a monster is larger than 100, divide factor for a monster, based on its individual capacities. In Chapter the treasure factor into chunks of 100 and whatever is left over, then VIII, individual minimum treasure factors appear for each creature, roll for each. Thus, if factors add up to 236, roll twice on the 91-00 but anything in the way of additional expertise and abilities can line and once on the 31-40 line. This can be an appreciable treasure, boost this number. but a 236-factor monster will make the characters fight for it. A monster gets one Treasure Factor for each of the following: 1. Each full 25% attack (minimum 1 factor); ROLLING LESS THAN THE INDICATED PERCENTAGE MULTIPLIED BY the other factors for: There is a chance that more treasure than the above minimum will 2. Each full 3 hit points; be found. This is based on the listed percentage for each treasure. 3. Each point of armour protection (e.g. 2 point skin is 2 factors); 4. Each full 25% Defence (e.g. 30% is 1 factor, but 20% is none); - If a Special is rolled (1/5th the needed number), multiply by 2. 5. Each full +3 damage bonus and/or extra die of damage; 6. Each extra attack the monster has (e.g. two claws gains 1 factor); - If a Critical is rolled (1/20th the needed number), multiply by 5. 7. Each combat spell or special power possessed by the monster (potent powers give more factors, e.g. basilisk deathly gaze is 4); - If a Fumble is rolled, that treasure is seriously flawed (perhaps it is 8. Each 5 levels of poison potency, or part thereof (e.g. potency 7 trapped, or fake, or cursed, or well-known as stolen goods, etc). blade venom would give 2 treasure factors).

TREASURE TABLE

Treasure Factor Clacks* Lunars* Wheels* Gems/Jewellery Special Items 01-10 (75) D100 (75) D10 (5) D6 (50) 1 (roll at +50) (05) 1 11-20 (85) D100 (85) D100 (10) D10 (65) 1 (roll at +40 ) (10) 1 21-30 (90) 2D100 (90) 2D100 (20) D10 (75) 1 (roll at +30) (20) 1 31-40 (90) 4D100 (90) 3D100 (50) D20 (90) 1 (roll at +20) (50) 1 41-50 (90) 8D100 (90) 4D100 (75) 2D10 (90) 1 (roll at +20) (75) 1 51-60 (90) 10D100 (90) 5D100 (90) 2D10 (90) 1 (roll at +10) (90) 1 61-70 (90) 10D100 (90) 6D100 (90) 3D10 (90) 2 (roll at +10) (90) 1 71-80 (90) 20D100 (90) 10D100 (90) 2D20 (90) 2 (90) 2 81-90 (90) 20D100 (90) 10D100 (90) 3D20 (90) 2 (90) 2 91-00 (90) 30D100 (90) 20D100 (90) 4D20 (90) 3 (90) 3

* Large amounts (over 1000C, 500L, or 50Wh) should be in the form of valuable goods instead of coins in most cases. See Appendix G.

91 GEMS/JEWELLERY TABLE

D100* Type Worth

01-05 Special Jewellery Roll again on this table for worth and on the Special Items or Magic Crystal Table for type. 06-10 Superb Gemstone D10 x 1000 L 11-15 Excellent Jewellery D6 x 1000 L 16-20 Excellent Gemstone 3D6 x 100 L 21-30 Very Good Jewellery 12D100 L 31-40 Very Good Gemstone 6D100 L 41-50 Good Jewellery 10D20 L 51-60 Good Gemstone 2D100 L 61-70 Costume Jewellery 5D20 L 71-80 Flawed Gemstone D100 L 81-90 Trade Junk Jewellery D20 L 91-95 Semi-Precious Stone D10 L 96+ Pretty Stones Worthless

* Apply modifier from Treasure Table Gems/Jewellery column, if any; but a natural roll of 01-05 is always Special, regardless of modifier.

SPECIAL ITEMS EXAMPLE Goobag the dark troll has a 55% chance to hit (multiplier of 2). There are various types of magic and other items available. When Being tough, he has 10 hit points (3 treasure factors) and a +4 special items show up on the Treasure Table, roll on the table below: damage bonus (1). He wears chain mail (5) over his 1 point skin (1), knows five combat spells (5) and uses 10-potency blade venom SPECIAL ITEMS TABLE (2). This gives him a total treasure factor of 2 x 17 = 34. The dark troll is accompanied by three trollkin who hit at 35% D100 Item (x1 multiplier), have 6 hit points each (2 factors). They do no extra 01-05 Extra Special Magic Item damage, wear leather (2) over their 1 point skin (1), and carry one 06-20 Magic Crystal combat spell each (1). Each has the same 10-potency blade venom 21-50 Spell Matrix on their weapons (2). Thus their treasure factors are 1 x 8 = 16. 51-75 Potion Also working with them is a gargoyle, known as Rocky. Hitting at 76-00 Scroll 60% (2x multiplier), he is large, with hit points of 12 (4 treasure factors) and a damage bonus of +6 (2). He has 6 point skin (6) and attacks with two claws (1 for an extra attack). His total is 2x13=26. Having determined the type of item found, the next step is to The motley band's treasure factors (34, 16x3, 26) are rolled thus: consult the appropriate table below. Note that there may be items other than those given in the following outline. If the referee wishes, CLACKS - The rolls are 51 (4D100), 23 (D100, x3), 88 (2D100). there may be holy relics of power vastly greater than any magic Rolling the dice produces 229 +92x3=276 +131, or 636 Clacks. given here. Harrek's cloak is a good example out of the Dragon Pass world. Stormbringer is another, out of the Elric of Melnibone books. LUNARS - The rolls are 84 (3D100), 16 (D100, x3, x2 Special), 59 They are not given on these tables because magic items of legendary (2D100). Remember that a Special roll (1/5th) means 2 times the power should not turn up in the casual tavern brawl, or even in a usual result. Rolling, we get 39 +70x3x2=420 +133, or 592 L. well-planned raid on a band of obnoxious trolls. Such items of legend and glory should be objects of epic quests, not a casual WHEELS - The rolls are 85 (0), 90 (0) and 46 (0). So no Wheels. evening's entertainment. Such items do exist, but the finding of them is what makes Heroes. GEMS/JEWELLERY – The rolls are 40 (1 at +20), 54 (1 at +40, x3 as there are 3 trollkin), and 87 (0). This gives 4 items. PROPERTIES OF ENCHANTED RUNE METALS 1st Item – Rolling 74, +20 modifier to 94 gives a Semi-Precious Iron: AP x1½ (tough) or ENC x½ (light); Damage x2 to trolls/elves. Stone worth 4 L. Copper: AP normal or AP-1 at ENC x½; as AP x2 versus breakage. 2nd Item – Rolling 47, +40 modifier to 87 gives Trade Junk, Gold: AP normal, ENCx2; glows faintly, Light spells doubled. worth 12 L. Lead: AP normal, ENCx1½, Stealth not reduced, Crush +1 damage. 3rd Item – Rolling 31, +40 modifier to 71 gives a Flawed Gem, Silver: AP as normal bronze, very pliable. worth 98 L. Tin: AP as normal bronze. 4th Item – Rolling 01 gives a special magical jewellery! (The Aluminium/Quicksilver: AP as bronze; buoyant in water, Swim skill modifier is ignored). Rolling again, we get 14, so it is an not reduced. (Two forms of one metal, convertible by skilled smith). Excellent Jewellery piece as well, worth 3000 L just for its mundane value. We also roll 78 for magic, to pursue later. All can hurt lycanthropes etc. Iron & Silver do so even unenchanted, but silver is too soft to use except as a blunt weapon or sling bullets. SPECIAL ITEMS - The roll is 03 (not quite critical, 1x2=2), 10 (1, Unenchanted iron inhibits spell-casting (x½, or x1/10th with a lot). x3), 84 (0). So the monsters have fallen heir to 5 special items!

92 SCROLLS POTIONS Scrolls can be almost any kind of written item, whether an actual Potions are a diverse lot. Some potions will be found with extra- scroll, a tablet of clay, a printed book, a few scattered pages, carved ordinary potencies. This may mean the powerful ancient boards, or even a tapestry, as per the Scroll Materials Table. It may magic they contain, or may refer to the deleterious effects of age . . . be useless to Adventurers, or have a map to a treasure which could The Potions Table lists possible types of potions as a guideline. still be there. Others can have notes of techniques that might increase skills, or may describe spells or rituals or lost ancient secrets... POTIONS TABLE The Scroll Contents Table lists possible types as a guideline, and referees should feel free to change the frequency and nature of any D100 Type item on it. 01 Styx Water Several characters in the RQ Pavis campaign made a bundle when 02-10 Healing Potion they discovered a set of scrolls bearing the history of the Decline and 11-25 Battle Magic Spell Potion Fall of the Empire of the Wyrm's Friends. 26-45 Systemic Poison ( Potency 2D6+2 ) A scroll may be written in any of the languages mentioned in 46-55 Blade Venom ( " ) Chapter Ten. A character's chance of reading the scroll is rolled only 56-70 Poison Antidote ( " ) once. If that roll is a failure, he may try again when he has gained 71-75 Battle Woad higher ability with the language. The character also has his reading 76-80 Medicine Bundle and writing chance of copying the scroll out for someone else, and 81-90 Other must make the roll for each scroll attempted. A fumble on a skill 91-00 Spoiled Potion (probably poisonous - re-roll type) increase roll will teach the wrong things to the reader, making him go down an appropriate amount in the skill. EXPLANATIONS OF POTION TYPES SCROLL MATERIALS TABLE STYX WATER – Exceptionally pure, black water. Brought from Hell by a hero's quest, 1 drop annihilates a vampire. (20kL for a vial) D100 Type HEALING - These are magic, curing D8 points of wounds. 01,02 Inscribed metal sheets (usually bronze, copper or tin) BATTLE MAGIC SPELL POTIONS - Give one-use of the spell they 03-40 Scroll (parchment/vellum/papyrus/cloth) are made for. Do not require POW to use, as the POW was used to 41-60 Sheets (scattered loose-leaf pages) create the potion. Memory of the spell is not retained after use. 61-70 Book (cover may be valuable – roll as Gems/Jewellery) These potions wear off after 2 hours. To find which spell is in it, 71-80 Painted fabric or Tapestry/Embroidery or Woven beads roll D100, divide by 2, and consult the Battle Magic Spells Table. 81-85 Carved wooden boards or sticks SYSTEMIC POTION/BLADE VENOM - These are not magical. 86-90 Engraved stones (from small to large or immovable) POISON ANTIDOTES - Duration of antidotes is in Chapter VI. 91-94 Clay tablets (baked, writing is set) BATTLE WOAD – Gives D6 Protection & Countermagic if painted 95,96 Wax tablets (writing is soft) on a naked body. Declines 1pt/day or until clothes/armour worn. 97,98 Slates (writing in chalk, easily rubbed off) Rarer type also Heals as many points, once per wound sustained. 99,00 Knotted leather strips MEDICINE BUNDLE - Pack of useful herbs (see Appendix H). OTHER - Special potions, such as: POW restoring potion, useless except to the maker; water befouled by broo with disease; POW SCROLL CONTENTS TABLE blasting potions; rare, beneficial permanent growth potion; Trade- off potion, e.g. +3 INT but -6 POW permanently; or a normal type D100 Type but with double potency. The variations are endless. 01 Special scroll - referee's discretion. SPOILED POTIONS - Potions which have turned bad from age or 02-15 Description of methods to increase a characteristic by one. improper manufacture. Often poisonous, perhaps a degenerated Cannot increase past normal racial or other maximums. antidote, of potency 2D6+3, or with odd side effects such as a These methods generally take 3D6 weeks to implement. Disruption spell potion that disrupts the user. Spoiled potions can D4: 1 STR, 2 CON, 3 DEX, 4 CHA. be told from good ones only by taste analysis (see Chapter VI). 16-35 Weapons technique scroll, giving D4 increase rolls in one weapon. Cannot increase past the normal training limit. 36-50 General abilities scroll, giving one increase roll in up to D4 chosen non-combat skills based on a random characteristic. Again, a skill cannot increase past the limit of training. 51-60 Ritual formula. Details of how to summon an elemental, a spell-teaching spirit, disease spirit or similar, or to enter a Questing-trance, reach the Otherworld for Rune magic, etc. 61-70 Sorcerous writings. Conveys knowledge of a sorcery spell to a sorcerer (or simply mundane value to others, as below). 71-80 Valuable historical knowledge, letter of credit, deeds, negotiable bonds, stamps, collector's item posters, etc. (Roll for value on the Gems/Jewellery Table). 81-90 Map to an area which may still be interesting (treasure hoard, hideout, whatever). 91-00 Seemingly useless and/or unreadable.

93 For additional information on all types of potions, see Chapter VI. MAGIC CRYSTALS Also, note that potions are often mixed with wine and ale. It might Just as the bones of dead gods provided Glorantha with bronze, take a lot of wine and ale sampling to figure out what kind of potion the blood of dead and wounded gods provided crystals. These are it might be. . . (hic) marvellous items, and are being found all the time. Magic crystals, being of the blood of the gods, are not subject to the effects of Divine Intervention spells. They are also indestructible. A crystal that has somehow lost all its magic becomes only a dull pebble. They are of two varieties: “Dead” (storage) & “Living” (powered).

DETERMINING THE NATURE OF A CRYSTAL The only way to discover and use the properties of a crystal is to attune it. The character must overcome its POW with his WIS. To attempt attunement, a character must give up attunement of any crystal he may already have, as the attempt will not work otherwise. He may abandon attunement of a new crystal afterward and re-attune the old one if he wishes, with no chance of failure but no chance of a POW gain roll (if for example he finds that the new crystal is a type he does not want to keep attuned). A character may have only one attuned crystal of any type at any one time. The Crystal Table determines the nature of a found crystal.

“DEAD” CRYSTALS (POW/SPIRIT STORING) About 70% of the magic crystals are “Dead”. They have no intrinsic power of their own. Yet, they can be used to either contain a spirit or to store POW for a character, giving him an additional source of POW which he can charge with his own POW. Each of these Dead crystals has a limit to the POW it can store. This is found by rolling 2D6. This limit does not apply, however, to the POW of a spirit contained within a crystal.

BINDING A SPIRIT - If one does not wish to put a bound spirit into SPELL MATRICES an animal as a familiar, one must find or buy a spirit storing crystal. A battle magic spell matrix stores the knowledge to cast a battle Once a spirit has been bound within such a crystal, the POW of the magic spell, but requires the user to supply the POW, just as if he spirit is available for the use of the binder. The spirit may not throw were using the spell from his own memory. Thus, a matrix of spells itself or take other independent action (unless the spirit has Extinguish allows its carrier to use his own intelligence to remember more POW than the binder's CHA allows him to control. See Spirit other spells than Extinguish. However, if he ever casts Extinguish, he Binding, Chapter V). Note that gods and demi-gods cannot be bound. still uses 2 POW points. To put one randomly in a treasure, roll D100, divide the result by POW STORAGE - The owner of a Dead (storage) crystal may store 2, and look at the Battle Magic Spell table. Alternately, if the referee his POW within it, up to the limit it will accommodate, for use on has a favourite, he should indulge himself. call. This POW can only be used once. Then it is gone until the Once the spell is determined, choose an item as the matrix. The character replaces it again. The POW in a storage crystal can be used following items have served as spell matrices: wands, swords, to cast spells, but it does not count in magic resistance. It also cannot scabbards, gloves, torches, cloaks, rings, boots, pendants, and helms. be used to replace POW that a character has used from himself to Anything at all can serve as a battle magic spell matrix. cast spells. Any matrix yielding more than one spell is definitely special. They should be pre-planned and used by a monster, not rolled randomly. A magic crystal can be used to do only one of the two things listed. It cannot be used to store a spirit and POW as well under any USING SPELL MATRICES circumstances. Binding a spirit into a crystal with POW in it will Note that a character can have only one battle magic spell matrix force the POW out. It cannot be tucked in to “corners” the spirit ready at a time. Foci for battle magic spells cannot be carved on a doesn't fill. matrix without destroying it. However, it would be possible to carve If a character owning a crystal with a spirit bound in it is killed, the foci first and then create, or have created, the matrix in the the spirit returns to the spirit plane immediately. carved object. Switching spell matrices, or switching from matrix to spell or weapon adds 5 points to the strike rank of the character “LIVING” CRYSTALS (POWERED) making the switch. Some of the crystals formed from the blood of the gods retain a In all other respects, a spell from a matrix is exactly the same in its certain potency. They possess various abilities and each also has a effect as the same spell from the head of the magician. POW. A character wishing to use a Living (powered) crystal must Spell matrices can be made by a Rune mage (see Chapter VII). first attune the crystal.

OPTIONAL MATRICES The referee may want to spice things up by setting up “flawed” spell matrices. One relatively mild version of this is a wand of Disruption. It does D10 points of damage (a definite improvement) but takes 4 POW points to run.

94 ATTUNING A LIVING (POWERED) CRYSTAL HEALING FOCUSING - These crystals double the effect of Healing To attune a Living crystal, a character must overcome the magic and Xenohealing spells cast by the attuned character. Thus, a 3 resistance of the crystal by application of his WIS against the POW point Healing spell does 6 points of cure. Note that a crystal will of the crystal. This takes 1 week. The attack is resolved as if the only double as many points of Healing as its POW. In other character had thrown a spell at the crystal. If the attack is successful, words, a 1 point crystal will only double 1 point of Healing. the character has attuned the crystal. If he fails in the attempt, he will SENSITIVITY - These crystals make 1 point detection spells free of lose POW as in the POW Loss Table. any POW cost to cast. They also allow the casting of 2 point detection spells for the cost of 1 point of POW. Of course, the POW LOSS TABLE character must know the spells that he wishes to cast. The crystal can aid in the casting of detection spells the number of times a day D100 POW lost permanently equal to its POW. In other words, a sensitivity crystal of POW 7 01-60 1 point would allow a character to cast seven 1 point detection spells per 61-90 2 points day for no cost in POW or seven 2 point spells at a cost of 1 point 91-00 3 points each, or any combination of the above. TWICE POW YIELDING - The POW of these crystals can be used by the owning character to cast whatever spells he knows. The Attuning a crystal also counts as a successful use of magic for the crystals yield twice their POW per day for a character's use. The purpose of getting a POW gain roll (see Chapter V). As soon as a crystal regains POW separately from the character at the same crystal is attuned, it glows. Unfortunately, it is only possible to be speed as do humans, i.e., ¼ of their POW per 6 hours. attuned to one crystal at a time. POWER ENHANCING - These double the effectiveness of variable strength spells (except for Healing and Xenohealing) cast by the ATTRIBUTES OF A LIVING (POWERED) CRYSTAL attuned character. Thus, a 2 point Bladesharp becomes a 4 point The power of most of these crystals cannot be used directly by a Bladesharp at the cost of 2 POW points instead of 4. This ability character. The power in the crystal serves to amplify and modify the will not surpass the normal limits of such variable spells, so a 3 power in the spells a character casts through them. Each powered point Bladesharp will become a 4 point Bladesharp, not a 6 point crystal has a specialized function which it makes available to the one. However, it would be possible to use a 3 point crystal to cast attuning character. This special function is not known until the two 3 point Bladesharps on two weapons. crystal is attuned. SPELL REINFORCING - Adds 1 point of WIS per point of POW of the crystal to the characteristic WIS of the user when he uses an attack spell against the WIS of a target. This even allows a CRYSTAL TABLE character to attack as though he had a WIS over his species maximum. Thus, a Rune Priest with a WIS of 18 and a 4 point D100 Type spell reinforcing crystal could attack as if he had a WIS of 22. 01 Combination crystal, roll twice and combine* This cannot be used to defend against a magical attack or spirit 02 Extra power crystal, roll again and add D6 POW† combat/possession. 03-05 Healing focussing crystal, D8 POW SPELL STRENGTHENING - For every point of POW used in a 06-08 Sensitivity crystal, D8 POW spell, this crystal will add 1 up to its limit in POW. This is used 09-11 Twice POW yielding crystal, D8 POW for getting past Countermagic and Shield spells. Thus, a character 12-14 Power enhancing crystal, D8 POW with this crystal of a POW of 4 could put 4 points of his own 15-16 Spell reinforcing crystal, D4 POW POW behind a Disrupt and get another 4 from the crystal, which 17-18 Spell strengthening crystal, D4 POW will get past most Countermagic spells. This does not drain the 19-20 Spell resisting crystal, D4 POW POW from the crystal, it will always have a POW of 4. 21-22 Spirit supporting crystal, D4 POW SPELL RESISTING - This crystal is the opposite of the spell 23-24 Spell storing crystal, D4 POW reinforcing crystal. It adds its POW to the magical defence of a 25-95 DEAD: Spirit/Power-storing crystal, 2D6 POW character, giving a character with it extra WIS to defend with. It 96-00 Flawed/Chaos-tainted crystal cannot be used for anything else, including a defence against spirit combat/possession. * Roll D100 and divide by 4, rounding up. A Living (powered) SPIRIT SUPPORTING CRYSTAL - Like the spell resisting crystal type cannot be combined with a Dead (storage) type. except that every point of the crystal's POW acts as 2 extra points † This additional D6 can be added to the POW storable in a of POW to the user for the purpose of spirit combat. This can be Dead/storage crystal. used by shamans for spirit combat, but cannot be used either as POW to sacrifice to a spirit or POW to keep control of a spirit. SPELL STORING - Each point of this crystal counts as 1 INT point TYPES OF CRYSTALS for memorizing spells. If the crystal is not attuned, even temporarily, knowledge of the spells is lost. It takes 1 day to store COMBINATION - Roll twice and combine. Add the POWs to obtain 1 point of battle magic in such a crystal. the total POW of the crystal for attunement, but treat the two POWs separately in figuring capability. Thus, a POW 4 FLAWED - Looking for all the world like one of the above, these Sensitivity/POW 3 Healing focussing crystal has a POW of 7 for crystals have a taint of Chaos to them. One might be impossible to attunement purposes but can only double 3 points of Healing and attune, whatever its ostensible power, or a POW decreasing aid 4 detection spells. crystal, or be impossible to unattune once attuned. Each type should be different. That's Chaos. EXTRA POWER - This crystal has an extra dose of POW. A flawed crystal may not be wholly bad. It may simply take a permanent POW drain of D4 points from a character and bestow a worthwhile power on him, or be one of the others shown above.

95 EXTRA SPECIAL MAGIC ITEMS Aldryami Arrows – Grown by elves, treat up to max range as normal, Referees are free to choose or create specific magic items they feel double point-blank range. For elves, also ignore vegetation cover. are most suitable, or substitute one of more common type. However, Ball of Tails - Bound herd-beast spirits, unlimited by CHA. Hated by they may like to roll on this table for inspiration: Praxians, usable by creator only. Peaceful Cut releases one a day. Dew Maid's Wand – Water-divining rod (2 POW rqd), 100yds. (5kL) EXTRA SPECIAL MAGIC ITEMS TABLE Frog Mask – Wooden frog-face mask, breathe in water 1 hour. (2kL) 01 Adamant (Enchanted Truestone – unbreakable). Morokanth Thumb – Gives morokanth normal DEX skills. (1kL) 02 Blank Truestone (D10 Rune spells taken). Plenty Horn – Glowing animal horn. Attune with 1 POW. Turns Prax 03-10 Truestone (D10 Rune spells, re-usable). sand edible for 1pp, add water or -1 CON, recover 1/wk. (10kL) 11-15 Moon Rock (glows with red Lunar light). Rhino Fat – Smeared on body, gives +1AP, lasts 5 hours. (100L) 16-20 Spirit Trap (50% has spirit trapped inside). Scarlet Scimitar – Glows red at will (POW yard radius). Truesword 21-30 Rune Magic/Sorcery Matrix (D3 POW) once per week (except on Dark/Dying day of the Lunar cycle). 31-35 Enchanted Weapon/Shield/Armour piece (+D3 AP) Storm Bull's Ear – Graft-on for +75% Listen & +15% Sense Chaos, 36-50 Iron Weapon/Shield/Armour piece: Tough AP x1½ and favourable reactions from Storm Bull worshippers. (20kL) 51-60 Iron Weapon/Shield/Armour piece: Light ENC x½ Thunderstones – Flint stones. Use 1pp to activate, spark/crackle, do 61-70 Other Rune Metal Weapon/Shield/Armour piece D6 damage & pp-drain per point (D6 pts). Armour/spells protect. 71-80 Slave Collar/Bracelets (wearer cannot cast or DI) Waha Rope – High-quality brown rope. Anyone tied cannot escape 81-00 Other – choose from adjacent list, or invent one. or be untied unless its cult-secret code-word is spoken. (5kL)

THIRD ROLL - 55, another potion. To save time, the referee assumes that Goobag has thoroughly stocked up on blade venom. FOURTH ROLL – 34, a spell matrix. Another roll of 30 is divided by 2 and compared against the list of battle magic spells. The spell is Detect Silver. It is assumed that this is a wand carried by Goobag. FIFTH ROLL - 80, a scroll. The referee rolls the material, getting 09, a basic scroll (vellum, he assumes), then rolls on the table for contents, getting 74 - a valuable document. The referee assumes that Goobag has an interest in the history of his race and has a scroll of the history of the cult of Kyger Litor squirrelled away in his personal chambers. This could very valuable to human authorities wanting to know more about the motivations of the troll race. (But a roll for its value on the Gems/Jewellery Table, when it is successfully Evaluated later, reveals it to be Worthless).

EXAMPLE - GOOBAG'S HOARD When last seen, Goobag and company had rolled a piece of magical jewellery, then rolling a 78 for type of magic. Consulting the Special Item Table, we find that 78 is a scroll! Looking at the Scroll Tables, we find that a scroll can really be almost anything, so let us assume that the jewellery is inscribed with something. Being rushed, the referee simply rolls D100 on the Scroll Contents Table and gets 96 - seemingly useless and/or unreadable. Phew! He can pass it off as unreadable for the moment and decide what it really is later. . . Goobag and company also had 5 magical items in their hoard. The referee commences rolling.

FIRST ROLL - A roll of 57 gives a potion. The referee assumes this means they have an extra supply of the blade venom they use. SECOND ROLL – 13, a magic crystal! Another roll gives up a 67, so we know it's probably a POW storage crystal. Rolling 2D6 gives 11, and adding 3 gives a crystal with a POW storing ability of 14. We can assume that it will serve as extra POW for Goobag to throw spells with.

96 X APPENDICES

Table of Contents

A. Attributes, Height & Weight 97 G. Gems, Jewels & Goods 104 M1. Map: Dragon Pass & Sartar 109 B. Bogeys: Talents & Flaws 98 H. Herbs 105 M2. Map: The Plaines of Prax 110 C. Common Bogeys 98 I. Minor Infections 105 N. Encounter Charts 111 D. Distinctive Features 99 J. Weapons Definitions 106 O. - - E. Previous Experience 100 K. Referee Notes 107 P. Price Lists 113 F. Martial Arts (Combat Feats) 103 L. Languages of Dragon Pass 108 Q. Bibliography 115

A. ATTRIBUTES – HEIGHT, WEIGHT & SAVES SIZ Maximum Weight Height (male) (female) 1 1 stone (14 lbs) 2ft - Characteristic Rolls (STATx5, or similar) determine if a character can save 2 2 stone (28 lbs) 3ft - themselves from some particular cruel fate, or succeed at some related task. 3 3 stone (42 lbs) 4ft 2 4ft 1 Here is some guidance about their use. 4 4 stone (56 lbs) 4ft 4 4ft 4 5 5 stone (70 lbs) 4ft 6 4ft 7 Note that even if an attribute is 20 or more, STATx5 will fail on a 96+ roll. 6 6 stone (84 lbs) 4ft 8 4ft 10 7 7 stone (98 lbs) 4ft 10 5ft DEXTERITY 8 8 stone (112 lbs) 5ft 5ft 2 It is easy to over-use DEXx5 rolls. Dodging explosions, jumping pits and 9 8¾ stone (122 lbs) 5ft 2 5ft 4 many other situations seem suited to it. But that can lead to DEX being a 10 9½ stone (133 lbs) 5ft 4 5ft 6 more powerful attribute than any other. So try to use others when possible. 11 10½ stone (145 lbs) 5ft 6 5ft 8 12 11½ stone (158 lbs) 5ft 8 5ft 10 CONSTITUTION 13 12½ stone (173 lbs) 5ft 10 6ft This is obviously the one to use against Poison, Drowning etc, as detailed. 14 13½ stone (188 lbs) 6ft 6ft 2 15 14½ stone (205 lbs) 6ft 2 6ft 4 WISDOM 16 16 stone (224 lbs) 6ft 4 6ft 6 WIS is the attribute used to resist magical attacks, or anything requiring 17 17½ stone (244 lbs) 6ft 6 6ft 9 will-power, such as not looking at Medusa, or into the vampire's eyes... 18 19 stone (266 lbs) 6ft 8 7ft 0 19 20¾ stone (290 lbs) 6ft 10 - INTELLIGENCE 20 22½ stone (317 lbs) 7ft 2 - For situations involving Perception, but when Spot/Listen skills don't apply. 21 24½ stone (345 lbs) 7ft 6 - This should include noticing tripwires or pressure-plates just triggered, so etc. etc. etc. that avoiding the resultant traps can actually be a matter of INT, not DEX. PRECISE HEIGHT & WEIGHT VALUES CHARISMA To determine exact values, subtract D4–1 half-inches from height, and D20–1 lbs Anything involving interaction with other sentient beings, or any creatures, from weight (re-rolling if that goes down into the next lower SIZ value). is likely to be governed by CHA. Subtly more attractive individuals, or at least less repulsive ones, may be chosen to get First Aid first, or captured HOW THE CHART WAS MADE - RQ-SIZ FORMULA & HAMWI METHOD when others are slain, or believed to have sufficient ransom. The RQ/BRP Size Formula, below, relating SIZ to body weight has been used. This applies to SIZ 8 and above. Below that, SIZ = Weight in stone (maximum). POWER WEIGHT = 2^(SIZ/8) x 4 stone (i.e. x 56lbs, or about 25kg) RuneQuest used POW like “Luck” for all sorts of saving throws, but it should not be used that way in RuinQuest where POW is just magic points. Heights are derived using the Hamwi Method of calculating ideal body weights. Any “POWx5” rolls ascribed to “favour of the gods” should be translated That is, 106lbs +6lbs per inch over 5ft for men, and 100lbs +5lbs for women, to CHA or INT instead: Is he pretty or witty enough for the gods to save? with +/-10% for large/small frame (and extrapolated for large/small SIZ etc).

SIZE - SOME SPECIFICS The scale is distinctly non-linear: not-much-higher SIZ creatures etc weigh tons. Average height and weight differs from century to century and culture to culture. Should an average be based on the ancient Roman average height OVERWEIGHT & UNDERWEIGHT of perhaps 5'2", or the Germanic 5'8"? The following table tries to equate These conditions do not affect attributes or skills such as hit points, dodge etc but SIZ to height and weight for both historical standards (using the 3D6 scale) will affect things purely related to weight, such as knockback or being lifted. So and modern/heroic norms (using 2D6+6), but yet still produce reasonable in such cases use the effective SIZ due to actual weight for SIZ-related rules. sizes for a Pixie or Dark Troll. Great efforts have been made to do so. Overweight – excess weight counts towards the character's encumbrance. If you prefer metric, use 1" for 2.5cm and 1lb for 0.5kg approximately. Pah. Underweight – reduces STR by 1 per effective SIZ point below the ideal weight.

97 B. BOGEYS: INBORN TALENTS & FLAWS 49,50 Ultra-vision: Can see well in almost total darkness. (Poor Sight, d6: 1 Blind; 2,3 Long*; 4-6 Short*. * x½ under/over 10ft) For each Advantage rolled you must also roll for a Disadvantage: 51,52 Infra-vision: Can see sources of heat even in total darkness. (Colour-blindness, d6: 1 Total; 2,3 Blue/yellow; 4-6 Red/green). d100 Advantage Details (Disadvantage Details) 53,54 Good Eyesight, d6:1-3 Spot +10%; 4,5 +20%; 6 +30%. 01 Divine: The character has divine blood. (Poor Eyesight, d6: 1 Spot -30% (myopic); 2, 3 -20%; 4-6 -10% ). (Accursed: The character has divine blood). 55,56 Good Hearing, d6: 1-3 Listen +10%; 4,5 +20%; 6 +30%. 02 Divine Favour: Double chance for Divine Intervention. (Poor Hearing, d6: 1 Listen -30% (deaf); 2,3 -20%; 4-6 -10%). (Divine Scorn: No chance for Divine Intervention). 57,58 Sensitive Touch: Picking Locks/Pockets etc is Easy, x2. 03 Mutant: Character has an extra/special body part - roll location. (Poor Sensation: Picking Locks/Pockets etc is Difficult, x1/2). (Crippled: Character has a deformed body part - roll location). 59,60 Keen Smell: Scent/taste-related skill rolls are Easy, x2. 04 Supernatural: Good supernatural being in disguise, e.g. sylph. Nose is Dead: No sense of smell; taste-related rolls are Difficult, x1/2). (Monstrous: Evil monster in disguise, e.g. were-wolf). 61,62 Born Leader: Command/Leadership skill at base CHA-5 +20%. 05 Rapid Healer: Natural healing occurs at double the normal rate. (Born Follower: Cannot gain Command/Leadership skill). (Slow Healer: Natural healing at half the normal rate.) 63 Honoured: Regarded as a hero in your home area. 06 Mastery of a Skill: One weapon/craft skill starts at 90%. (Outlawed: Wanted for crimes in your home area, perhaps unjustly.) (Disastrous Skill: Penalty of -90% with one random skill). 64 Inheritance: Someone important has named you their heir. 07 Flair for a Skill: One weapon/craft skill gains double increase. (Dispossessed: Someone has taken your family lands/wealth.) (Blocked Skill: Can never increase with one random skill). 65 Fleet-Footed: Run 1/3 quicker than normal for your race. 08 Cunning Linguist: Double number of languages/scripts known. (Club-Footed: Run 1/3 slower than normal for your race). (Tongue-Tied: Can only understand native language/script). 66 Never Fear: No fear of some chosen thing. 09 Arcane Aptitude: +5% bonus learning any Sorcery spells*. (Phobia: Fear of some random thing; all rolls halved when nearby.) (Arcane Ineptitude: -5% penalty learning any Sorcery spells). 67 Lender: You loaned someone d6x1000sp and they have vanished. 10 Arcane Specialism: +10% bonus learning Sorcery of one school*. (Debtor: You owe a debt of 10 times starting cash.) (Arcane Aversion: -10% learning Sorcery spells of one school). 68 Loved: An important person has fallen in love with you. 11 Arcane Sensitivity: Sensitivity skill at d3x10% plus INT-10*. (Hated: An important person wants to cause you harm.) (Arcane Insensitivity: Can never have arcane Sensitivity). 69 Alliance: You have befriended an important person. 12 Eidetic Memory: Character has perfect recall. (Vendetta: You hate an important person – decide who and why.) (Bad Memory: Character forgets important things, at GM whim). 70 Casanova: Seduction skill +50%, and a reputation to match! 13 Psionics: Character has psionic abilities - see Psionics*. (Betrothed: Your marriage has been arranged, against your will.) (+ Insanity: Character has a form of insanity - see Psionics). 71 Master: You have a slave/servant who sees to your every need. 14 Animal Empathy: Get on well with all animals; rolls +30%. (Slave: You are an escaped Slave/Serf/Bondsman on the run.) (Animal Antipathy: Animals dislike you; rolls -30%) 72 Light Sleeper: Ready for action the round you are woken. 15 Animal Friends: Empathy/communication with animal type. (Heavy Sleeper: Take 3 rounds to be woken.) (Animal Enemies: Antipathy and hatred of one animal type). 73 Sure Footed: Any rolls rqd to stay standing are Easy, x2. 16 Racial Friend: Recognized as a friend of one humanoid race. (Bad Balance: Any rolls rqd to stay standing are Difficult, x1/2). (Racial Enemy: Recognized as enemy of one humanoid race). 74 Firm Grip: Any rolls rqd to hold onto things are Easy, x2. 17 Monster Friend: Seen as a special friend by one monster type. (Weak Grip: Any rolls to hold onto things are Difficult, x1/2). (Monster Enemy: Seen as special enemy by one monster type). 75 Strong-Will: Rolls v mind attack/influence/fear are Easy, x2. 18 Were-Friend: A special friend/relative of a specific were-type. (Weak-Will: Rolls v mind attack/fear/etc are Difficult, x1/2.) (Were-Enemy: Especially hated by all were-creatures). 76 Brush-up Well: CHA +3 in expensive clothing, jewellery, make-up, etc. 19 Apparent Sincerity: Oratory/Fast Talk, Bargain etc is Easy, x2. (Mutton as Lamb: CHA -3 if not similarly made-up). (Appears Insincere: Oratory/Fast Talk, etc is Hard, x1/2). 77 Dwarfism: STR +d6 and SIZ -d6. 20 Spell Resistance: Effectively +d6 WIS v mental attack spells. (Amputee: Body part has been severed - roll location & sub-location). (Spell Vulnerability: Effectively -d6 WIS v mental attack spells). 78 Gigantism: STR and SIZ +2d6. 21,22 Resist Poison: Rolls to resist poison are Easy, x2. (Maimed: Body part crushed/crippled - roll location & sub-location). (Poison Susceptibility: Rolls to resist poison Difficult, x1/2). 79,80 Special Eyes: Each eye is a different colour. 23,24 Resist Petrification: Rolls to resist turning to stone Easy, x2. (Blind Since Birth/Youth: Bio-compensated, other sense rolls Easy, x2). (Petrification Susceptibility: Resistance rolls Difficult, x1/2). 81-85 Weapon Skill: Bonus of D6 x 10% to a random weapon skill. 25,26 Resist Undead: Can resist undead draining effects by CONx5. (Weapon Ineptitude: Penalty of D6 x10% with a random weapon). (Undead Susceptibility: Double effect from undead draining). 86-90 Craft Skill: Bonus of D6 x 10% with a random craft skill. 27,28 Resist Disease: Rolls to resist any disease are Easy, x2. (Craft Ineptitude: Penalty of D6 x 10% with a random craft skill). (Diseased: Character has serious chronic disease, eg leprosy). 91-95 Underweight: By d4x10% (Overweight: By d4x10%; extra weight 29,30 Drug Resistant: Rolls to resist effects of drugs are Easy, x2. adds to encumbrance; Serfs/Barbarians treat as underweight). (Addiction: You are addicted to some drug.) 96-98 Nothing Special: No talent of measurable worth. 31,32 Able Drinker: Rolls to resist alcohol are Easy, x2. 99 REROLL TWICE (Lush: Rolls to resistance alcohol are Difficult, x1/2) 00 REROLL THRICE 33,34 Square-Jawed: Rolls to resist knock-outs are Easy, x2. (Glass-Jawed: Rolls to resist knock-outs are Difficult, x1/2) (* Sorcery, Sensitivity & Psionics are detailed in the Other Realms supplement). 35,36 Good Judge of Character:Insight skill at base INT-5 +20%. (Poor Judge of Character: Cannot gain Insight skill). C. COMMON BOGEYS 37,38 Good Judge of Value: Appraisal of mundane items is Easy, x2. (Poor Judge of Value: Appraisal rolls are Difficult, x1/2) Roll any number of these minor disadvantages for a character, if desired: 39,40 Sense of Direction: Can tell compass direction, 90% accuracy. (No Sense of Direction: Gets lost easily, at GM whim). 01 – 20 Poor Eyesight 41,42 Sense of Time: Can judge passage of time, 99% accuracy. 21 – 40 Poor Hearing (No Sense of Time: Usually too late/early, at GM whim). 41 – 60 Underweight/Overweight (according to social class) 43,44 Sense of Distance: Judge range/distance travelled, 99% accuracy. 61 – 80 Diseased (No Sense of Distance: Hopeless at judging ranges etc). 81 – 00 Parasites (fleas, lice, worms, etc). 45,46 Sense of Numbers: Do mental calculation quickly and accurately. (Can't Count: ...beyond their INT). 47,48 Eat Like a Bird: Only needs to eat half the usual amount of food. (Eat like a Gannet: requires double the normal food intake).

98 D. DISTINCTIVE FEATURES

Players may optionally roll D100 on this table to find unusual features for their new character. Results can be freely ignored, re-rolled or just chosen.

0x – Face: 1 White teeth; 2 Large/broken nose; 3 Broken/missing tooth; 4 Large/wide eyes; 5 Pale; 6 Pockmarked; 7 Scarred; 8 Tattoo; 9 Prominent Wart; 0 Other ([23:] Birthmark; Black eyes; Buck teeth; Double chin; Earrings; Enormous chin; Eye patch; Fleshy lips; Hairy ears; High cheekbones; Hooked nose; Long eyelashes; Jagged teeth; Jug-ears; Nose ring; Pointed/Weak chin; Pointed teeth; Pug nose; Round face; Sensuous lips; Stained teeth; Thin lips; Tiny ears; Turned-up Nose; Wide-eyed). 1x – Hair: 1 Balding/thinning; 2 Cropped/shaven; 3 Lousy; 4 Dirty; 5 Greying; 6 Shock-white; 7 Dyed; 8 Long; 9 Very Long; 0 Other ([14:] Bald (completely); Braided; Fine; Glossy; Lush; Lustrous; Matted; Oily; Perfumed; Receding; Spiky; Tonsured; Thick; Wig). 2x - Beard/Other Hair: 1 Braided; 2 Bushy; 3 Curled; 4 Styled/Goatee; 5 Immature/Poorly-cut; 6 Very Long; 7 Straggly; 8 Prominent/slight moustache; 9 Thick eyebrows; 0 Other ([7:] Arched eyebrows; Eyebrows meet; No eyebrows; Perfumed; Sideburns; Strange designs cut in close-trimmed beard; Very Hirsute). 3x – Speech: 1 Accented; 2 Deep; 3 Drawling; 4 Faint; 5 Loud; 6 Low/High- pitched; 7 Lisping; 8 Nasal; 9 Shrill; 0 Other ([19:] Affected; Aggressive; Demanding; Hesitant; Imperious; Musical; Mumbling; Raspy; Sharp; Sensual; Slow; Smooth; Soft-spoken; Stammer/Stutter; Strong; Throaty; Unintelligible; Whining). 4x – Expression: 1 Bright-eyed; 2 Curious; 3 Squinting; 4 Friendly; 5 Haughty; 6 Leering; 7 Mischievous; 8 Pleasant; 9 Sneering; 0 Other ([16:] Adoring; Alluring; Arrogant; Bemused; Cringing; Dour; Drunk; Guarded; Lecherous; Meek; Naive; Outgoing; Piercing; Proud; Seductive; Sneaky). 5x – Clothing: 1 Ancient/Ragged; 2 Barefoot; 3 Fashionable; 4 Ill-fitting; 5 Old-fashioned; 6 Partly nude; 7 Figure-hugging/skintight; 8 Highly- ornamented; 9 Utilitarian; 0 Other ([22:] Armoured hat; Athletic/Sporty; Too hot/cold; Not weatherproof; Wide/Conical hat; Embroidered emblem; Fine boots; Cross-dressed; Garish; Gaudy; Lots of cheap jewellery; New; Nightclothes; Peaked hat; Prim; Rich/Expensive; Sandals; Satiny; Sexy; Subdued; Uniform; Vulgar). 6x – Bearing: 1 Clumsy; 1 Confident; 3 Graceful; 4 Jaunty; 5 Slouching; 6 Sprightly; 7 Stiff; 8 Swaggering; 9 Wary; 0 Other ([15:] Angry; Casual; Ethereal; Fearful; Humble; Languid; Military; Nimble; Plodding; Pushy; Reserved; Sensual; Swaying; Weary; Yielding). 7x – Torso: 1 Birthmark; 2 Broad shoulders; 3 Many scars; 4 Muscular; 5 Pot- bellied; 6 Prominent scar; 7 Slender; 8 Tattooed; 9 Very hairy; 0 Other ([26:] Barrel-like; Belly ring; Bony; Fat; Very Fat; Curvaceous; Flat-chested; Flat stomach; Hairless; High waist; Lean; Long-bodied; Narrow; No navel; Missing nipple; Extra nipple; Short-bodied; Sunken chest; Sinewy; Sleek; Slim-hips; Svelte; Thick-bodied; Thin; Tanned; Willowy). 8x – Arms/Hands: 1 Muscular; 2 Calloused hands; 3 Smooth-skinned; 4 Long fingernails; 5 Short fingernails; 6 Long arm/s; 7 Missing finger; 8 Scarred; 9 Tattooed; 0 Other ([12:] Birthmark; Bracelets/armbands/rings; Bulging biceps; Hairless; Hairy; Large knuckles; Extra finger; Pointed/Knobbly elbows; Pointed fingernails; Powerful arms/hands; Slender arms/hands; Very pale (12)). 9x – Legs/Feet: 1 Calloused feet; 2 Hairy; 3 Knobbly knees; 4 Limping; 5 Muscular; 6 Missing toe; 7 Very long legs; 8 Very large feet; 9 Very short legs; 0 Other/Choice ([13:] Birthmark; Bulging thighs/calves; Deeply tanned; Hairless; Many scars; Extra toe; Prominent scar; Burn scars; Smooth; Tattooed; Toe ring; Very hairy; Very small feet).

99 E. PREVIOUS EXPERIENCE MILITIA In the Dragon Pass area there are many cultures, but none of the dominant ones Referees may allow player characters to begin play with more skills. disarm their peasantry. All able-bodied free men (and women, in places) are This presumes they have survived another five years or more beyond their required to show up for muster and training for the defence of their community. initial age, spent in some profession which gave them previous experience. Militia training can vary widely, but that described here is the standard. This previous experience gives each character proficiency in 10 skills or To join the militia, a character must have the STR and DEX required to handle similar benefits. Chosen skills usually increase to STATx3% (or as noted). the basic militia weapons of one-handed spear and shield (i.e. STR 9, or 11 for longspear, and DEX 7). They are expected to supply these weapons themselves Professional or these common skills may be chosen: Swim (CONx3), Ride and are allowed any sort of armour they can afford. (CONx3), Climb (CONx3), Brawl (STRx3), Dagger (STRx3), Club (STRx3). Militia training is free, and may include time spent fighting outlaws or in local Each skill selected counts as one of the character's 10 proficiency choices. wars. Characters may spend longer, but thereafter get only one increase-roll with spear and shield for each further year. The standard five years will thus give skill AVAILABLE EXPERIENCE in the militia weapons: One-handed spear (STRx3%) and Shield (STRx4%). Most cultures restrict social mobility and option for self-improvement. Another weapon can be added to militia armament. This is traditionally a Such restrictions vary widely; this section offers suggestions usable in the sword, axe or mace. Just what type is left to the discretion of the referee, but it Dragon Pass region as well as many other campaigns. might depend on local usage (such as the Frankish preference for axes) or might Players are presumed to already have rolled up their character's basic be totally uncontrolled. Such secondary weapons are also called 'weapons of background on the chart in Chapter II. At the age of sixteen they may then desperation', and are not intended for long use in combat. Hence they are not choose to try any of the possibilities offered here. Except militia training trained by the militia, but a character may choose proficiency in that (at STRx3). for apprentices, the choices are mutually exclusive. APPRENTICESHIPS The options available here are: Not everyone will be accepted for apprenticeship. Foreign barbarians are out 1) Militia Training – for Peasants and any unable to find other experience. of the question, and no master could trust a nobleman who lowered himself to 2) Apprenticeships (+ militia training) – for Townsmen and some Peasants. this work. Some crafts accept peasants, but the more specialized among them 3) Barbarian Tribal Life – for Barbarians only. often do not. These attitudes are reflected in the criteria given below. 4) The Mercenary Companies – for any who pass the entry examination. Townsmen wishing to join any guild may do so on a roll of 01-95 on D100. PEASANTS Peasants wishing to join have a more difficult time, and must make a roll The tillers of the soil, and depending on their nation and province they depending on the type of guild they wish to join. They may try more than one. may be free farmers, share-croppers, serfs, or slaves. An adventurer coming - Horsemaster’s guild: Ride ability (probably CONx1%). from a culture where peasants are slaves may be either freed or escaped. - Maritime, Foresters, or Minstrels guild: A straight 70% chance. Peasants are the largest percentage of any civilized populace but their - The Thieves: CHAx5, using charm to be contacted by a secretive master thief. relative numbers among adventurers is much smaller. Most peasants spend - Armourers guilds: (STR + CON)/2 x5. their lives on the land with little chance to break away for adventure or for - The Free Sages: INT x 5. training, and their opportunities are fewer. They may, however, attempt to - Alchemists: INT x 3, +5% per 100 L given (not that a peasant will have that). join mercenaries, militia, or to apprentice themselves to thieves, mariners, Barbarians may not join any town guilds but may join the Horsemasters guild, foresters, players, or horsemasters. or the equivalent of their own tribe.

TOWNSMEN There usually are no physical requirements needed to be apprenticed. Slow or They are the tradesmen and craftsmen, including the extensive merchant unfit workers simply advance less. Nor is it necessary to have equipment. class which exists in Glorantha, but excludes Peasants or Nobles who may Apprentices are expected to work for their master in return for teaching. They happen to live in a town. The crafts are divided into guilds or brotherhoods, also receive food and board. Apprentices are required to join the militia and will and are represented in these rules under Chapter VI, Skills. Townsmen may get appropriate experience from that (as above), but cannot join the mercenaries. join mercenaries. Otherwise, they must join the militia, and will be able to join an apprenticeship program 95% of the time. EXPERIENCE GAINED In the course of five years an apprentice will gain ability at STAT x 3% or so NOBLES in the skills of their Guild, as listed below. Note that underlined skills must be These are the leaders of the communities. They may inherit the position, chosen, as must the required militia weapon skills. receive it as a grant from a king, or be elected, depending on the region and Sages are an exception. The Free Sages guild only insists that its apprentices era. Their position usually includes wealth, and they are the fortunate few study at least two of the available skills. Thus they can become specialists in a of their worlds who have fame, money, and power at their disposal. few skills. For each extra proficiency put into the same skill, the multiple Noblemen may join a Mercenary Company, but even if serving with a foot increases by two, up to the training limit (for lores, 100%). regiment they will get cavalry experience instead. Nobles would never Armourers are another exception, traditionally training an apprentice in one think of apprenticing themselves, and they are generally the ones who train skill up to at least 75% before training them in the next. This leads to apprentices the militia, not learn from it. with one 75-100% skill, and up to that in another, by the time five years is over.

BARBARIANS Alchemists Brotherhood: Any 3 Alchemy Skills (INTx3), Any Other Alchemy Classically defined, these are people who do not speak the way you do. Skills (INTx3), Herb Lore (WISx3), Mineral Lore (WISx3). Here the term covers a wide spectrum of nomadic herdsmen, primitive villagers, hunter-gatherers, and idyllic rural or pastoral herdsmen. They are The Free Sages: At least 2 must be chosen. Language (Base+INTx2), Languages less likely to live in towns and are forbidden to learn apprentice skills. (3-for-1 choice; e.g. Old Pavic, Draconic, Darktongue); Literacy (Base+INTx2), They may leave their tribe and attempt to join the Mercenaries. Various Lores (WISx3; e.g. Animal, Mineral, Plant, Human, World, Law, Engineering, etc), Taste Analysis (INTx3), Evaluate (WISx3), First Aid (WISx3), INCREASE IN CHARACTERISTICS Map Making (INTx3), Oratory (CHAx3), General Knowledge* (INTx3). All characters have a chance to increase their raisable characteristics. * General Knowledge is not trained but 'soaked up' during apprenticeship, via Roll D100 once for each of these: STR, CON, DEX, POW and CHA. exposure to many fields of lore. It allows an 'idea' to be gained about any subject.

01-02 STAT +3; 03-08 STAT +2; 09-40 STAT +1; 41-00 No change. Thieves Association: Hide ((20-SIZ)x3), Sneak ((20-SIZ)x3), Sleight (DEXx3), Spot (INTx3), Listen (INTx3), Climb (CONx5), Lock-picking (DEXx3), a Small The result cannot take a character past their normal species or personal Weapon (STR/DEXx3), Fast-Talk/Oratory (CHAx3), Bargain (CHAx3), Insight limits, just to the maximum possible. Thus if a character would normally be (WISx3), Thieves Argot (a language). restricted to STR 12 due to CON and SIZ, this cannot make it 13 or higher.

100 Minstrels & Players: Sing (CHAx3) , Play < instrument > (DEXx3) , Acting BARBARIANS (CHAx3), Dancing (DEXx3), Oratory/Fast-Talk (CHAx3), Sleight (DEXx3); Previous experience for barbarian tribes is different. Rather than assuming the Hide ((20-SIZ)x3), Sneak ((20-SIZ)x3), Listen (INTx3), Climb (DEXx5); character has wide exposure to many weapons, customs and cults, it presumes Insight (WISx3), Disguise (CHAx3), Acrobatics/Jumping (DEXx3). the barbarian has been raised in a strict and somewhat primitive culture. They will be trained for free up to the percentages cited below for their chosen tribal Mariners: Swim (CONx3) , Sailing (DEXx3) , Navigation (WISx3), Knot- skills, rather than any set amount. All un-noted skills are at basic chance. Their tying (DEXx3), Climb (CONx5), Spot (INTx3), Meteorology (WISx3), initial armour may only be leather/cuirboilli. They start with only D100L cash. Cartography (WISx3), Fishing (DEXx3), Dagger/Cutlass/Buckler/Club (STRx3), Brawl (STRx4). BASIC TYPES In the Dragon Pass area, Mounted Barbarians are horse- or Prax animal-riding The Foresters: Track (INTx3) , Herb Lore (WISx3), Spot (INTx3), Listen nomads and Foot Barbarians are mountain or forest-dwelling hunter/farmers. (INTx3), Hide ((20-SIZ)x3), Sneak ((20-SIZ)x3), Climb (CONx5), Camouflage (WISx3), Set Snares (WISx3), Survival (WISx3), Find/Disarm FOOT BARBARIANS - WEAPONS Traps (DEXx3), Bow (DEXx3), Spear/Dagger/Handaxe (STRx3). Each tribe has its own specialized weapons. On the following lists roll twice for column A and once for column B. If the same weapon is rolled twice, or both Armourers Guild: Smithing/Armouring/Weaponcrafting (STRx3/choice) , shields are rolled, then roll one die again until a different result is obtained. Bowyery-Fletching (DEXx3/ch.), Leatherwork (STRx3/ch.), Hammer D6 A) Melee B) Missile (STRx3), Other Weapons (STRx3). 1 one-handed mace sling 2 large shield two-handed spear Horsemasters: Ride (CONx5) , Horse Training (WISx3) , Smithing (STRx3) , 3 one-handed axe two-handed axe Animal Husbandry (WISx3), Acrobatics (DEXx3), Driving (?DEXx3), 4 one-handed sword javelin Chirurgery (WISx3), Insight (WISx3), Whip (DEXx3), Sword/Spear/Lance 5 one-handed spear thrown axe (STRx3). 6 medium shield bow Characters gaining previous experience from a foot barbarian tribe will know Mercantylers Guild: Evaluate (WISx3) , Bargaining (CHAx3) , Oratory their three tribal weapons at STRx3% for melee/shield and DEXx3% missiles. (CHAx3), Insight (WISx3), Literacy (Base+INTx2), Languages (3/choice), Staff/Dagger/Simple weapons (STRx3). FOOT BARBARIANS - SPELLS These peoples have a full range of spells. Foot barbarian characters will have EXAMPLE: DEVORA THE THIEF points of magic equal to 1/3rd their POW(WIS), rounded down. They may have Devora (DEX 14, CON 12, SIZ 9) was fortunate enough to be contacted any standard battle magic spells, but no more than 2 points of any one. The spells shortly after her sixteenth birthday and be asked to join a local band of on the following list are recommended as typical choices: burglars. After five years she has mis-spent her youth training thus: Bladesharp 2, Detect Traps (2), Countermagic 2, Dispel Magic 2, Detect SKILL BASE MULTIPLE % Enemies(1), Disruption (1), Multimissile 2, Protection 2, Shimmer 2, Fanaticism Pick Pockets (Sleight) 0% (DEX) DEXx3 42% 2, Detect Magic (1), Speeddart (1) and, perhaps most importantly, Healing 2. Pick Locks 0% (DEX) DEXx3 42% Older warriors who've stayed with the tribe would have a larger complement Climbing CONx2 CONx5 60% of spells, acquiring them at the rate of 1 point per 2 extra years spent at home. Find/Disarm Trap 0% (DEX) DEXx3 42% Hide (20-SIZ) (20-SIZ)x3 33% FOOT BARBARIANS - OTHER SKILLS Move Silently (20-SIZ) (20-SIZ)x3 33% Beginning foot barbarian characters can have up to 5 of the skills listed here: Oratory (CHAx3), Jumping (CONx3), Climbing (CONx5), Hide ((20-SIZ)x3), LEAVING APPRENTICESHIP Sneak ((20-SIZ)x3), Find/Disarm Traps (DEXx3), Spot (INTx3), Listen (INTx3), Apprentices who leave their teachers may retain associate status in their Tracking (INTx3), Camouflage (WISx3) & Weapon Expertise (STR/DEXx1) in up guild without paying a fee for it. They will have to pay for more education to 2 cultural weapons. with their own money, but may receive Guild Credit for further training. Most masters are also tight-fisted, but may help out favoured students. MOUNTED BARBARIANS - WEAPONS To find out how much money apprentices leave their craft with, the player Mounted barbarians have little available variety of weapons because of the multiplies the character's CHA times a roll of D100 to find the number of inefficiency of many weapons from animal-back. Roll D8 until three different Lunars saved or given to him as a gift. Even thieves must do this, as they weapons are chosen for the tribe. Choose only one shield. yield up their loot to their masters while apprenticed. D8 weapon D8 weapon 1 one-handed sword 5 lance 2 one-handed axe 6 javelin 3 one-handed spear 7 small shield 4 bow 8 medium shield Characters gaining previous experience from a mounted barbarian tribe will know their three tribal weapons at STRx3% for melee/shield and DEXx3% for missiles, but can not have previous experience in any other weapons.

MOUNTED BARBARIANS - SPELLS As other barbarians, mounted barbarian characters will have points of magic equal to 1/3rd their POW(WIS), rounded down, and no more than 2 points of any one. Typical choices include: Mobility, Immobilize, Speeddart (1), Bladesharp, Countermagic, Detect Enemies (1), Detect Traps (2), Dispel Magic, Disruption (1), Multimissile, Protection, Shimmer, Healing (max 1pt) and Xenohealing (max 1pt). (Note that the male warriors of Waha are restricted in healing they may do). Older warriors can have 1 more point per 2 extra years spent with the tribe.

MOUNTED BARBARIANS - OTHER SKILLS Mounted barbarians with previous experience start with Riding (CONx5) ability and up to four other skills from the others listed here: Tracking (INTx3), Find/Disarm Traps (DEXx3), Camouflage (WISx3), Hide ((20-SIZ)x3), Spot (INTx3), Listen (INTx3), Oratory (CHAx3), Strategy (WISx3), Weapon Expertise (STR/DEXx1) in up to 2 tribal weapons.

101 MERCENARIES Light Cavalry - used much the same way as light infantry. Some are missile The constant friction at the edges of the Lunar Empire fosters companies users, some are used to harry retreating foes and scout. Roll for weapons used: of mercenaries. The mercenaries hire out to various employers throughout D6 weapon combination Glorantha, and constantly recruit to replace losses from death or retirement. 1 bow, one-handed sword, small shield The mercenary bands resemble the condottieri of medieval/renaissance 2 bow, lance, one-handed sword Italy, or the Greek hoplites under Xenophon employed by the Persian 3 crossbow, one-handed sword, small shield emperors. These mercenary companies often become incorporated into 4 javelin, one-handed sword, medium shield national forces, sometimes on a quite long-term basis, so they can also be 5 lance, one-handed axe, small shield understood to be the national army of a character's nation. 6 lance, one-handed sword, medium shield The referee may determine details for the mercenary companies in the Armour: Cuirboilli cuirass, greaves, vambraces, leather skirt, open helm. area of the campaign and what sort of company each is. These companies can provide prior experience, employment, or opponents for characters. MERCENARY - SPELLS A player character coming from a mercenary company will have gained spells For a character to join the Mercenaries, the player must roll the total of from the following list as part of their experience, up to 4pts in any one spell. their 6 main characteristics or less on D100. Thus Rurik, with STR 12, INT Infantry have 8 points; Cavalry 6 points plus Mobility 1 and Xenohealing 1. 16, WIS 12, DEX 6, CON 16, CHA 10 has a 72% chance of acceptance. Bladesharp, Countermagic, Demoralize (1), Detect Enemies(1), Healing, Referees might apply modifiers to this for social status, nationality, etc. Mobility, Protection, Repair (2), Speeddart (1), Xenohealing.

TYPES OF COMPANIES MERCENARY – OTHER SKILLS A Mercenary Company will be either infantry or cavalry. Infantry will be The following list shows what skills can be gained by serving as a mercenary. Heavy, Medium or Light, with appropriate weaponry; Cavalry will either Up to four (or five if their regiment used just two weapons) of these skills, or be Heavy or Light. Determine the locally-available regiment randomly: common ones, may be chosen by player characters as their proficient skills: D100 Type First Aid (WISx3), Strategy (WISx3), Command (CHAx3), Hide ((10-SIZ)x3), 01-20 infantry, heavy Spot (INTx3), Listen (INTx3), Tracking (INTx3), Languages (3/choice), Weapon 21-50 infantry, medium Expertise (STR/DEXx1) in up to 2 regimental weapons. 51-75 infantry, light NOTE: Cavalry mercenaries must take proficiency in Ride (CONx5), as must 76-85 cavalry, heavy Nobles, who are also obliged to take proficiency in Command (CHAx3). 86-00 cavalry, light MISCELLANEOUS MERCENARY - WEAPONS & ARMOUR (1) Mercenaries have many opportunities for looting, and as many chances for Weapons & armour vary according to the type of company. The player losing the loot again. Roll D100 and multiply the result by the INT of the charac- character starting out as a graduate of one of these mercenary companies ter. The result gives how many Lunars the mercenary left his last service with. will have STR/DEXx3% skill in all specialist weapons of their company. (2) Nobles who become mercenaries will probably become officers of the company. As such, their primary weapon will be whatever one-hand weapon the Heavy Infantry - these units specialize in heavier weapons and armour, company specializes in, but their other skills will be that of a cavalry mercenary, sacrificing speed for staying power. The following weapon-combinations even if their company is infantry. are typical of heavy infantry mercenaries: (3) Mounted barbarians will only join cavalry companies, and Foot barbarians D6 weapon combination only infantry companies. If none is available, they cannot join the Mercenaries. 1-2 one-handed spear, shortsword, large shield 3-4 two-handed spear, one-handed sword, small shield A referee may wish to base a series of scenarios around the adventures of a 5 javelin, one-handed axe, large shield mercenary band. There is no reason that a character must leave his mercenary 6 two-handed axe, one-handed sword company to become an adventurer. Armour: Heavy/light scale hauberk, plate greaves & v'braces, closed helm. EXAMPLE FIGHTING BANDS : The Sun Dome Templars, The Antelope Medium Infantry - medium infantry moves faster and lighter, and have a Lancers, Pavis Royal Guard, The White Horse Company, Xenophon's Hoplites, greater variety of weapons than do heavy infantry units: The Condottieri of Francisco Sforza, Wolf Pirates of Harrek the Berserk. D6 weapon combination 1 one-handed spear, one-handed sword, medium shield 2 two-handed spear, one-handed axe 3 crossbow, one-handed sword, medium shield 4 javelin, one-handed axe, medium shield 5 two-handed axe, one-handed sword 6 javelin, two-handed spear, shortsword Armour: Ring mail hauberk, cuirboilli greaves and vambraces, open helm.

Light Infantry - these are skirmishers: missile users, scouts and foragers. D6 weapon combination 1 bow, one-handed sword, small shield 2 javelin, sling, small shield 3 javelin, short sword, small shield 4 sling, one-handed sword, small shield 5 javelin, one-handed spear, small shield 6 crossbow, one-handed sword Armour: Leather hauberk, pants, vambraces, and composite helm.

Heavy Cavalry - used for the charge, to break up infantry formations and ride them down. Roll for the particular company: D6 weapon combination 1 bow, lance, one-handed sword 2-5 lance, one-handed sword, medium shield 6 javelin, one-handed spear, one-handed axe Armour: Heavy/light scale hauberk, plate greaves and vambraces, closed helm; horses may have leather barding.

102 F. MARTIAL ARTS (LEGENDARY ABILITIES/FEATS) Trample: Mounted overrun may not be optionally avoided by the target [Normal: Target can opt to move aside automatically.] (Rqd: Mounted Combat) Expertise with a weapon allows development of tricks and techniques, Crack Shot: (Rqd:-) Shoot into melee without hitting friends. [Normal: Shots hit random target]. Aka Precise Shot. known as martial arts. These are not commonly available as Expertise with Point-Blank Shot: (Rqd:-) Damage +1 with ranged weapons within 30ft. any weapon type is not trained but only available to through years-long Far Shot: (Rqd: Point-blank Shot) Projectile ranges +50%, Thrown +100%. specialized experience, normally gained via previous experience with the Rapid Shot: (Rqd: Dex 13+, Point-blank Shot) Extra shot per round with any ranged Mercenary Companies or Barbarian Tribes (see Appendix E). Weapon weapon. Aka Quick Shot. Expertise is described in Chapter IV, Combat, page 30. Running Shot: (Rqd: Mobility, Point-blank Shot, Missile Expertise) May perform missile Each 10% Expertise in any weapon allows a character to choose one of attacks part-way through movement. Aka Shot on the Run. these martial arts special abilities/feats (note that many have prerequisites): Marksmanship: (Rqd: Dex 19+, Point Blank Shot, Crack Shot, Missile Expertise) Ignore less than total cover/concealment. Aka Improved Precise Shot. Multi-Shot: (Rqd: Dex 17+, Point Blank Shot, Rapid Shot, Missile Expertise) Shoot 2+ Blind-Fight: (Rqd:-) Combat skill-rolls at x1/2 when fighting unseen opponents (in arrows at once (other trick shots, at GM discretion). Aka Manyshot, Trick Shot. dark/invisibility etc). [Normal: x1/10th] Power Attack: (Rqd: Str 13+) Melee attack at x1/2 for +1 damage per full 10% lost. Combat Parries: (Rqd: Int 13+) Forego 1/2 next attack chance to gain an extra Cleave: (Rqd: Power Attack) Extra attack if opponent felled, on another target within parry. (Also allows multiple open hand/kata weapon parries to stack against one reach, up to once per round. attack). Aka Combat Expertise. [Normal: Forego next attack entirely]. Great Cleave: (Rqd: Cleave) Extra attack if opponent felled, on another target within Trip Feat: (Rqd: Combat Parries) No Free Attack provoked when trying to Trip. reach, any number of times per round. Aka Improved Trip Bull Rush Feat: (Rqd: Power Attack) No Free Attack provoked when trying to Disarm Feat: (Rqd: Combat Parries) No Free Attack provoked when trying to Knockback. [Normal: Provoke Free Attack]. Aka Imp. Bull Rush, Knockback, Overbear. Disarm. Aka Improved Disarm. Overrun Feat: (Rqd: Power Attack) No Free Attack provoked when trying to Overrun Feint Feat: (Rqd: Combat Parries) No Free Attack provoked when trying to Feint. (charge past/through opponent). [Normal: Provokes Free Attack] Aka Improved Overrun. Aka Improved Feint. Sunder Feat: (Rqd: Power Attack) No Free Attack provoked when trying to Sunder (break Whirlwind Attack: (Rqd: Dex 13, Int 13, Combat Expertise, Dodge, Mobility, opponents weapon). [Normal: Provokes Free Attack] Aka Improved Sunder. Spring Attack, Open Hand Expertise) As a full attack action, give up other attacks to Quick Draw: (Rqd:-) Draw weapon as a Free action. [Normal: Draw as a Move action, but gain one attack versus each opponent within reach. combinable with a normal Move if weapon skill 30%+]. Aka Fast Draw. Combat Reflexes: (Rqd:-) Can make extra Free Attacks per round equal to Dex Rapid Reload: (Rqd:-) Reload specified type of crossbow faster (Hand/Light/Medium: 1 bonus [Normal: One Free Attack per round]. standard action; Heavy: 1 round; Repeater: 1 standard action per bolt or 3 rounds fully). Dodging Feat: (Rqd: Dex 13+) Dodge at least 1hp of damage from one designated [Normal: Hand/Light/Med: 1 rnd; Heavy: 2 rnds; Repeater: 1 rnd per bolt or 5 rnds fully.] opponent per round, whenever dodging is possible. Those fighting like Monks (i.e. Running Feat: (Rqd:-) Can run at Move x5 (instead of the normal x4). Aka Run. only if unarmoured, unarmed/kata weapons, unslowed by equipment) also Toughness: (Rqd:-) Gain +1 Hit Point. (This feat can be gained multiple times). disadvantage that opponent (attack x1/2). Aka Dodge (3.x), Butterfly Effect. Two-Weapon Fighting: (Rqd: Dex 15+) Gain an extra attack with a light or traditional Mobility: (Rqd: Dodging Feat) Free Attacks against you when moving through secondary weapon at x1/2 skill (or full skill if open hand/fist or ambidextrous). [Normal: threatened areas are at a disadvantage (x1/2). One attack per round only.] Aka 2W-Fighting. Spring Attack: (Rqd: Mobility, Open Hand Expertise) May perform melee attacks Two-Weapon Defence: (Rqd: Two-weapon Fighting) Gain an extra parry with a light or part-way through movement. Aka Flying Feet. traditional secondary weapon, at full skill. [Normal: Only one parry per round is possible.] Endurance: (Rqd:-) Gain extra save (CONx5) against Fatigue; and also avoid Improved 2-Weapon Fighting: (Rqd: Dex 17+ or Str 15+, Two-weapon Fighting, Melee Fatigue from sleeping in Light/Medium armour (as 3.0). [Normal: Sleeping in Expertise) Can attack at full skill with light or traditional secondary weapon, or attack with armour causes Fatigue, automatically if Medium/Heavy, CONx5 allowed if Light.] a medium-sized secondary weapon at skill x1/2. Die-Hard: (Rqd: Endurance) Until below -9hp you can opt to remain conscious and Greater 2-Weapon Fighting: (Rqd: Str 17+, Improved Two-weapon Fighting) Can attack do not bleed unless you perform a standard/strenuous action. (Hit locations, except at full skill with even a medium-sized secondary weapon. head, will still be disabled). Weapon Finesse: (Rqd:-) Can use Dex bonus instead of Str bonus as damage modifier Lightning Reactions: (Rqd:-) Initiative bonus +4. Aka Imp. Initiative, Quickness. with any light weapons in melee. Shield Bash: (Rqd:-) Attack with shield at full skill. [Normal: x1/2]. Weapon Focus: (Rqd:-) Damage bonus +1 with specified weapon type (e.g. '2hAxe'). Unarmed Strike: (Rqd:-) Unarmed (Fist/Brawl/Open Hand) attacks count as armed, Greater Weapon Focus: (Rqd: Weapon Focus) Damage bonus +2 with specified weapon i.e. provoke no Free Attack. Monks 'Open Hand' attacks also do more damage (d6) type (e.g. 'Sword' or 'Axe(2h)'). (NB: Not added to Wpn Focus bonus, +2 damage is total). and can parry effectively (6AP). [Normal: d3, 0ap, and provoke Free Attack when Berserk Rage: (Rqd: Melee Expertise, Int & Wis 12 or less) Can go berserk at any attacking armed opponent]. Aka Improved Unarmed Strike, Flying Fists. provocation: gain extra melee attack per round but cannot parry. Attack nearest enemy until Grapple Feat: (Rqd: Dex 13+, Unarmed Strike) Grapple attacks count as armed, i.e. rage ends (or any other target if no enemy). Rage ends when no enemy remain and Int or provoke no Free Attack. [Normal: Provoke Free Attack when attacking armed Wis x5 roll succeeds (check each round). Berserker becomes Fatigued when rage ends. opponent]. Aka Improved Grapple. Righteous Fury: (Rqd: Melee Expertise or Ranger/Dwarf) Damage bonus +1 versus a Deflect Arrows: (Rqd: Dex 13+, Unarmed Strike) Can attempt to parry missile chosen enemy race (e.g. goblin, giant). (This may be selected multiple times, for other weapons with Fist/Open Hand (or Kata weapon). (Normal limits on parries per round races or increased damage). still apply). [Normal: Thrown missiles can normally only be parried with a shield, True Grit: (Rqd:-) Injured hit locations not disabled until -4hp or less. and Projected missiles cannot be parried at all (but shields give some cover).] Seize Initiative: (Rqd:-) When facing one opponent, delay your first strike until they Snatch Arrows: (Rqd: Dex 15+, Deflect Arrows) As Deflect Arrows but missile is attack, then make WISvWIS and your attack is Advantaged and theirs Disadvantaged. caught, and may be thrown back immediately. (Only once per combat, on an opponent initially in eye contact). Stunning Fist: (Rqd: Dex 13+, Wis 13+, Unarmed Strike, Open Hand Expertise) Either-handed: (Rqd:-) Use either hand equally well. Change 'handedness' once/rnd. Knockout attack effects ignore armour. Target must save (CONx5 @+/-1 per rolled Ambidextrous: (Rqd: Dex 15+/Either-handed) Use both hands equally well and damage above/below 10) or be stunned for 1 round (no actions except Defence). simultaneously. No disadvantage to off-hand. [Normal: Knockout depends on damage which gets through armour.] Fast Ride: (Rqd: Ride 30%+) Can gallop at Move x5 (instead of the normal x4). Leadership: (Rqd:-) Attracts a loyal cohort and/or followers. The cohort will be a Dwarven Evasion: (Rqd: Melee Expertise, Dodge; or Dwarf/Gnome) Twice-taller henchman/companion, initially with Defence no more than half that + Cha of the attackers automatically suffer disadvantage (x1/2). leader character (and must be of lower Def in any event); they can be of any Sense Ambush: (Rqd:-) Surprised for one less 'round' than usual. Aka Alertness. race/profession the character seeks, but special creatures/types may require special Counteraction: (Rqd:-) Can use Defence at full chance against surprise/backstab attacks effort to obtain. Followers will normally be of 0-10% Defence (any rising higher automatically. [Normal: Defence halved, unless a Listen/Sense x1/2 roll succeeds]. than half the leader's Defence will leave his/her employ, unless CHAx5 made), and Heroic Leap: (Rqd: Running Feat) Can leap and strike for double weapon damage. up to (Defence+Cha)/5 of their leader in number (or half that if of a different race). Requires a Full action and provokes Free Attack. They can normally be attracted automatically, with no special effort or expense, and will arrive with their own equipment (minimal and mundane). A cohort will normally expect at least a half-share of any treasures gained, plus living expenses; followers will expect pay and upkeep of equipment, plus food & board. Mounted Combat: (Rqd: Ride 30%+) Use melee skills fully while mounted. [Normal: Limited to Ride skill%]. Aka Horsemanship. Mounted Archery: (Rqd: Mounted Combat) Use missile skills fully while mounted. [Normal: Limited to Ride skill%]. (aka Kuschile Horse Archery) Ride-by Attack: (Rqd: Mounted Combat) May perform melee attacks part-way through move when performing a mounted charge. Spirited Charge: (Rqd: Ride-by Attack) Double damage with any melee weapon when performing a mounted charge (or triple with lance). [Normal: Only lance damage is doubled when charging.]

103 G. GEMS, JEWELS & VALUED GOODS #4: BEVERAGES – Roll D100 for type, and allow for containers (casks): 01-05 Fine Brandy 500 L / standard cask (12.5 gallons (100pts)) RANDOM GEM GENERATOR 06-10 Brandy 250 L The GM may wish to give a better description of gems/jewels than that 11-15 Vintage Wine 250 L given by the Gems/Jewellery Table. Roll 3D6 of different colours (red, 16-20 Fine Wine 200 L green and white, traditionally), letting a random one fall: 21-30 Good Wine 100 L White = One Gem; Red = Two+ Gems; Green = Item of Jewellery. 31-40 Avg. Wine 60 L 41-50 Poor Wine 20 L RED/WHITE: First die also indicates the size of the gem/s: 51-60 Mead 100 L 1 = Tiny (BVx1) 61-70 Ale 70 L (beer brewed without hops) 2 = Small (BVx10) 71-80 Beer 50 L 3 = Average (BVx20) 81-90 Small Beer 40 L 4 = Large (BVx50) 91-95 Cider 30 L 5 = Very Large (BVx100) 96-00 Vinegar 10 L (off wine) 6 = Huge (BVx500) Casks: Standard (12.5 gal. Firkin*) 30 L (10lbs empty, 135lbs full) The other two dice indicate the Base Value: (White/Red - 1) x 3 + Green / 2 Large (25 gal. Barrel*) 50 L (25lbs empty, 275lbs full) V.large (50 gal. Hogshead*) 90 L (50lbs empty, 550lbs full) The Base Value then gives the Type of Stone: 1 Quartz; 2 Enamel; 3 Topaz; (Note: 1 gallon weighs about 10lbs, for ordinary liquids) 4 Garnet; 5 Turquoise; 6 Obsidian; 7 Ivory; 8 Carnelian; 9 Opal; 10 Fire- (* Names of English casks of approximately similar sizes). opal; 11 Aquamarine; 12 Jade; 13 Serpentine; 14 Pearl; 15 Ruby; 16 Sapphire; 17 Diamond; 18 Emerald. #5: FOODSTUFFS – Roll D24 for type: By the pound: OR - GREEN: The dice indicate jewellery item, material & gem values: 1 Spice, rare 700 L /lb (e.g. pepper, saffron) Green: 1 necklace; 2 headgear; 3 bracelet; 4 ring; 5 clothing; 6 weapon*. 2 Spice, common 30 L /lb (e.g. mustard) Red: 1 leather; 2 copper; 3 bronze; 4 iron; 5 silver; 6 gold. 3 Salted Meat 1 L /lb (10lb bags or 125lb casks) White: 1 BV1-3; 2 BV4-6; 3 BV7-9; 4 BV10-12; 5 BV13-15; 6 BV16-18. 4 Dried Fish ½ L /lb (*Re-roll: 1 dagger; 2 sword; 3 polearm; 4 hafted; 5 spear; 6 missile). 5 Spiced Sausages 3 L /lb 6 Salt 3½ L /lb (1lb bags or 10lb sacks) VALUABLE GOODS 7 Honey 2½ L /lb (1lb jars or 125lb amphorae) It may be more realistic to find these items instead of large amounts of 8 Cheese 1 L /lb (small 5lb, large 20lb) coins generated by the standard Treasure Table (1000C+, 500L+, 50Wh+). 9 Cheese, Fancy 2½ L /lb 10 Black Bread 1 L /lb (small loaves 1lb, large 3lb) Calculate total value in L, then the amount = Total Value / Item Value 11 Waybread 3 L /lb 12 Trencher Bread ½ L /lb (stale – carve for use as platter) Roll for Type of Goods By the bushel (25lb sack): D6: 1 Metals; 2 Furs; 3 Cloth; 4 Beverages; 5 Foodstuffs; 6 Other. 13 Apples 15 L 14 Plums 7½ L #1: METALS – Select Small or Large Ingot (bar) size, as appropriate. 15 Grapes 10 L D6 Metal Small Ingot Large Ingot/Bar (Val/lb,Oz/cu.in) 16 Dried Grapes 15 L 1 Gold 19k L (2lbs) 180k L (29lbs) (6250L, 11oz) 17 Dried Beans 5 L (or peas) 2 Silver 280 L (1lb) 4000L (16lbs) (250L, 6oz) 18 Vegetables 2½ L (onion/carrot/radish/turnip/beetroot) 3 Copper 10 L (1lb) 130 L (13lbs) (10L, 5oz) 19 Wheat 5 L 4 Bronze 4½ L (1lb) 130 L (13lbs) 1(10L, 5oz) 20 Oats 3½ L 5 Lead 2½ L (1lb) 40 L (16lbs) (2.5L, 6oz) 21 Barley 4 L 6 Other 1 L (¾ lb) 13 L (10lbs) (1.25L, 4oz) 22 Rye 2½ L - Iron 6 L (¾ lbs) 88 L (12lbs) (7.5L?, 4.5oz) 23 Hay 2 L - Platinum 28k L (2lbs) 390k L (31.5lbs) (12500L, 12oz) 24 Straw 1 L (Small Ingot (SJW) = 3x2x½”, Large Ingot (Bar) = 7x3x2”) #6: OTHERS – Roll D20: #2: FURS – D6: 1-3 = Pelts; 4 = Trimmed Garments; 5 = Cape; 6 = Coat. 1 Frankincense, fine 60L /stick (100 sticks/lb, burn 5 mins) D8 Type Pelt (Wt) Trim* Cape Coat 2 Frankincense, avg. 25L /stick 1 beaver 4L (2 lb) 40L 400L 800L 3 Incense, lesser 2 L /stick 2 ermine 8L (½ lb) 240L 7200L 14,400L 4 Unguent, rare 400 L /lb (usually in small pots) 3 fox 6L (4 lb) 180L 600L 1200L 5 Perfume – Red Rose 1250L /lb 4 marten 8L (4 lb) 20L 800L 1600L 6 Perfume – Lavender 350L /lb 5 mink 6L (½ lb) 60L 5400L 10,800L 7 Perfume – Cherry Blossom 250L /lb 6 muskrat 2L (4 lb) 80L 200L 400L 8 Wood (oak etc) 40 L /plank (12' x 1' x 2”, 80lb, 2 cu.ft) 7 sable 10L (½ lb) 300L 9000L 18,000L 9 Wood (pine etc) 12 L /plank (12' x 1' x 2”, 60lb) 8 seal 10L (16 lb) 50L 250L 500L 10 Pitch 250 L (12.5 gal cask, 135lbs) *on collar, cuffs, and edges of typical garment (robes, dress, cloak). 11 Amber 375 L /lb (lumps of any size) Trimmed garments weigh 3lbs, Capes 5lbs, Coats 10lbs. 12 Ivory (lesser) 12 L /lb (hippo, walrus, boar, whale) 13 Ivory, fine (elephant) 75 L /lb (max 10ft tusks, approx 8lbs/ft) #3: CLOTH – Cloth typically comes in Bolts 4ft/6ft wide, 20/50ft long. 14 Rhino Horn 300 L /lb (typical horn 2lbs) 1 Tapestry/Brocade 40 L/sq.yd (12oz/sq.yd) Embroidered linen 15+ Re-roll or select randomly from standard price lists. 2 Silk 6 L/sq.yd (1oz/sq.yd) 3 Carpet/Rug 3 L/sq.yd (1lb/sq.yd) Fine wool 4 Sheepskin 1L (12lbs) 5 Leather hide 15 L (25lbs, 50sq.ft (8oz per sq.ft)) 6 Wool ½ L/fleece (5lb) (300lb bales (60 fleeces)) 7 Flax ½ L (25lb bushel) Raw material for linen 8-10 Linen 1 L /sq.yd (8oz/sq.yd)

104 H. HERB LORE - “FIND HEALING PLANTS” Joint Rot – attacks the characters joints, slowing him down. Each attack gives Herb Lore skill allows finding useful herbs and similar substances. the victim one more initiative penalty; a penalty over DEX means that the character may strike only every other round; Victims whose penalty exceeds FINDING HERBS: twice their DEX have had their joints locked, and are helpless. Even if the For each 4 hours spent searching, roll Herb Lore skill (modified by terrain). disease is thrown off, the initiative penalty is permanent. SUCCESS = Some useful herb found (random) SPECIAL = Double amount found Creeping Crudd - only persons wearing armour will be infected by this CRITICAL = Triple amount found disease, such as adventurers constantly encased in that hot, sweaty stuff. Having FAILURE = No useful herb found Crudd reduces attack/parry percentages by 5% for each attack of it. Frequency of FUMBLE = Mis-identified herb found (GM determines secretly) attack is determined by the severity of the disease. Terminal Crudd, for example, will reduce all weapon skills by 5% every hour. When a character is reduced to Different types of terrain modify the basic skill percentage by the amounts zero, all ability is lost permanently. Undertaking curative measures before then noted. Deserts or Populous areas reduce the chance by -50%. can regain the skills lost. Those 5ft or closer to a victim of the Crudd will notice Another Herb Lore roll is required to preserve herbs beyond the month. that the victim stinks. To get rid of the Creeping Crudd requires full exposure of the body to the sun AMOUNT FOUND = d3 applications (Special x2, Critical x3) and air. For each week spent not wearing any clothing at all, 5% lost skill will be TYPE FOUND* = Roll on the Generic Herbs Table, below: regained.

GENERAL HERBS TABLE: Thunder Lung - these sneezing and coughing attacks are violent enough to Useful Against (D10): cause damage to the victim. Find the severity of the disease by normal CON x 1 Wasting Disease 2 Brain Fever 3 Soul Waste 5% resistance rolls. A mild (chronic) form causes attacks with D6 severity; acute 4 The Shakes 5 Creeping Chills 6 Systemic Poisons form causes 2D6 attacks; terminal form causes 3D6 attacks. The frequency of 7 Blade Venoms 8-10 Wounds attacks also increases with the severity of the form of the disease (mild/chronic Type (D6) & Potency by Season (Spring/Summer/Autumn/Winter/Storm): weekly, acute daily, terminal hourly, as usual). The STR of each attack is rolled 1: Flower - D12 / D8 / D6 / - / D4 randomly, and then the afflicted character must try to resist that number with 2: Leaf - D8 / D12 / - / D4 / D6 their CON. If they fail, the strength of the attack is done as damage to the 3: Stem - D6 / D8 / D12 / - / D4 character's hit points. If their hit points are reduced to -10 as a result of Thunder 4: Root - D6 / - / D4 / D12 / - Lung, the character dies and has burst - and all creatures within 10ft are exposed 5: Seed - D6 / - / D8 / D4 / D12 to the disease. 6: Other - Roll again, but can refine Usage/Potency 1 step by spell/skill. Brittleskin - a slow, creeping scaling of the skin. The degree of severity (The RuinQuest: Other Realms supplement has a more detailed system). determines the rate of spread (mild/chronic weekly, acute daily, terminal hourly, as usual). The first contraction will affect one hit location. Successive attacks I. MINOR INFECTIONS will affect another random location. Re-roll if the location already has been infected. When the victim is entirely encrusted, there will be no further spread. D100 Kind of minor infection While encrusted, each affected hit location gains 2 points of additional 01-20 Sniffles protection. If the skin is broken and damage inflicted on the location, a Repair 21-35 Sneezing spell must first be used before any Healing spells will work. 36-50 Blotches Only a Chalana Arroy temple's Cure Disease or a spirit of Healing can cure this 51-60 Mania disease. Mundane Healing has so far proven ineffective. 61-70 Joint Rot 71-75 Creeping Crudd Convulsions - incapacitating nervous attacks. Each time the disease attacks, 76-80 Thunder Lung the victim will writhe on the ground unable to perform any other action for 81-85 Brittleskin species maximum minus CON melee rounds. Severity indicates frequency of 86-90 Convulsions attacks (as normal - mild/chronic weekly, acute daily, terminal hourly). They are 91-95 Slow Withers likely to occur at moments of stress. 96-99 Bleeding Disease 00 The Plague Slow Withers - this disease atrophies portions of the body. Slow Withers attacks only one hit location. Each attack of the disease reduces the hit points of Sniffles - infected targets will continually sniffle until the sickness is the victim by one, striking that affected location. Healing spells will not restore thrown off. This is a short-term illness. The first resistance roll is CON x l hit points lost from the Slow Withers. The disease severity determines the speed %, the second is CON x 2%, etc., up to CON x 5%. Make the roll once a of hit point loss, but Slow Withers has only chronic (1/week) and acute (1/day) day; no rest is needed. This disease occurs in the mild form only. forms and never develops into a terminal (hourly loss) form. Hit locations reduced to zero or below through this illness become useless, and Sneezing - this disease has all ranges of severity, but instead of removing will suffer effects similar to serious/grievous injuries at -4 and -7 respectively. If characteristics, the character sneezes instead, exposing those nearby to the a limb is grievously affected (-7hp), the disease has run its course but the limb is disease. Chronic (mild) once/day; Acute once/hour; and if a character has permanently disabled; if the chest, head or abdomen is infected, then hit points 'Terminal' Sneezes, he sneezes loudly and uncontrollably every 5 minutes. continue to reduce until the character is dead.

Blotches - victims show red blotches on their face and skin. The blotches Bleeding Disease - this sickness has one degree of severity. The afflicted reduce CHA by 1 point per each degree of severity. Normal CON x 5% individuals require twice as many Healing points as normal. A character with disease resistance rolls are attempted until one is made, with the number of Bleeding Disease must use Healing 2 to stop normal bleeding, Healing 4 to stop failed rolls equal to the number of CHA points lost for the duration of the serious bleeding and Healing 12 to re-set/graft limbs. Only Cure Disease, Spirits sickness. Recovery is determined by a CON roll each season on Windsday of Healing, Divine Intervention, or Mallia Initiation will halt these effects. of Fertility week. If made, one CHA point is regained. CHA not recovered after a year is lost permanently. Plague – Caused initially by a Mallia Rune spell (from which the caster dies). The Plague is highly contagious, with severity either acute or terminal; there is Mania - victims are subject to irrational acts and unpredictable moods. no mild form. Plague attacks the CON and STR. Resisting the disease requires Initial severity is determined normally. Once contracted, victim behaviour the exposed individual to roll below his STR plus CON total on D100. Failure to is determined by the chart below. Severity gives the frequency of the roll. A do so means that the character loses D3 from both STR and CON per attack. mild (chronic) case will require rolls every week; acute every day; terminal Only Divine Intervention or Mallia Initiation halt the Plague. victims roll every hour, so effects overlap. Attacks last 30 - CON turns. D10: 1-4 Sleep; 5-7 Befuddled; 8-9 Demoralized; 10 Fanatic.

105 J. WEAPONS DEFINITIONS GREATSWORD - see SWORD, GREAT The question of just what is meant by “broadsword” or “flail” always HALBERD - see POLEAXE comes up. The following definitions are meant purely for the purposes of HAMMER, WAR - see WARHAMMER. RuinQuest. Other places and times may have other names for the same JAVELIN - a short spear suitable for use one- or two-handed, or for throwing. items, or apply the same names to different implements. KNIFE - a tool or utensil suitable for eating, light work, desperate defences, or impromptu assassinations. It is similar to a dagger but takes much less damage ARBALEST - a crossbow with a windlass device to cock it, for it is too before breaking. hard for anyone to cock manually. It is slow to fire, but relatively easy to MACE, HEAVY - a haft with a heavy weight at one end; the weight may be learn, and deadly when it hits. As all crossbows, it came as a Dwarf gift. spiked or flanged. AXE, GREAT - a large, two-handed axe which may be either single or MACE, LIGHT - a haft with a weight at one end suitable for bashing and double-bitted. crushing. AXE, LARGE - depending on its origin, this axe will be double- or single- MAUL - a mace-head on a long shaft, usually about 5ft long. bitted. It can be used one-handed by a strong fighter, but it is really MORNING STAR FLAIL - a medieval weapon we could not resist adding; in intended for two-handed use. It is not meant for throwing. this case we speak of the weapon sometimes known as a “chain flail”. It is a AXE, SMALL - similar to the Frankish francisca in that it can be thrown as handle, a length of chain, and a spiked ball at one end. Without the chain it is a well as used by hand, and it may be one-edged or two. Note that throwing simple mace. training is entirely separate from in-hand training. NIGHTSTICK - short, wooden stick similar to a truncheon or Okinawan tonfa. AXE, THROWING - see AXE, SMALL PEASANT WEAPONS - people attacked at work can snatch tools with which to BASTARD SWORD - see SWORD, LONG resist. Some are mentioned here, like Grain Flail, Knife, Sickle, Hammer, and BLOWGUN - a hollow tube 3ft long, used to deliver small darts by Pick. Others, such as hoes and rakes, should be Light Maces or Quarterstaffs, blowing through the tube. while shovels should be Heavy Maces, and cattle goads are useful as short BOW, COMPOSITE - an archery bow made of wood and horn to give it spears. more rigidity but retain some flexibility. It requires more strength to use PICK, WAR - a weapon designed after a digging pick. Its pointed head or heads this than does a self-bow. It is popular in wood-shy regions. are capable of punching through armour Often it is blunt at one end and so BOW, ELF - a bow which is grown by elves from special seeds. Only the treated as a Hammer. elf who planted the seed can use the bow. To another member of the PIKE - a special weapon used by the Sun Dome Temple and some other sky Aldryami cult who uses it, the bow will be a self-bow. A non-Aldryami cults. It is an over-long spear ranging from 12 to 16 feet in length, and was called who tries to use it will cause it to wither and die. These bows are some- a sarissa in ancient Greece. times used by Priest and Lords of the cult to house their allied spirit. POLEAXE - an axe head on a long shaft, very useful against mounted foes who BOW, LONG - there are no bows in this part of Glorantha comparable to think they are out of reach; 6ft long or more. Includes most polearms. the Welsh yew longbow. References to such in various texts are actually to QUARTERSTAFF - a long wooden stick often used as a walking staff. They are the composite bow. not exactly like the other weapons with which they are listed, but the basic style BOW, SELF - a basic bow, made of one or two pieces of wood, against is similar. which all other bows compare favourably. RAPIER - this is not the over-long, elaborate weapon of our Renaissance but it BROADSWORD - see SWORD, BROAD instead a basic cut-and-thrust weapon. Lighter than broadswords. CESTUS, HEAVY - metal boxing gloves similar to those used in ancient RHOMPHIA - a crescent-bladed Great Axe like a huge scimitar, used by the Greece and Rome. A weight nestles within the glove for more impact. Lunar Empire in Glorantha and by the ancient Thracians in Greece. CESTUS, LIGHT - metal boxing gloves which depend on the impact of ROCK - probably the first weapon ever. Small rocks, capable of being hurled, do metal, like brass knuckles, for their damage. little damage to one in armour, but larger rocks dropped from a height do CLAW - a metal device which allows the user to claw like an animal. They somewhat more. are most used by intelligent animals wishing to improve their natural SPEAR - a length of wood between 5 and 10ft, with a point at one end. Long weapons but also by humans wishing to imitate animals. ones reduce strike rank but must be used two-handed, while the shorter ones may CLUB - a natural weapon made from a piece of wood, often with minimal be used one-, two-handed, or be thrown. treatment. They may be Heavy or Light, and in either case are treated as STAFF - see QUARTERSTAFF or SINGLESTICK Maces in this game SCIMITAR - a single-edged and slightly curved sword used by the Lunar CROSSBOW, HEAVY - this crossbow must be cocked by a lever Empire in lieu of the broadsword. Otherwise like the broadsword. apparatus. It is easier to load than an arbalest, but has correspondingly less SHORTSWORD - see SWORD, SHORT impact power. SICKLE - a curved Lunar dagger based on the agricultural implement. It CROSSBOW, LIGHT - this would actually be a Medium crossbow can be used to impale but cannot be thrown. historically, but a truly light crossbow which can be hand-cocked has no SLING - the weapon which David used to kill Goliath. It is a leather thong with practical use except as a fowling piece. Our Light crossbow is cocked by a cup to hold a rock. A sling stone can get incredible velocity in the hands of an hooking one end with a foot and using this as leverage in cocking. expert. There is a minimum range of 15ft. CROSSBOW, REPEATING - special Mostali weapons which will self- SLING, STAFF - a sling mounted on the end of a stick. The added leverage destruct in the hands of any non-Mostali cultist. These are treated as Light increased the range and impact of whatever is thrown. The minimum range is crossbows but they may fire once per melee round, up to their 5-round clip. 30ft. DAGGER - a short-bladed weapon no more than 15 inches long. Daggers SWORD-AND-A-HALF - see SWORD, LONG can be sharp on one or both edges, or be triangular in their cross-section if SWORD, LONG - also known as the Sword-and-a-half, Hand-and-a-half or intended only for stabbing. Bastard Sword, this weapon is slightly longer than a broadsword and has DAGGER, PARRYING - a standard dagger whose hit points have been sufficient space on the hand-grip to be used two-handed if desired. A strong increased by the addition of an elaborate guard. Because of the guard it is warrior can use it one-handed. usable only in the hand it was made for. Its specialization makes it cost SWORD, BROAD - a generalized term for a sword with a blade about a yard twice normal dagger costs. long and double-edged. It has a point but cannot impale. DAGGER, THROWING - a throwing dagger is useless against most SWORD, GREAT - the basic two-handed sword, two-edged, which cannot be armour but it is still very useful to assassins. It is specially balanced and so used one-handed at all. The use of the two-hander is an art, and despite popular costs twice normal dagger prices. belief it is not necessary to have great amounts of room to do full damage. It is DART - a short, weighted point suitable for throwing. These may be kept about 5ft long. clipped on the inside of a Large shield for convenience. SWORD, SHORT - this is based on the Roman gladius, and is a short sword FLAIL, GRAIN - the agricultural implement which the War Flail is based about 2½ft long which can be used for slashing or stabbing. upon. It is included for scenarios where grain threshers may be attacked WARHAMMER - a weapon designed after a hammer which often has a spike at FLAIL, MILITARY - this is a flail head mounted on the end of a shod the impact point rather than a flat head at one end, and so is used as a pick chain on a haft about 6ft long. instead. A very nasty weapon, ideal for punching through armour. FLAIL, WAR - a handle with a couple of links of chain which attaches to the equivalent of a mace head.

106 K. REFEREE NOTES POPULATING YOUR SCENARIO THE RESPONSIBILITY OF THE REFEREE Referees designing cave complexes and other underground areas should Referees may run elaborate campaigns or individual scenarios. Scenarios concentrate on small, integrated complexes, rather than sprawling mazes full of can be simple adventures or involved quests. They can take place above or random monsters. Even in sprawling mazes, the monsters will tend to organize below ground, or both, and they can include any type and degree of themselves into spheres of influence. character interaction. An underground hideaway should be the home of an organized group of opponents with ready plans of defence and attack. This does not mean that they There are two evident campaign styles popular among RuinQuest players are all of the same race, just that they cooperate. we know. Both depend upon the scenarios mentioned as the basic focus for On the other hand, it makes an interesting scenario to have the area the scene action. The styles differ mainly in the off-stage activities of the characters. of a struggle between two or more groups, with the Adventurers drawn into the middle. Which side will they favour? EPISODIC CAMPAIGNS This refers to those games in which the regular characters adventure in TREASURE pre-set locales, usually starting near the objective, and spend their 'between An Adventurer with a couple of successful scenarios under his belt should game time' in an unspecified world with spell and skill training costs equal have accumulated sufficient Lunars to get himself out of debt to the guilds and to those given in the rules. cults. The Treasure Charts in Chapter IX are indications of what an individual monster could be expected to have. They can be easily adjusted to the whim of FULL CAMPAIGNS the referee. These require more commitment to characters and to the world in which There is nothing to say that the treasure must be in plan sight. It may be they live. Characters must take care what city they sleep in, which cults tucked away around corners, hidden behind secret panels, buried in the bedding, they are friendly with, or whose family they can trust. The characters may or occupying the monster's stomach - a few of the possible hide-aways. If the have to spend game time on worldly duties, may find themselves embroiled monster is a guardian for someone else, the treasure also may be trapped. Give in a cousin's feud, or have to hide for months without play because of a players a chance to use their abilities to Spot Hidden and Find/Remove Traps. Of government enquiry or purge. Players can find themselves on long “talking course, if they don't succeed, no treasure. adventures,” without a spell cast or a weapon bared. Most campaigns are a blend of both types. The key is to find the style STARTING NEW PLAYERS which best suits the referee and the players. Experienced referees and players often forget how confusing and difficult a A new referee should begin simply. Plan to have a couple of beginning role-playing game is for beginners. Referees especially should players, monsters, and few opportunities for error. Test a few rules at a make an effort to teach their players the easy way to do things, enforce the time, and be prepared to check the book as necessary, and always discuss proper sequences, and answer questions which disrupt the game. If you are a rules questions with the players - it's their game too! Working together, a beginning referee, it can be very difficult. few trial attempts will instil you with confidence (or convince you that you We advise that the referee prepare some simple scenarios using these don't want to referee). guidelines. First, make them easy to follow for newcomers. Take them through familiar terrain, not the Riddle Maze of Elder Wisdom. Second, give the players SCENARIOS FOR CAMPAIGNS OR INDIVIDUAL ADVENTURES plenty of opportunity to use many of their non-combat skills early in the game to The referee must devise the floor plans of any building, dungeon, or cave illustrate the D100 resolution system. Make them track, climb, roll a rock aside the adventurers enter. There are ready-made plans available in most game (thus use the resistance table) and so on. Finally, make the combat simple and stores for those who don't like to draw. A detailed map of the surrounding use beginning types of monsters. A couple of trollkin or shadow cats are real countryside, so that the players know where they are, is also necessary. menaces to beginning parties, while a large band of rubble runners make them That's the easy part. These areas, above and below ground, must be both fight and think. A band of skeletons is a good morale booster for a stocked with monsters. The referee should think in terms of believability discouraged party. But not too many! - superior numbers always tell in and consistency. A complex of caves stocked with a different monster in RuinQuest combat. each cave, all of whom are mutually antagonistic, may prove exciting for the moment, but will quickly pall into boredom. GUIDE TO MULTIPLES FOR CHARACTERISTIC ROLLS An adventure area, whether it be section of forest, cave, old ruin, river, etc., should provide the player with the following opportunities: x10 Trivial – Nothing will go wrong unless they're clumsy, stupid, etc. - experience in the the use of his skills x5 Normal – Something that may be managed or may not. - opportunity to obtain treasure and thereby purchase further training x3 Tricky – Unlikely. For attempting things without the proper skill. - the chance to die in pursuit of the above x1 Difficult – An outside change they may do it. Don't hold your breath. - enjoyment while doing all of the above. The principal idea in setting up scenarios is balance. Large give-away treasures which can be had with no effort, or the slaughtering of inadequate guardians, will become boring. Scenarios which slaughter 90% of the party for a reward which doesn't meet expenses will become frustrating. And, of course, scenarios where the monsters are too tough to beat, no matter what the skill of the attackers, will rapidly tum off players. This is not to say that beginning characters shouldn't run encounter defences too tough to crack. There is no point in a world where the monsters can always be beaten, no matter who opposes them. In such world the monsters would not survive, much less accumulate treasure. But hard nuts should not sit squarely across every path which beginning Adventurers take to progress in the world. The referee running an ongoing campaign must have a mix of hard and soft menaces for his players to meet, and some they can't take until they've made the final steps to Rune Lord and Rune Priest. Major menaces should be adequately marked, too, to warn the wary. If a party of beginners insists on taking on the famous Troll Bridge, where parties of experienced Adventurers have failed to return, one must let them go. You never know - they might surprise you. It cannot be too strongly stated that a referee should not become emotionally involved in the scenarios he builds. The twin banes of FRP games are angry players and angry referees.

107 L. LANGUAGES OF THE DRAGON PASS REGION as allies of the EWF. They spoke an ancestor language of modern Sartarite and with words from Auld Wyrmish, plus the men's Firespeech and women's HUMAN LANGUAGES Earthtongue. Since then, it has been influenced by Praxian and the river-folk's Boatspeech. The second influx arrived from Dragon Pass Sun Dome when New SARTARITE Pavis was founded a century ago, speaking pure Sartarite, and assumed rule. The primary language for an of the natives of the kingdom of Sartar, it Speakers of standard Sunnish are salt-of-the-earth commoners, the 'old guard'. was imported from the region of the Hendrikei in the Holy Country when Very old families of Sun County still speak original Sunnish which, kept pure of the Sartarites moved northwards, and they speak it there as well. It is the Praxian etc influences, is like antique Sartarite, more similar to formal modern second language of the peoples of Alone and Alda-chur, which joined the Sartarite than common Sunnish. The powerful newcomers speak new Pavic or the kingdom later than the other cities. Sartarite. Accent in Sun County is a matter of class. Speakers are likely to know Tradetalk as a second language. Speakers can attempt talking Stormtongue as well, at 1/10th their Sartarite ability. CONCLUSION: Sartarites, Sun Domers, and Pavisites can all understand each other without much difficulty. But they laugh at each others' accents and slang. TRADETALK The cult language of the Issaries trader cult, Tradetalk has been taught by How you represent this is up to your group's preferred stereotypes. For example: them all across the world. It is the closest thing to a common tongue which Sartarites – patchwork of many proudly different tribes. Any/all British accents. Glorantha has, and may be learned almost anywhere, including non-human Pavis outlands – mixed settlers from all over Sartar. Yorkshire, Kentish or any. areas. It is the widest-known second language. Pavis city – dodgy geezers, shifty spiv traders and criminal-types. East London. Sun County commoners – bucolic with plenty of slang. West Country/Wales. PRAXIAN Sun County nobility – posh, old-fashioned and formal. Received Pronunciation. The Prax animal nomads use this language. It is spoken by all the tribes Sun County new lords – brash, arrogant, newly-rich incomers. American. there, even including the non-human Morokanth, and has also been adopted Lunars (in local language) – arrogant, powerful/insidious conquerors. German. by local non-herding peoples such as the 'men-and-a-half' Agimori, and the lion-men Basmoli Berserkers. NON-HUMAN LANGUAGES

LUNAR (NEW PELORIAN) ALDRYAMI This has many similarities to Tarshite. It originated in Peloria with the The language of elves and their kin: since the separation of the elf nations Empire of the Red Moon and has altered that old tongue. It is spoken by all across the world, the different forests have developed some local variations of Lunar natives, who will ordinarily know Tarshite, Tradetalk, Grazelander, Aldryami, but these are more like accents than different dialects. All Aldryami or another foreign tongue as their second language. prefer to use Tradetalk to communicate with non-elves, even if the non-elves Speakers understand Tarshite at ½ their Lunar ability. show off their knowledge of Aldryami.

TARSHITE (OLD PELORIAN) BEASTSPEECH The native tongue for the regions of Tarsh and the Tarsh Exiles around The language of animals and half-animals, such as beastmen and baboons, is Wintertop in the Far Place cities, the speech was imported when natives very difficult for people to speak, but easier to learn it if they can find a teacher. from Peloria (to the north) moved into Dragon Pass. A speaker of it can speak Lunar to ½ his Tarshite language ability. BOATSPEECH An ancient language, known by the clannish, wary fishermen of the coasts and OLD PAVIC rivers, including the Zola Fel, and to their friends the newtlings and fish-folk. Some 500 years before, this now nearly-dead language was spoken in the Empire of the Wyrms Friends. The Empire ruled Old Pavis in that age DARKTONGUE when the huge ruins were cut off from the outside world, and the native Creatures of darkness, such as trolls, giants, shades and their ilk, speak Dark- humans still speak it. Now that the city is reopened, it is again known to the tongue. It is very ancient, and writings exist from before the Great Darkness. outside world. It is also used in ancient religious ceremonies at Adari, but not spoken by the populace there. DRACONIC (AULD WYRMISH) Speakers also know Draconic (Auld Wyrmish) at ¼ Old Pavic ability. Dragons and their kin, especially the dragonewts, wyrms and such creatures, speak this. Dream Dragons almost always speak it, rarely knowing any other ESROLIAN language due to their peculiar origin. It is difficult for non-draconic types to A language used in the Holy Country land of Esrolia. It is related to the learn, though dragonewts seem to have little problem learning other tongues. “earth speech” of the spirits worshipped in that country. Esrolians generally Speakers of Draconic also know Old Pavic at ½ their Draconic ability. learn Tradetalk as a second language. Speakers also know Earthtongue at 1/10th their Esrolian. EARTHTONGUE The speech of gnomes, earth cults, reptiles, and other earth-related creatures; GRAZELANDER the language has a few affinities with Aldryami. This is the remnants of a language once known as “Pure Horse Tongue”. It is spoken only by the Grazelanders as a primary language, but is very FIRESPEECH similar to the language of the horse barbarians of northern Peloria. The Fire-worshipping or constructed creatures such as salamanders, and birds and natives use it only among themselves, preferring Tarshite, Esrolian, more obscure races speak it. Sartarite, or Tradetalk with outsiders. MOSTALI OASIS-TONGUE The tongue of Mostali, dwarves and their minor created races is rare, though Unique language of the native farmer communities at the oases of Prax some use it as a “secret language” to confound their overseers or foreigners. and some parts of the Zola Fel river valley, subservient to greater tribes. SEATONGUE PAVIC (SARTARITE) The watery races, including all Triolini (merpeople, intelligent beasts such as A version of Sartarite now spoken in the city of Pavis. Modern Pavic is dolphins, and undines) speak this. the language that arrived from Sartar in 1550, and reinforced by more immigrants every year since. It differs from Sartarite hardly at all, having SPIRITSPEECH had only 70 years to diverge, so is still basically the same language with This is a common tongue for spirits when they do not communicate by Mind only a slight accent and some odd phrases. Link. It is made of parts of all the divine languages, but especially Stormtongue.

SUNNISH (SARTARITE) STORMTONGUE The first people of Sun County arrived 350 years ago from Dragon Pass Native talk of sylphs and other air spirits and cults. Related to Sartarite.

108 M1. MAP 1 – DRAGON PASS & SARTAR

109 M2. MAP 2 – THE PLAINES OF PRAX

110 N. ENCOUNTER CHARTS RESPONSE CHARTS The following chart is presented for referees to use when they must determine Adventurers will meet groups of other travellers as they wander. outlook and attitudes of a group of randomly encountered beings during an adve- nture. They are divided into three types, and are based on the predispositions of What enemies are met and when they are met is a subject of much debate. one party towards the other. One school of thought believes that pre-set scenarios with deliberate construction and residential populations presented in a logical and realistic NEUTRAL PARTIES order is the best way to play FRP. The other school says that a randomized Some parties have no predispositions. Two groups of adventurers are neutral, encounter chart full of vagaries and whimsical chance must be followed to as might be a band of centaurs meeting a party of dwarfs. avoid referee involvement or favouritism A wise referee uses both methods, tailoring them to suit the players, the scenarios and the mood of the HOSTILE PARTIES moment. Some parties are prejudiced against each other, such as elves and trolls or The following encounter charts are offered as a general introduction to trolls and dwarfs. Creatures which catch Adventurers lurking around their home types available and as a suggested method of presentation. After terrain is territories also are likely to act hostile discussed, the first chart is the Chance of Encounter chart, which includes the number of times per day to roll. If something is encountered, then the FRIENDLY PARTIES referee should roll on any of the appropriate Regional Encounter charts. If There are parties whose characters are expected to be friendly by nature, such there is not an automatic result from said encounter (such as elves being elves meeting satyrs, or a Lunar party meeting another Lunar party. As the table met by dwarves), then the referee may use one of the Response tables to indicates, even friendly parties may hold ugly surprises and the nastiest trolls see what the encountered beings do. provide a friend in the wilderness.

TERRAIN TYPES Referees are urged to use these tables as guidelines and prevent themselves The different types of terrain are self-descriptive; combined with this list from using them as an excuse to dump another batch of monsters on an already and the maps which follow, they give a fair idea of the countryside. exhausted party “because the tables said so”.

Towns - towns on the coast or on major roads will be larger than those on hostile neutral friendly response smaller roads or in isolated areas. 01-05 01-10 01-15 encountered creature is extremely friendly to party, Cultivated Areas - this means a farmed area with relatively dense popul- and very amenable to suggestions ations. 06-15 11-30 16-75 encountered creatures are a with to let the party go Open Country - this includes fertile lands suitable for hunting, hiding, its own way; they will go theirs herding, and so on. Land will include some trees, occasional villages, and 16-25 31-70 76-85 encountered creatures are unsure and will stall for so forth. time, or for something significant or telling to Prax - the wide chaparral area of the right -hand map in Chapter I. It is occur an open plain useful only to herdsmen and their beasts. 26-85 71-90 86-95 encountered creatures take an active dislike to the Woods - forested areas where trees are the dominant vegetation, though party, just short of blind hatred such areas will include open areas of ground, as well. 86-00 91-00 96-00 encountered creatures cannot conceal their Elf Woods - the forests inhabited by the Aldryami. There is little doubt of contempt and/or hatred for the party being found in these places. Mountains - the bleaker and more rugged slopes and hills are intended Successful use of Oratory/Fast Talk skill, a CHAx3 roll with flattery, or a here, not the foothills which are included in Open Country. CHAx5 roll with appropriate gifts can improve the response of those met, if Dwarf Mountains - an area-which is known (at least by the the referee) circumstances permit. But just one wrong word or gesture can make it worse! to be inhabited by Mostali. River - includes the banks, lakes, islands, and streams too small to be put ENCOUNTER DISTANCE on the maps. Be sure to integrate this chart with areas it flows through, thus The distance at which encounters between groups occur (i.e. the first using Forest/River charts, for example. opportunity for them to be aware of each other) varies widely. However a set Marsh - this includes large swamps, like the Upland areas, or smaller formula is required, in order to avoid inadvertently favouring or penalizing bogs tucked away and forgotten in many other terrain types. player characters unduly. (For example, encounters always occurring at close Ruins - Glorantha has many ruins. The Big Rubble is a huge one, while range due to limited playing area on the game table is unfair to spell-casters and Prax is dotted with remnants of the Gods War civilization. missile-users). Chaos Nests - these foul places are where things of chaos have been allo- Roll D100 and apply the multiplier appropriate to the terrain: wed to gather and grow; they are festering places worth destroying just for the sake of sanity and the universe. Indoors/Jungle x1ft Town/Forest x3ft Open Terrain x10ft Troll Areas - shadowy lands wisely ignored by most of mankind. Note that creatures which typically use stealth may not be noticed until at a much closer range if they are successful with their Hide/Sneak skills. CHANCE OF ENCOUNTER CHART To determine whether or not the party meets someone as they pass TACTICAL ENCOUNTER TERRAIN through a region, the die should be rolled an appropriate number of times. Encounters should not always occur in places which resemble the uniform flat The number of rolls per day is determined by the relative density of the plane of a gaming table-top. It is more realistic to have plenty of obstacles, suited areas. to the terrain type, and a selection of such should be randomly arranged. terrain type chance/freq. terrain type chance/freq. Town 85% / hr. dwarf mtns. 80% / 6 hrs. cultivated 75% / hr. river 30% / 6 hrs. open country 60% / 6 hrs. marsh 45% / 3 hrs. Prax 40% / 6 hrs. ruins 85% / 3 hrs. woods 30% / 12 hrs. chaos nest 85% / 6 hrs. elf woods 80% / 6 hrs. troll area 80% / 6 hrs. mountain 80% / day

111 TERRAIN EXAMPLES FROM SARTAR/PRAX MAPS D20 Mountains Dwarf Mountains Troll Area 1 dwarf dwarfs mistress race troll place on map terrain type place on map terrain type 2 dwarf dwarfs great troll Better Place open country Orani's Mistake Prax 3 dwarf dwarfs great troll Caravan Alley Prax Sacred Ground open country 4 ghost dwarfs dark troll Dagori Inkarth troll area Sartar cultivated 5 Adventurers dwarfs dark trolls Esrolia cultivated Shadows Dance mountain 6 trollkin dwarfs dark trolls Far Point cultivated Snakepipe Hollow chaos nest 7 trollkin dwarfs trollkin Good Place open country Stinking Forest elf woods 8 dark trolls dwarfs trollkin Grazelands open country Sun Dome cultivated 9 dark trolls dwarfs trollkin Head Acres open country Troll Woods troll area 10 great trolls dwarfs trollkin Hendrekei cultivated Upland Marsh marsh 11 rock lizards rock lizards cave troll Long Dry Prax Vale of Flowers open country 12 cliff toad cliff toad cave trolls Lunar Tarsh cultivated Wintertop mountain 13 wyvern wyverns dark troll warparty 14 wind children wind children dark troll warparty REGIONAL ENCOUNTER CHARTS 15 sky bull sky bulls cliff toad The following charts are given as suggestions, divided into the land types 16 griffin griffins jack-o-bear already mentioned. Referees should take these as examples and feel free to 17 gargoyle gargoyles wyrm alter them as they see fit. 18 giants giants raiding Adventurers Referees are also urged to pay attention to the size of the party and to use 19 giants raiding elves raiding dwarfs this encounter chart as an indicator of the type of monster encountered, not 20 broos raiding trolls raiding elves the number. Monster party sizes should be adjusted to be a challenge to the players. One interesting, and often illuminating, method of determining D20 Marsh Ruins Chaos Nests appropriate monster parties is to figure out your players' treasure factor and 1 duck baboons skeleton match it against a comparable monster group's treasure factor. 2 duck rock lizard ghoul 3 snake snakes zombie TERRAIN TYPE 4 snake rubble runners vampire 5 snake shadow cats ghost D20 Town Cultivated Open Country 6 skeleton cave trolls broos 1 residents at work residents at work baboons 7 zombie dark trolls broos 2 residents at work residents at work centaurs 8 ghoul gargoyle scorpion man 3 residents at work residents at work minotaurs 9 vampire Adventurers scorpion men 4 residents at work residents at work Adventurers 10 dragon snail weretiger scorpion men 5 residents at work residents at work other thieves 11 gorp scorpion men werebear 6 residents at work residents, militia ogres 12 giant toads werewolf weretiger 7 residents at work residents, militia morocanth 13 lizards broos werepig 8 residents at work local soldiery crested dragonewt 14 beaked dragonewt dragon snail werewolf 9 local rowdies Adventurers beaked dragonewt 15 newtlings skeletons ogre 10 non-local rowdies snakes dragonewt priest & party 16 walktapi zombies basilisk 11 constabulary rubble runners residents 17 ghost ghouls basilisk 12 constabulary rubble runners residents 18 ghosts vampire/ghost dragon snail 13 priest & company centaurs residents 19 wyrm wyrm/manticore dragon s party 14 priest & company ogre residents 20 dragon gorp walktapi 15 NPC friend raiding elves werewolf 16 hold-up man raiding elves Sky Bull D20 River 17 assassin raiding trolls giant 1 fishermen 18 pickpocket thieves manticore, griffin 2 fishermen 19 tiger-sons highwayman wyrm, wyvern 3 fishermen 20 vampire wyrm dragon 4 duck 5 duck D20 Prax Woods Elf Woods 6 snakes 1 wild herd pixie pixies 7 snakes 2 baboons runner pixies 8 giant toad 3 morocanth elf runners 9 small toad 4 morocanth cockatrice runners 10 cave trolls 5 newtling dryad runners 11 dragon snails 6 rhino riders trollkin elves 12 Adventurers 7 horse barbarians jack-o-bear elves 13 dragonewts 8 zebra people dark trolls elves 14 dragonewts 9 sable people Adventurers elves 15 dragonewts 10 sable people outlaws elves 16 newtlings 11 impala people tusk riders dryads 17 newts 12 impala people crested dragonewt dryads 18 newtlings 13 high llama people beaked dragonewt elf warparty 19 newtlings 14 high llama people priest dragonewt elf warparty 20 wyrm 15 bison people shadow cat ghost 16 bison people tusk brothers raiding dwarfs 17 centaurs bear walker raiding trolls 18 griffin baboons raiding Adventurer 19 wyvern wolf brother bear walker 20 dragon, wyrm snakes centaur

112 P. PRICE LISTS RANSOM AND WEREGELD The following is not an exhaustive list of items which can be bought, but Many an adventurer's life has been spared in exchange for ransom, and the hopefully includes those which adventurers will find most useful. Money- wise will establish one. Guild members and cult initiates may use their credit. changing incurs a 10% fee, but one hundred coins weigh about one pound. Weregeld, the life-price paid to a slain enemy's family/master, is typically 7x 1 Lunar (£10) = 10 Clacks (£1ea.) 1 Wheel (£200) = 20 Lunars the victim's annual income; 1-4x annual income may be given for causing injury.

GENERAL UPKEEP COSTS Status Weregeld Ransom (minimal) The figures represent the average weekly expenses for a person staying Apprentice 2000-4000L 300-600L in regular, non-inn lodgings (e.g. a rooming-house), including some bought Ordinary 8000L 1200L meals, small-scale spending on clothing repair and such: Craftsman 16,000L 2500L Adventurer - 5 L weekly Noble - 10 L weekly Master 32,000L 5000L Players should note the in-game date their character last paid for upkeep. Noble 64,000+ L 10,000+ L Referees may like to assess this occasionally and apply appropriate effects: Charisma penalties and minor diseases may apply if upkeep is insufficient. RATES OF PAY FOR LABOUR Food and Drink – Average 1 L/day Lodging – Average 2 L/day Unskilled 1 L/day Bearer, Linkboy, Labourer (Quality: Poor x1/4, Common x1/2, Superior x2, Excellent x4, Noble x8+). Trained 2 L/day Guard, Groom, Drover Skilled 4 L/day Ordinary Craftsman AT THE INN/TAVERN Expert 8 L/day Superior Craftsman Cheap meal – 2 C Good meal – 5 C Fine meal – 2 L Master 16 L/day Master Craftsman, Sage Pint of beer (small) – ½ C Pint of ale – 1 C Mug of mead – 5 C Dangerous, irregular or rare-skilled work doubles the above amounts. Bottle of wine – 1L Good wine – 2L Fine wine - 5L+

Inn floor – 1-10C/night Room – 2L/night Hot water – 2C extra Stabling – 1 C/night Stable and feed – 5C Special care – 1 L

EQUIPMENT Adventurer's Pack 25 L 25 lbs (Backpack with: waterskin, 2 days rations, 50ft rope, bedroll, bandages, knife, fish-hooks and line, flint and steel, one torch).

Trail rations (1 week) 5 L 7 lb Animal feed (1 week) 2 L 70 lb Waterskin 1L 5 lb

10-foot pole 5L 10 lb 30ft rope 10L 12 lb Mallet 5C 0.5 lb Wooden spikes (ten) 1L 2.5 lb Firestarter 1L 0.5 lb Cooking Gear 2L 2.5 lb Backpack 5L 2 lb Sack, Large 6C 2 lb Sack, Small 3C 0.5 lb Bedroll 1L 3 lb Winter bedroll 4L 5 lb Tent, Small (1 man) 20L 8 lb Tent, Medium (2 man) 30L 10 lb Tent, Large (4 man) 60L 15 lb Tinderbox 5L - Torch (1 hour) 5C 1 lb Candle (1 hour) 2C 0.2 lb Lamp 5L 1 lb Lantern 15L 6 lb Lantern Oil (10 hours) 2L 1 lb Papyrus (1 sheet) 5C - Vellum (1 sheet) 1L - Writing Tools 15L 0.5 lb Scroll case (leather) 2L 2.5 lb Scroll case (bone) 10L 5 lb Lockpicks 50L -

INSTRUMENTS Bagpipes 30L 15 lb Sartar Bugle 20L 5 lb Sartar Drums 10L 15 lb Harp 50L 12.5 lb Lur Horn 40L 10 lb Lute 100L 5 lb Lyre 75L 10 lb Reed Pipes 5L 1 lb Whistle 3L -

113 RIDING/HERD ANIMALS THE COST OF MAGIC Horse 300L Cavalry Horse 1200L, Warhorse 4800L Mule 250L Casting Battle Magic – 1L for 1pt, 2L for 2pts, 4L for 3pts, etc (i.e. 2^Points). Sable 150L Cavalry Sable 600L, War-Sable 2400L Casting Rune Magic – Re-usable 100L/point; One-use 2000L/point. Zebra 300L Cavalry Zebra 1200L, War-Zebra 4800L Exorcising Spirits - 20L per POW of spirit (Priest/Shaman POW maximum). Impala 40L Cavalry Impala 320L Cult Initiates/Tribe members half price; Not normally done for Non-members. Bison 150L Cavalry Bison 600L, War-Bison 2400L High Llama 225L Cavalry Llama 900L, War-Llama 3600L Learning Rune Magic - Takes 1 day/point, at 16 L/day for the Priest's expenses. Rhino 2400L Cavalry Rhino 4800L, War-Rhino 9600L Expending Permanent POW – 1000 to 2000 L per point. Herd Man 75L The above prices are for an average animal of the species, well suited for MAGIC ITEMS use as a riding, pack or hunting animal, as appropriate. For untrained Battle Magic or Sorcery Spell Matrix - 1500 L/point. animals suited only as a meat or herd beast (or a nag), halve the above Rune Magic Spell Matrix - 3000 L/point. prices. For a superior quality animal (worthy of training to cavalry standard), double the above prices, but add 1 to each die rolled for all Dead Crystal (Storage) - 300 L/point. characteristics (up to normal maximum - the maximum roll on a D6 is still Living Crystal (Powered) - 2000 L to 4000 L/point. 6, but this will occur on a roll of 5 or 6). For a superb quality animal Woad and Thunderstones - 1000 L plus 500 L/point. (worthy of training to war beast standard), quadruple the above prices, but Fixed Truestone - 3000 L/point. add 2 to each die rolled for all characteristics (not to exceed the normal Unfixed Truestone - Priceless. Wars have been fought over them. maximum, as above). For beasts already trained to cavalry or war-beast standard, respectively RUNE METALS double and quadruple the prices again. Hence Cavalry (battle-trained) Pure Rune metal items are worth far more than their base metal equivalents: animals are x4 the base price and War-beasts (attack-trained) are x16 base Gold x200, Silver x30, Iron x40, Aluminium/Quicksilver x75, Others x20. price. (Note any Rhino is worthy of training, so their prices are not so high but the animals are not superior. Impala are trained only to Cavalry E.g. Iron Dagger (normal 20L) = 800L; Gold Cuirass (normal 200L) = 40,000L. standard, and even that is hard, as their instinct to flee is so strong).

RIDING GEAR ALCHEMICAL CONCOCTIONS Saddle 20 L 15 lb Acid 50 L/point (normally 10 points maximum) Nomad saddle 200 L 30 lb Prax, Empire Blade Venom 100 L/point (normally 10 points maximum) Systemic Poison* 40 L/point (normally 10 points maximum) Two-Wheeled Cart 50L Not in Prax Antidotes* 40 L/point (can be taken pre-emptively, lasting 2 hours) Four-Wheeled Cart 100L Not in Prax Magic Potions 200 L/point (allow drinker to cast spell within next 2 hours) War Chariot 200L Sartar, Empire Healing Potions 200 L/point (affect drinker immediately) Barding (Horse) 5x cost and ENC of equivalent human armour (????) Power Potions N/A (only usable by the maker) * Types available: Manticore venom, Poison gas, Wyvern venom, Spider venom, SLAVES Herbal poison, Mineral poison. Average (adult) 1000L Lunar Empire, Prax Partial Antidotes: Mineral – x½ v Spider venom/Poison Gas (and works fully v Child 250L Lunar Empire, Prax Cockatrice petrification poison); Wyvern – x½ v Poison Gas; Spider – x½ v Youth 500L Lunar Empire, Prax Scorpion venom (and works fully v Ghoul-bites); Gas – x½ v Wyvern venom; Skilled 2000L Lunar Empire, Prax Educated 4000L Lunar Empire COINS OF OTHER LANDS - See the RuinQuest supplement Other Realms. FARM/DOMESTIC ANIMALS Fowl 5C Cat 2L Cow 20L Dog 6L Goat 2L Hunting Dog 25L Ox (or Bull) 30L (40L) Hawk (wild) 100L Pig 6L Shadowcat 500L Sheep 4L Songbird 5L

TOOLS Awl 1L 0.5 lb Fish Hook 1C - Grain Flail 5L 5 lb Hammer 1L 2.5 lb Hatchet 10L 2.5 lb Hoe 3L 10 lb Scythe 30L 12.5 lb Shovel 20L 7.5 lb Spade 20L 7.5 lb Wood Axe 15L 2 lb

ARMS AND ARMOUR See lists in Chapter IV: Weapons p.23, Shields/Missiles p.25, Armour p.27. Higher-quality arms & armour may be available from better armourers. Fine weapons cost double but are resistant to breakage (APx1 ½), while excellent weapons cost eight times as much but are very resistant to breakage (APx2) and do +1 damage.

114 Q. BIBLIOGRAPHY OTHER GLORANTHAN MATERIAL A complete bibliography of our favourite fantasy and historical books Glorantha is the discovery of Greg Stafford, who has accumulated that would be too extensive for this column. This list contains those which we universe's myths, legends, history, and other lore since 1966. felt exemplary or exceptional. WHITE BEAR & RED MOON (a.k.a. DRAGON PASS) - This game started it Howard, Robert E. Conan (and others) - the archetypical noble and all. A boardgame based on Dragon Pass and the wars fought between Prince savage barbarian written with muscle and guts; his notes have been finished Argrath of Sartar and the Lunar Empire. It has more than just rules and game with less gusto by other writers as well. components: there are brief histories of the many non-human races native there, Leiber, Fritz. Swords in the Mist (and others) - a basic source of modern and the colourful heroes/superheroes of the age. By Greg Stafford. fantasy; the stories about Fafhrd and the Grey Mouser are classics. NOMAD GODS - The second boardgame published. This one deals with the Malory, Thomas. Le Morte d'Arthur - more information on heroic action. Animal Nomads of Prax and Pavis. Compatible with WB&RM, but it deals with Useful for inspiration on possible events for FRP. a different type of magic system and has new victory conditions. Moorcock, Michael. Elric (and others) – a staple of modern fantasy. MASTERS OF LUCK AND DEATH (yet to be published) - The third game in Smith, Clark Ashton. Hyperborea (and others) - more standards of the Dragon Pass trilogy. Not a wargame per se, but a heroquest to become the fantasy fiction, which everyone should at least taste. ruling deity on the board, via various magical alliances and rites, dealing with Tolkien, J. R. R. Lord of the Rings - a modern fantasy classic. Tolkien is various parts of the spirit plane. It covers the tide-wracked Holy Country. rightfully accorded as the Master of fantasy, and if you have not yet read CULTS OF PRAX & CULTS OF TERROR - Extensive mythical, magical, and LotR, please do yourself a favour and make time for it – or at least, The social notes on the religious systems of Prax, Pavis and elsewhere. A deep look Hobbit. Also The Silmarillion, a chronicle of earlier ages of Middle Earth. at the lifestyles of some of Glorantha's more primitive residents. Classic. - Scenario Pack with adventures for beginning characters and/or OTHER FANTASY ROLE-PLAYING GAMES referees. Depicts a Sartarite hamlet, its residents, and includes local background. Chivalry & Sorcery; Bunnies & Burrows - Fantasy Games Unlimited. SNAKEPIPE HOLLOW - Scenario Pack, including tough and gross monsters Dungeons & Dragons; Advanced D&D; Gamma World; Metamorphosis and treasures of this dangerous region in Dragon Pass, and background lore. Alpha - TSR Hobbies, Inc.; also D&D (3rd edition) - Wizards of the Coast. BALASTOR'S BARRACKS - An unexplored ruin in the Big Rubble of Old Empire of the Petal Throne – Professor M.A.R. Barker, from TSR, etc. Pavis, searching for the long-lost axe of Balastor, last Champion of Pavis. En Garde!; Traveller - Game Designers' Workshop. KING OF SARTAR – Book of the history and future of the world of Glorantha. Hârn – N. Robin Crossby, Columbia Games Inc. PAVIS & THE BIG RUBBLE CAMPAIGN - Maps, personalities, histories, local Pendragon; Call of Cthulhu – Chaosium. cults, and other material centring on the city of New Pavis and the extensive RuneQuest (2e) – Chaosium; also RuneQuest (3e) – . ruins of the Big Rubble, or Old Pavis. From the campaign of Steve Perrin. RuneQuest: Adventures in Glorantha (4e) – Oliver Jovanovic et al. – THE BALAZAR CAMPAIGN - Maps, personalities, The Arduin Grimoire – David A. Hargrave, Richmond, California. histories, local cults, and other material about the storm Kingdom of Balazar. Tunnels & Trolls; Monsters! Monsters! - Flying Buffalo, Inc. Includes tribal specifics, extensive Encounters section, etc.

115 XI INDEXES

Material within dashes (– –) is subsumed by the general heading R immediately preceding the dash: the general heading has no acco- Resistance table, 32; Runes, 52; Rune identities, 65; Rune magic – 59; mpanying page reference. Rune magic for Initiates, 54; Rune spells, 59; Rune Lords, 54; Rune Priests, 57. THEMATIC INDEX S A Shamans, 39; Shield attacks, 25; Shields, 25; Skills – alchemist, 44; Abilities, other than fighting, 43; Adventurer's pack, 115; Aimed armourer, 49; fighting, 50; forester, 49; horsemaster, 49; mariner, 49; blows, 26; Apprenticeship, 100; Armour, 26; Attacking advantages minstrel/player, 48; sage, 46; thief, 47; others, 51; – Slashing, 19; & disadvantages, 23. Spells – battle magic, 30; Rune magic, 59 – Spirits – allied spirits, 55; B spirit combat, 38 – Surprise, 16; Swimming, 49. Background, character, 11; Basic chances (weapons), 10; Bibliogr- T aphy, 117. Time, 15; Torches, 17; Training, 42; Treasure – 91; magical items, 92; C treasure factors, 91 – Trolls, 73, 85; Two-weapon use, 24. Chaotic features, 89; Character sheet, 13; Characteristics – W definitions, 8; increasing characteristics, 51; increasing Power, 31; Weapons – definitions, 107; damage, 23; range, 25; tables, 23, 25; racial maximums, 9 – Credit for training – fighting skills, 21; types, 22 – Weight equivalent of armour for encumbrance, 26. spells, 29; other skills, 43 – Critical hits, 19; Crushing, 19; Crystals (magic), 94; Cults, 66. CHARTS AND TABLES INDEX D Disease – 41; shamans curing disease, 39; preventing disease, 41 – Armour statistics table, 27, Armour suit examples table, 28. Divine intervention – initiates, 54; Rune Lords, 55; Rune spell, 60 Background table, character, 11; Basic character description table, 12; – Drowning, 17. Battle magic spells table, 30; Bogeys table (talents/flaws), 98. E Chaotic features for chaotic creatures table, 89; Characteristic bonus Elementals, 62; Elves, 72, 78; Encumbrance, 15; Equipment for table, 9; Combat effects table, 19; Critical/special/fumble chances starting characters, 11; Experience, learning by, 14. percentages table, 14; Crystal table, 95. F Diseases table, 41; Distinctive features table, 99; Divine intervention Falling, 17; Fatigue and Exhaustion, 15; Fighting in the dark; 23; table for rune lords, 55. Fighting skills, 22; Fire, 17; Full turn (movement turn), 15; Encounter charts, 113; Extra-special magic items table, 96. Fumbles, 14, 20. Falling damage table, 17; Fumble table, 20. G Gems/jewellery table, 92. Guild credit to characters, 21, 29, 43. Helmet statistics table, 27; Hit location table – humanoid, 18; non- H humanoid, 90; – Horse-master services costs table, 49. Healing damage, 18; Helmets, 27; Hit locations – 18, damage effe- Injuries table, 18. cts on hit location, 18; non-humanoid hit locations, 90 – Hit points Language communication table, 47; Lune attack table, 64. – 9, 18; injuries to hit locations, 18 – Horses – descriptions and Military skills table, 50; Minor infections table, 106; Missile weapons statistics, 80; fighting, 24; prices, 116; riding, 49. statistics table, 25; Missile weapons training table, 50. I Personality traits table, 12; Poisons table, 44; Potions table, 93; Power Impaling, 20; Initiative, 16; Iron – and magic, 92; durability of loss for attunement table, 95; Previous experience tables, 100-102. iron, 92; use of iron by Rune lords, 55. Resistance table, 32; Response chart for encounters, 112; Rune magic K spells table, 59. Knockbacks, 19, 24. Scroll contents table, 93; Scroll materials table, 93; Shade attack table, L 64; Shaman fetch table, 39; Shield statistics table, 25; Size - height and Languages – 12, 109; communications table, 47 – Lanterns, 17; weight table, 97; Skills tables, non-combat – craft guilds, 43; Large missiles, 26; Lycanthropes, 73. mercantylers and others, 51 – Special items in treasure table, 92; Spirit M contact table, 40. Melee round ,15; Money – character's beginning funds, 11; money Treasure table, 91. values, 5, 115, 116; money weight, 115 – Monsters – descriptions, Weapon statistics table, 23; Weapons training costs table, 50. 73; as characters, 72 – Movement – 15; movement/full turn, 15. N Natural ability – characteristics effects on abilities, 9. P Previous experience, 100.

116 117 A. CHARACTER CREATION

CHARACTERISTICS AND ABILITIES Statistic Bonus = (STAT – 10) / 2 (round down)

STR, INT, WIS, DEX, CON, CHA: 3d6 for each (re-roll one die of each Characteristic Bonus if desired). SIZ: Males 2d6+6; Females 2d6+3. 01 -5 02-03 -4 Defence = 10 + DEX bonus – SIZ Bonus % 04-05 -3 Hit Points = SIZ / 2 (round up) + CON bonus 06-07 -2 08-09 -1 Damage Bonus = STR bonus 10-11 0 Initiative Bonus = DEX bonus 12-13 +1 14-15 +2 Melee Weapons = STR % 16-17 +3 Simple Melee Weapons = STR x 2% 18 +4 Brawling = STR x 2% Each +2 +1 more

Missile Weapons = DEX % SPECIAL BASE CHANCE WEAPONS Simple Missile Weapons = DEX x 2% Simple Melee Wpns (STRx2): Club/Mace, Dagger, Hammer, Staff, M/L Shield Simple Missile Wpns (DEXx2): Crossbows Throw = DEX x 2% Brawling (STRx2): Skill includes Grapple, Fist, Kick, etc

MANIPULATION BACKGROUND TABLE Heavy Crafts (e.g Smithing) = STR % D100 Background Money KNOWLEDGE/PERCEPTION 01-25 Peasant D100 L Speak Languages = INT x 5% 26-60 Townsman 2D100 L Literacy = (INT – 8) x 10% 61-85 Barbarian D100 L* Spot = INT % 86-95 Poor Noble D100x5 L/game year** 96-99 Rich Noble D100x10 L/game yr** Listen = INT % 00 Very Rich Noble D100x20 L/game yr** WILL/INSIGHT First Aid = WIS % * A barbarian can be expected to have a riding animal (20% chance he Evaluate = WIS % doesn't), leather armour and basic weapons. Insight = WIS % ** A noble with an income must return to a specific spot each campaign year AGILITY to obtain the money. Otherwise, it just piles up, collecting no interest. The Play (an instrument) = DEX % specific spot may be determined by agreement between player and referee. Light Crafts (e.g. Pottery) = DEX % The poor noble's money is usually cut off around his 21st year. The rich noble STEALTH can usually keep drawing his stipend. This depends on Fate, as ruled by the referee. Hide = (20 – SIZ) % Sneak = (20 – SIZ) % BASIC DESCRIPTION – Roll D6 for each, or choose: ATHLETICS/STAMINA D6 Skin Colour Skin Tone Eyes Hair Colour Hair Texture Ride = CON % 1 Black Very Dark Dark Brown Black Bald Swim = CON % 2 Brown Dark Light Brown Dark Brown Frizzy Climb = CON x 2% 3 Yellow Dusky Hazel Light Brown Shaggy COMMUNICATION 4 Ruddy Medium Grey Auburn Curly Oratory/Fast Talk = CHA % 5 Olive Pale Green Red Wavy Bargaining = CHA % Singing = CHA x 2% 6 White Very Pale Blue Blond/e Straight

LANGUAGES: Homeland/racial & local common tongue + 1 per INT TRAITS - Choose 2 initially (max. CHA/4 can be gained in play). above 10 1. Brave/Cowardly 8. Just/Arbitrary 2. Prudent/Reckless 9. Merciful/Cruel HEIGHT: 5ft +/– 2ins per SIZ over/under 8 (12 in = 1 ft) 3. Chaste/Lustful 10. Modest/Proud WEIGHT: SIZ stone (14 lbs = 1 st) 4. Energetic/Lazy 11. Spiritual/Worldly (For exact values, subtract D4–1 half-inches height, and D20–1 lbs weight). 5. Forgiving/Vengeful 12. Temperate/Indulgent 6. Generous/Selfish 13. Trusting/Suspicious Experience Maximum = 100 – INTx2 7. Honest/Deceitful 14. Love/Hate of something* Maximum Encumbrance = STR x SIZ lbs * Typical objects of such passions might be: a Certain Person, Your Movement Rate Base = 12” Family, Liege, Tribe or Nation; a Race/Monster type; a Deity; etc.

BASE STARTING AGE = 14 + D6 years BOGEYS (TALENTS/FLAWS) – See Appendix B DISTINCTIVE FEATURES – See Appendix D

Birth place and tribe should be chosen in consultation with the GM. PREVIOUS EXPERIENCE – See Appendix H.

118 B. BASIC COMBAT INITIATIVE D12 + DEX Bonus. Resolve actions of Highest first. SKILL Critical Special Fumble SKILL Critical Special Fumble (Factors may supersede: Weapon Length, Huge Creatures, Surprise.) 01+ 01 - 96+ 105+ 05 21 00 05+ 01 01 96+ 110+ 05 22 00 SURPRISE 10+ 01 02 96+ 115+ 05 23 00 Hide/Sneak gives 1 or 2 rounds of actions before opponents react. Surprised individuals who make INTx5 can react after just 1 round. 15+ 01 03 96+ 120+ 06 24 00 Even failed Hide/Sneak attempts by competent practitioners (25%+) 20+ 01 04 97+ 125+ 06 25 00 can surprise for 1 round (or 0 if the targets make their INTx5). 25+ 01 05 97+ 130+ 06 26 00 If on guard/alert, successful Spot or Listen rolls negate surprise. 30+ 01 06 97+ 135+ 06 27 00 35+ 01 07 97+ 140+ 07 28 00 MELEE ACTIONS 40+ 02 08 98+ 145+ 07 29 00 Each combatant can usually do one Move and one Attack action per melee round and maybe Free actions too (parry, dodge, speak). 45+ 02 09 98+ 150+ 07 30 00 50+ 02 10 98+ 155+ 07 31 00 MOVE – Up to half Move Rate steps (5ft squares) and also attack. 55+ 02 11 98+ 160+ 08 32 00 FULL MOVE – Up to entire Move Rate steps but cannot also attack. 60+ 03 12 99+ 165+ 08 33 00 WITHDRAW – Safely leave melee (half rate) but do no other actions. 65+ 03 13 99+ 170+ 08 34 00 ATTACK – Perform an attack with weapon or spell (or equivalent). 70+ 03 14 99+ 175+ 08 35 00 FREE ATTACK – If adjacent opponent shoots, casts spell, or moves. FREE STEP – Move one 5ft-step, without provoking a free attack. 75+ 03 15 99+ 180+ 09 36 00 PARRY – One attempt to parry per round is a free action. 80+ 04 16 00 185+ 09 37 00 DODGE – Any number of attempts to use Defence are free actions. 85+ 04 17 00 190+ 09 38 00 OTHER ACTIONS – Equate to Move or Attack actions. 90+ 04 18 00 195+ 09 39 00 95+ 04 19 00 200+ 10 40 00 COMBAT RESULTS 100+ 05 20 00 etc etc etc etc ATTACK Success - Normal weapon damage. (If roll x5 or x20 equals the skill or less, then it is a Special or Critical) Special - Double Damage Dice. Critical - Ditto and Bypass Armour. ATTACK ADVANTAGES AND DISADVANTAGES Fumble - Roll on Combat Fumble Table. Advantages can make actions Easy (x2), or Very Easy (x10). Disadvantages can make actions Hard (x½), or Very Hard (x1/10th). PARRY Success - Blocks Armour Points damage. Special - Blocks double Armour Points. Target Prone, Held/Immobile, From Rear, or Unaware – Easy (x2) Critical - Blocks all damage. Target Totally Helpless – Attack is Very Easy (x10). DEFENCE Success - Dodge 10 points of damage. Special - Dodge 20 points of damage. Attacker Prone – Attack is Hard (x½) (Parry is normal) Critical - Dodge all damage. Damage bonus is also halved (except for natural weapons). ARMOUR Armour Points reduce damage (except critical hits). Unmounted versus Mounted Target – Attack is Hard (x½) Unless using a weapon with long reach, such as a spear. DAMAGE TO PARRYING WEAPONS & SHIELDS If a parry doesn't stop all of a blow's damage, the parrying weapon In Semi-Darkness – Attack & Parry is Hard (x½) loses 2AP. A shield or weapon designed for parrying loses just 1AP. In Total Darkness – Attack & Parry is Very Hard (x1/10th) This also applies when fighting opponents who are Invisible. DEFENCE - Requires stepping back or falling prone; Halved if unable. CONSEQUENCES OF IMPALING HEAVY BLOWS - THE GOLFBALL EFFECT - Damage cannot be healed; First Aid/Healing only stops bleeding. Hits of 10+ damage (after Defence) inflict knockback, and more: - Moving/turning causes ½ normal weapon damage (round down).

Knockback: Roll Damage* v Target HP to knock-back 'Damage'* ft, REMOVING AN IMPALING WEAPON minus 5ft per 10 SIZ, and roll DEXx5 or fall for d6 damage per 20ft. ATTACKER – Roll weapon skill, in place of next attack. If this fails, (* Charging attackers add their SIZ to these values). the weapon stays stuck in the target and is jerked out of their hands, if If parried with a weapon (or small shield, at the wielder's option), the target is active. Further attempts may be made on subsequent, with instead of knockback it is knocked away unless STRx5 is rolled. a DEXx5 grab required first if the target is active. Retrieval of the weapon causes more damage (½ normal, as for moving). Impale: Weapon sticks in. If target is hurt, they can't move (without taking ½ damage again) or heal the wound until weapon removed. TARGET – Roll CONx5 roll to stand the pain of drawing out the weapon; then, if successful, STRx5 for actual removal. In any event, Crush: Armour at location struck is damaged 1AP; and a minimum of they must also make DEXx5 to avoid more damage (½ normal). 1HP damage is done despite armour/parry, by concussive effect. NOTE - A functionally incapacitated character cannot pull out the disabling weapon; someone else will have to do it for him. Hence, any Slash: If target is hurt, unless they roll CONx5 the wound will bleed healing he does will not restore hit points, just stop bleeding. making them lose 1hp per round until healing or first aid is applied.

119 C. COMBAT, PART 2 INJURIES & HIT LOCATIONS SERIOUS & GRIEVOUS INJURIES TABLE If damaged to 0 HP or less, a character is significantly injured: roll Serious Injury, at -4HP or less; or a Grievous Injury at -7HP or less. D20 for the body area location bearing the brunt of the hit. HEAD SERIOUS (S) & GRIEVOUS (G) INJURIES D20 Hit Location 1. Chin S: Jaw broken [level 5]: lose/break d20 teeth, -1 CHA. 19, 20 HEAD G: Spurt! Spurt! Spurt! Carotid artery slashed: bleed 1hp/sec (light). 13 - 18 (odd: L) ARM (even: R) 2. Nose S: Nose broken [level 2]: lose 1 CHA. G: Nose broken and brain damaged: lose 3 lots of d6 INT/WIS/DEX. 10 - 12 CHEST 3. Skull S: Skull fractured [level 4]: concussion (amnesia, fainting, etc). 7 - 9 ABDOMEN G: Skull broken [level 10]: coma until 'Rest' period complete. 1 - 6 (odd: L) LEG (even: R) 4. Ear (L/R) S: Ear sliced/ripped off: deafened on that side. G: ...and skull broken (see above). 0 HP or less – DISABLED : hit location incapacitated. 5. Eye (L/R) S: Eye blinded. -4 HP or less – SERIOUS INJURY : e.g. bones broken in location. G: Eye destroyed (50% for other eye, too) and skull fractured (above). -7 HP or less – GRIEVOUS INJURY: e.g. location maimed/severed. 6. Neck S: It's a bleeder! Jugular vein pierced: bleed 1hp/rnd (light). -10 HP or below – DEATH. G: Neck severed/broken: bleed/choke 1hp/sec until dead (critical!). CHEST Roll on the Injuries Table for details of Serious/Grievous injuries. 1. Liver S: Ribs broken (d6): see below. G: Liver failure [level 3]: bleed 1hp/hour (serious). Survivors lose d3 CON. Below 0 HPs, bleeding occurs and may lead to death: 1 more HP is 2. Lungs S: Ribs broken (d6): see below. G: Lung punctured [level 3]: bleed 1hp/turn (light). Survivors lose 1 CON. lost each round until First Aid or magical healing is applied. 3,4. Ribs S: Ribs broken (d6): movement painful (half walking speed, max.) Just 1 point is required to stop the bleeding of light wounds, but 2 [level 2]. G: Ribcage smashed [level 8]: never mends. points are needed for serious/grievous wounds. Some injuries are so 5. Shoulder S: Collarbone broken [level 2]. G: Arm severed at shoulder: bleed critical they require 6 points to stop bleeding, as noted on the Table. 1hp/rnd for 10mins (R serious/L critical). 6. Heart S: Ribs broken (d6): see below. G: Heart punctured [level 4]: bleed HEALING & RECOVERY 1hp/sec (critical). Survivors lose d6 CON. Successful use of First Aid skill repairs d3 hit points (Special 2d3; ABDOMEN Critical 3d3) but only works if used before other healing. Even if not 1. Groin S: "Ouch!" Genitals damaged: bleed 1hp/min for 3 mins. a successful roll, First Aid stops bleeding and so does magical healing G: "What a rip off!" Genitals lost: bleed 1hp/min for 6 mins [level 4]. (except for any extra bleeding noted on the Injuries Table). 2. Hip (L/R) S: Hip broken [level 9]: permanent limp, move reduced by 1". Natural healing restores only d3 HP per week. Serious/Grievous G: Pelvis shattered [level 10]: crippled permanently. injuries take a very long time to recover, if at all, without magic. 3,4. Guts S: Intestinal damage: bleed 1hp/min for 10 mins [level 4]. G: Eviscerated: bleed 1hp/turn [level 6]. Lose d3 STR & CON. COMBAT FUMBLE TABLE 5. Stomach S: Stomach punctured: bleed 1hp/hour [level 4]. G: Stomach ruptured: bleed 1hp/turn [level 6]. d100 Combat Fumbles [M: Missile weapons; N: Natural weapons] 01-05 Lose next parry [N: lose next dodge] 6. Kidneys S: Kidney damage: bleed 1hp/min for 10 mins [level 4]. 06-10 Lose next attack G: Kidney failure - bleed 1hp/turn (serious). Lose d3 CON. 11-15 Lose next attack and parry [N: lose next attack and dodge] ARM 16-20 Lose next attack, parry and dodge [N: lose next attack-sequence and dodge] 1. Hand S: Fingers sliced/ripped off (d4). 21-25 Lose next d3 attacks G: Fingers lost and hand smashed [level 6] - permanently useless. 26-30 Lose next d3 attacks and parries [N: lose next d3 attacks and dodges] 31-35 Shield falls off [M: or bowstring breaks; N: Strain muscle - dodge halved] 2. Wrist S: Wrist broken [level 4]. 36-40 Shield falls off & lose next attack [M/N: as above, and lose next attack] G: Hand severed at wrist - bleed 1hp/min for 1 min* (light). 41-45 Armour location falls off [N: Strain muscle - dodge halved for duration] 3,4. Forearm S: Forearm broken [level 4]. 46-50 Armour location falls off & lose next attack and parry [N: as above, and lose next attack-sequence]G: Forearm severed - bleed 1hp/min for 3 min* (light). 51-55 Fall: lose parry and dodge this round [N: lose all attacks/dodges this round] 5. Elbow S: Elbow broken [level 5]. 56-60 Twist ankle: movement halved (until end of combat) G: Arm severed at elbow - bleed 1hp/min for 3 mins* (light). 61-63 Twist ankle and Fall (apply both of the above two results) 64-67 Vision hindered: Attack x1/2 (unengaged & DEXx5 to fix) 6. Upper Arm S: "How humerus!" Upper arm broken [level 5]. 68-70 Vision impaired: Attack and Parry x1/2 (unengaged & DEXx3 to fix) G: Upper arm severed: bleed 1hp/min for 6 mins* (light). 71-72 Vision blocked: Lose Attack and Parry (unengaged & DEXx3 to fix) LEG 73-74 Distracted: Foes attack at x2 next round 1. Foot S: Toes (d6) torn off: permanent limp, move reduced by 1". 75-78 Weapon dropped [N: Strain muscle - lose one attack/rnd until combat ends] G: Foot shattered [level 5]: crippled permanently, move halved. 79-82 Weapon knocked away (d6 yards, d8 for direction) [N: as above] 83-86 Weapon damaged (save v. crushing blow or lose 4AP) [N: as above] 2. Ankle S: Ankle broken [level 3]. 87-89 Weapon shattered (save v. crushing blow or destroyed) [N: as above] G: Foot severed -bleed 1hp/min for 3 mins* (light), move halved. 90-91 Hit Friend or self if no friend near (may dodge) 3,4. Shin S: Shinbone broken [level 6]. G: Lower leg severed: bleed 1hp/min 92-93 Hit Friend for special damage (may dodge) for 6 mins* (light), move halved. 94-95 Wide Open: Foe hits (may dodge) [M: Hit friend nearest target] 5. Knee S: Knee broken [level 7]. G: Leg severed at the knee: bleed 1hp/min 96-97 Foe scores special hit (may dodge) [M: Special hit on friend nearest target] for 6 mins* (light), move halved. 98 Foe scores critical hit (may dodge) [M: Critical hit on friend nearest target] 99 You've blown it - roll twice more 6. Thigh S: Thighbone broken [level 8]. G: Upper leg severed: bleed 1hp/min 00 You've blown it badly - roll thrice more for 10 mins* (light), move halved. Breaks: Rest for d3xLevel days (Move:CONx5 or 1hp) & Recover for Level weeks. * Crushed limbs bleed until amputated, or given the indicated level of healing.

120 D. WEAPONS WEAPON STATISTICS TABLE

Type Name STR DEX Damage HP Cost ENC Length SF Basic Train to 25/50/75% Axe, 1H Battle Axe 13 9 d8 8 40 7lb 2½ft 7 STR 300/500/1000 Hatchet 7 7 d6 6 25 5lb 1–1½ft 4 " 300/500/1000 Axe, 2H Battle Axe 9 7 d8+1 8 40 7lb 2½ft 7 STR 300/600/1200 Great Axe 13 9 2d6 10 75 20lb 4ft 9 " 300/600/1200 Polearms 11 7 d10 10 50 15lb 5–6ft 10 STR 300/600/1200 Rhomphia 11 9 d10 10 50 11lb 4ft 10 STR 300/600/1200 Dagger Dagger - - d4 6 20 1lb 1ft 2 STRx2 100/300/600 Parrying Dagger - 9 d4 10 50 2lb 1ft 3 DEX 100/300/600 Flail, 1H Grain Flail 9 - d6 6 10 3lb 2ft 6 STR 300/600/1200 Morningstar Flail 9 13 d8 8 100 12lb 3ft 7 " 400/800/1600 War Flail 11 - d8 10 75 5lb 2½ft 6 " 300/600/1200 Flail, 2H Military Flail 9 - d10 10 75 15lb 7ft 7 STR 400/800/1600 Hammer, 1H Warhammer 11 9 d8 8 50 8lb 2½ft 4 STRx2 200/500/1000 War Pick 11 9 d6 8 50 6lb 2½ft 5 STR 200/500/1000 Hammer, 2H Great Hammer 9 9 d10 10 75 20lb 5ft 7 STRx2 300/600/1200 Mace, 1H Club - 7 d6 4 4 3lb 1½ft 4 " 200/400/800 Heavy Mace 13 7 d8 10 40 12lb 2½ft 7 STRx2 200/400/800 Light Mace 7 7 d6 6 15 6lb 2ft 6 " 200/400/800 Mace, 2H Great Club/Maul 11 7 d10 12 40 20lb 5ft 10 " 200/600/1500 Heavy Mace 9 7 d8+1 10 40 12lb 2½ft 7 STRx2 200/600/1500 Morningstar Mace 11 7 d8+1 8 80 15lb 3ft 7 " 200/600/1500 Pike Pike 11 7 d8 12 30 15lb 12ft+ 13 STR 400/800/1600 Sickle Sickle - - d6 6 30 3lb 2ft 6 STR 200/400/800 Spear, 1H Long Spear 11 9 d8 10 20 9lb 8ft 8 STR 200/500/1000 Short Spear 9 7 d8 10 15 5lb 6ft 6 " 200/500/1000 Lance 9 7 d8 10 30 10lb 10ft 8 " 200/500/1000 Spear, 2H Long Spear 9 7 d8+1 10 20 9lb 8ft 8 STR 200/400/800 Short Spear 7 7 d8+1 10 15 5lb 6ft 6 " 200/400/800 Staff Nightstick - 9 d6 5 10 3lb 1½ft 3 STR 200/400/800 Quarterstaff 9 9 d6 8 10 4lb 6ft 4 STRx2 200/600/1500 Sword, Duelling Rapier 7 13 d6 8 100 3lb 4ft 4 DEX 500/1000/2000 Sword, Short Shortsword - - d6 10 25 3lb 2ft 3 STR 200/400/800 Sword, 1H Broadsword 9 7 d8 10 50 4lb 3½ft 5 " 300/500/1000 Longsword 13 9 d8 12 75 6lb 4½ft 6 STR 300/500/1000 Scimitar 9 9 d6 10 50 3lb 3ft 4 " 300/500/1000 Sword, 2H Greatsword 11 13 2d6 12 150 10lb 6½ft 10 " 500/1000/2000 Longsword 9 9 d8+1 12 75 6lb 4½ft 6 STR 500/1000/2000

Hand-to_Hand Brawl* - - d3** body 0 - 0 1 STRx2 200/400/800 Fighting Claw 7 9 d4 4 50 3lb 0 2 " 200/400/800 Heavy Cestus 11 - d4 8 40 2lb 0 3 " 200/400/800 Light Cestus 7 - d3 4 25 2lb 0 2 " 200/400/800 * Brawl includes Fists, Kick, Head Butt, etc as well as Grappling. ** Normally only non-lethal subdual damage.

MISSILE STATISTICS Range SF(Rate) Bow Composite Bow 13 9 d8 7 150 3lb 300ft+ 3 DEX 300/800/1500 Elf Bow - - d8 8 0 2lb 360ft+ 3 " 300/800/1500 Self Bow 9 9 d6 5 50 2lb 240ft+ 3 " 300/800/1500 Crossbow Arbalest 13 7 3d6 10 150 18lb 450ft+ (1/5R) DEXx2 200/400/800 Heavy Crossbow 11 7 2d6 8 100 9lb 360ft+ (1/3R) " 200/400/800 Light Crossbow 7 7 2d4 6 80 6lb 300ft+ (1/2R) " 200/400/800 Javelin Dart - 9 d4 4 25 1lb 60ft 2 DEX 300/600/1200 Javelin 9 9 d6 8 35 3lb 60ft 6 DEX 300/600/1200 Sling Sling - 9 d4/+1 - 5 - 240ft+ 6 DEX 300/600/1200 Staff Sling Staff Sling 9 9 d8/+1 10 15 6lb 300ft+ 6 DEX 400/800/1600 Throw Rock, etc - - d3 - 0 ½lb 60ft 4 DEXx2 100/300/800 Throwing Axe 9 9 d6 6 35 4lb 60ft 6 DEX 300/600/1200 Throwing Dagger - 9 d4 4 50 ¼ 60ft 3 DEX 300/600/1200

121 E. ARMOUR ARMOUR STATISTICS TABLE

Area Protected Type Material Absorbs ENC Cost Penalty Frac

Legs Greaves† Leather* 1 5lb 15 - 0.30 Cuirboilli 3 10lb 40 - 0.90 Plate 6 20lb 120 x1/2 1.80 Abdomen and Legs Pants/Trews Leather* 1 5lb 10 - 0.45 Leather* 2 10lb 20 - 0.90 Chainmail 5 15lb 120 x1/2 2.25 Abdomen Skirts Leather* 1 5lb 10 - 0.15 Leather* 2 10lb 20 - 0.30 Linen 3 10lb 20 - 0.45 Light Scale 4 20lb 30 x1/2 0.60 Heavy Scale 5 30lb 60 x1/10 0.75 Chainmail 5 20lb 100 x1/10 0.75 Chest and Abdomen Hauberk Leather* 1 5lb 20 - 0.30 Leather* 2 10lb 40 - 0.60 Linen 3 20lb 30 - 0.90 Ring Mail 4 20lb 80 x1/2 1.20 Light Scale 4 20lb 40 x1/10 1.20 Heavy Scale 5 30lb 60 x1/10 1.50 Chainmail 5 20lb 200 x1/2 1.50 Chest Byrnie Leather* 1 5lb 10 - 0.15 Leather* 2 10lb 20 - 0.30 Ring Mail 4 10lb 50 x1/2 0.60 Chainmail 5 10lb 120 x1/2 0.75 Cuirass Cuirboilli 3 10lb 40 x1/2 0.45 Linen 3 10lb 25 - 0.45 Heavy Scale 5 30lb 40 x1/10 0.75 Brigandine 5 20lb 175 x1/2 0.75 Plate 6 30lb 200 x1/2 0.90 Arms Sleeves Chainmail 5 20lb 75 x1/2 1.50 Vambraces† Leather* 1 2lb 10 - 0.30 Cuirboilli 3 10lb 30 - 0.90 Plate 6 20lb 100 x1/2 1.80

* Can be worn under other armour, for cumulative protection and encumbrance. Quilted or thick cloth has the same qualities as described. † For game conventions, these are considered to cover the entire limb, although the actual armour which goes by these names only covers the area between elbow and hand (vambraces) and knee and foot (greaves). Cost & ENC given are for a set of two, not just one. [Conversion Note: Each RQ2 1 ENC equals 10lbs. More than the usual 1:5lb rule-of-thumb, to encourage more careful use of armour.]

HELMET STATISTICS TABLE

Type ENC Absorbs Cost Description Frac Hood 3lb 1 3 Leather hood. Can be worn as padding under a helmet. 0.10 Cap 5lb 2 5 Hard leather with metal plates riveted on to it. 0.20 Composite Helm 8lb 3 10 Cuirboilli with metal plates riveted on to it. 0.30 Open Helm 10lb 4 15 A metal helm with cheek and back plates. Similar to a Roman Legionnaire helm. 0.40 Closed Helm 12lb 5 30 A metal helm like the above but with eye and nose protection as well. 0.50 Full Helm 20lb 6 50 A solid metal helm with total coverage of head and neck except for eye-holes 0.60

SHIELD STATISTICS TABLE

Category Skill Type Size STR/DEX HP Cover Basic Training:25/50/75% Price Weight SF (#Parries) Shields Buckler Small 5 / 9 8 25% DEXx2 200/400/800 15 5lb 3 (x5) Shield Medium 9 / - 12 50% STRx2 100/200/400 30 10lb 6 (x3) Large 12 / - 16 75% STRx2 50/100/200 50 15lb 9 (x2)

122 F. SKILLS TRAINING COSTS CRAFT GUILD SKILLS TABLE WEAPON TRAINING COSTS TABLE Skill Basic Training Cost/Week Category Skill Basic Training Cost/Week SAGE SKILLS 1H-Slash 1h Axe STR 170 (max 75%) First Aid WIS% 120 (max 75%) 1h Sword STR 170 (max 75%) Taste Analysis 0% (INT) 60 (max 75%) 2H-Slash 2h Axe STR 200 (max 75%) Evaluate Treasure WIS% 270 (max 100%) 2h Sword STR 330 (max 75%) Map Making INT% 70 (max 100%) 1H-Crush 1h Flail STR 200 (max 75%) Oratory CHA% 350 (max 75%) 1h Hammer STRx2 170 (max 75%) Various Lores WIS% 170 (max 100%) 1h Mace STRx2 130 (max 75%) Speak Languages INTx5% 400 (max 100%) 2H-Crush 2h Flail STR 270 (max 75%) Learn A Language N/A New/Improve: 3000+ 2h Hammer STRx2 200 (max 75%) Literacy 0% (INT) 270 (max 100%) 2h Mace STRx2 200 (max 75%) 1H-Impale 1h Spear STR 170 (max 75%) THIEF SKILLS – Service required. Half price to Members. 2H-Impale 2h Spear STR 130 (max 75%) Hide (in Cover) (20–SIZ)% 170 (max 100%) Pike STR 270 (max 75%) Sneak (Move Quietly) (20–SIZ)% 200 (max 75%) Cut-Thrust Smallsword STR 330 (max 75%) Pick Pockets (Sleight) 0% (DEX) 270 (max 75%) Shortsword STR 130 (max 75%) Climbing CONx2% 130 (max 100%) Staves Staff STRx2 200 (max 75%) Lock Picking 0% (DEX) 330 (max 100%) Singlestick STR 130 (max 75%) Find/Disarm Traps 0% (DEX) 270 (max 100%) Unique* Sickle/Tools STR 130 (max 75%) Listen INT% 130 (max 75%) Hand to Hand Brawl** STRx2 170 (max 75%) Spot Hidden INT% 200 (max 75%) Dagger STRx2 100 (max 75%)

MINSTRELS AND PLAYERS Shields Buckler DEXx2 130 (max 75%) Singing CHA% 60 (max 100%) Shield STRx2 70 (max 75%) Play Instrument DEX% 120 (max 100%) Acting CHA% 120 (max 75%) MISSILE WEAPONS Dancing DEX% 60 (max 75%) Bows Bow DEX 270 (max 75%) Acrobatics (Jumping) DEX% 70 (max 100%) Longbow DEX 330 (max 75%) (+ Listen, Hide, Sneak, Sleight, Climbing, Oratory) Crossbows Crossbow DEXx2 130 (max 75%) Slings Sling DEX 200 (max 75%) ARMOURER SKILLS – Apprenticeship/Membership required Staff Sling DEX 270 (max 75%) Armour Making 0% (STR) 330 (max 100%) Throwing Throw Axe DEX 200 (max 75%) Weapon Making 0% (STR) 330 (max 100%) Throw Dagger DEX 200 (max 75%) Shield Making 0% (STR) 330 (max 100%) Throw Javelin DEX 200 (max 75%) Throw Rock etc DEXx2 100 (max 75%) MARINER SKILLS Swimming CON% 70 (max 100%) * Weapon half-effectiveness does not apply within this category. Sailing DEX% 120 (max 100%) ** Brawl skill includes Fist, Kick, Head Butt etc, and Grappling. Knot-Tying DEX% 60 (max 100%) Navigation WIS% 270 (max 75%) MILITARY SKILLS TABLE First Aid WIS% 120 (max 75%) FORESTER SKILLS Command 0% (CHA) 350 (max 75%) Tracking 0% (INT) 170 (max 75%) Strategy 0% (WIS) 350 (max 75%) Survival 0% (WIS) 130 (max 75%) Camouflage WIS% 170 (max 100%) Herb Lore 0% (WIS) 170 (max 100%) OTHER GUILD/CULT SKILLS TABLE (+ Hide, Sneak, Climb, Find/Disarm Traps) MERCANTYLERS SKILLS Evaluate WIS% 270 (max 100%) HORSEMASTER SKILLS Bargaining 0% (CHA) 330 (max 75%) Riding CON% 160 (max 75%) HEALERS SKILLS (Services: Warhorse Attacks, Cavalry Horse Training) First Aid WIS% 60 (max 100%) Treat Disease 0% (WIS) 260 (max 100%) ALCHEMIST SKILLS – Apprenticeship/Membership required Treat Poison 0% (WIS) 130 (max 100%) Acid Making 0% (INT) 80 (1 potency / 10%) Find Healing Plants 0% (WIS) 260 (max 75%) Blade Venom 0% (INT) 170 (1 potency / 10%) MASONS SKILLS Systemic Poison 0% (INT) 130 (1 potency / 5%) Masonry STR% 330 (max 100%) Antidotes 0% (INT) 130 (1 pot. / 5 or 10%) Magic Potions 0% (INT) 170 (1 point / 20%) HORSEMASTER SERVICES COSTS Healing Potions 0% (INT) 170 (1 point / 20%) Cavalry Horse Training N/A 1000 Flat fee (2½ wks) Power Potions 0% (INT) 670 (1 point / 5%) Warhorse Attacks Per Attack: 130 (max 75%)

123 G. MISCELLANEOUS TABLES NON-HUMANOID HIT LOCATION TABLE BASILISKS/COCKATRICES/ CENTAURS SCORPION MEN CLIFF TOADS/ GRIFFINS/SKY BULLS Location D20 Location D20 ROCK LIZARDS/ Location D20 Right hind leg 01-02 Right hind leg 01 RUBBLE RUNNERS/ Right hind leg 01-02 Left hind leg 03-04 Right centre leg 02 SHADOW CATS/ Left hind leg 03-04 Hindquarters 05-06 Right fore leg 03-04 FOUR-LEGGED MOUNTS Hindquarters 05-07 Forequarters 07-08 Left hind leg 05 Location D20 Forequarters 08-10 Right foreleg 09-10 Left centre leg 06 Right hind leg 01-02 Right wing 11-12 Left fore leg 11-12 Left fore leg 07-08 Left hind leg 03-04 Left wing 13-14 Chest 13-14 Tail 09-10 Hindquarters 05-07 Right fore leg 15-16 Right arm 15-16 Thorax 11-12 Forequarters 08-10 Left fore leg 17-18 Left arm 17-18 Chest 13-14 Right fore leg 11-13 Head 19-20 Head 19-20 Right arm 15-16 Left fore leg 14-16 Left arm 17-18 Head 17-20 BOLO LIZARDS/ DRAGONS/MANTICORES Head 19-20 DEMI-BIRDS Location D20 GORPS Location D20 Right hind leg 01-02 SNAKES Location D20 Right leg 01-04 Left hind leg 03-04 Location D20 Body 01-20 Left leg 05-08 Hindquarters 05-06 Tail 01-06 Abdomen 09-10 Tail 07-08 Body 07-14 WYRMS Chest 11-13 Forequarters 09-10 Head 15-20 Location D20 Right wing/arm 14-15 Right wing 11-12 Tail 01-04 Left wing/arm 16-17 Left wing 13-14 WALKTAPI Abdomen 05-08 Head 18-20 Right fore leg 15-16 Location D20 Chest 09-12 Left fore leg 17-18 Right leg 01-02 Right wing 13-14 DRAGONSNAILS - One-Head Head 19-20 Left leg 03-04 Left wing 15-16 Location D20 Abdomen 05 Head 17-20 Shell 01-08 GARGOYLES/ Chest 06 Forebody 09-14 WIND CHILDREN Right arm 07-08 WYVERNS Head 15-20 Location D20 Left arm 09-10 Location D20 Right leg 01-03 Tentacle 1 11 Right leg 01-03 DRAGONSNAILS - Two-Head Left leg 04-06 Tentacle 2 12 Left leg 04-06 Location D20 Abdomen 07-08 Tentacle 3 13 Abdomen 07-08 Shell 01-08 Chest 09-10 Tentacle 4 14 Chest 09-11 Forebody 09-14 Right wing 11-12 Tentacle 5 15 Tail 12 Head 1 15-17 Left wing 13-14 Tentacle 6 16 Right wing 13-14 Head 2 18-20 Right arm 15-16 Tentacle 7 17 Left wing 15-16 Left arm 17-18 Tentacle 8 18 Head 17-20 Head 19-20 Head 19-20

RESISTANCE TABLE Attacking Force 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 01 50 55 60 65 70 75 80 85 90 95 ------02 45 50 55 60 65 70 75 80 85 90 95 ------D 03 40 45 50 55 60 65 70 75 80 85 90 95 ------e 04 35 40 45 50 55 60 65 70 75 80 85 90 95 ------f 05 30 35 40 45 50 55 60 65 70 75 80 85 90 95 ------e 06 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 ------n 07 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 - - - - - d 08 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 - - - - i 09 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 - - - n 10 05 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 - - g 11 - 05 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 - 12 - - 05 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 F 13 - - - 05 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 o 14 - - - - 05 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 r 15 - - - - - 05 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 c 16 ------05 10 15 20 25 30 35 40 45 50 55 60 65 70 75 e 17 ------05 10 15 20 25 30 35 40 45 50 55 60 65 70 18 ------05 10 15 20 25 30 35 40 45 50 55 60 65 19 ------05 10 15 20 25 30 35 40 45 50 55 60 20 ------05 10 15 20 25 30 35 40 45 50 55 21 ------05 10 15 20 25 30 35 40 45 50

The number indicated is the percentage needed for success

124 H. SPELL LISTS & SPIRIT STATISTICS BATTLE MAGIC SPELL TABLE SPELL LIST AND COSTS VARIABLE SPELLS 1. Befuddle 1500 L 17. Detect Undead 300 L 33. Invisibility 2500 L 1. Bladesharp 2. Bladesharp Var* 18. Detection Blank Var* 34. Ironhand Var* 2. Bludgeon 3. Bludgeon Var* 19. Dispel Magic Var* 35. Light 500 L 3. Countermagic 4. Co-ordination 1500 L 20. Disruption 500 L 36. Lightwall 2000 L 4. Detection Blank 5. Countermagic Var* 21. Dullblade Var* 37. Mind Speech Var* 5. Dispel Magic 6. Darkwall 1500 L 22. Extinguish 1000 L 38. Mobility Var* 6. Dullblade 7. Demoralize 1500 L 23. Fanaticism Var* 39. Multimissile Var* 7. Fanaticism 8. Detect Detection 300 L 24. Farsee 500 L 40. Protection Var* 8. Glue 9. Detect Enemies 300 L 25. Firearrow 2000 L 41. Repair 1500 L 9. Healing 10. Detect Gems 1000 L 26. Fireblade 2000 L 42. Shimmer Var* 10. Immobilize(Bind/Slow) 11. Detect Gold 300 L 27. Glamour 2000 L 43. Silence 500 L 11. Ironhand 12. Detect Life 300 L 28. Glue Var* 44. Speeddart 500 L 12. Mind Speech 13. Detect Magic 300 L 29. Harmonize 1500 L 45. Spirit Binding 1500 L 13. Mobility 14. Detect Silver 200 L 30. Healing Var* 46. Spirit Shield Var* 14. Multimissile 15. Detect Spirit 300 L 31. Ignite 500 L 47. Strength 1500 L 15. Protection 16. Detect Traps 300 L 32. Immobilize Var* 48. Vigour 2000 L 16. Shimmer 49. Xenohealing Var* 17. Spirit Shield 18. Xenohealing * Variable Spells: 1pt 500 L, 2pt 1000 L, 3pt 1500 L, 4pt 2000 L, 5pt 2500 L, 6pt 3000 L, Each +1pt +500 L.

ONE POINT SPELLS TWO POINT SPELLS SHAMAN FETCH TABLE SPIRIT CONTACT TABLE 1. Befuddle 1. Coordination D100 POW D100 POW INT 2. Demoralize 2. Darkwall 01-10 2D6 01-10 1D6 1D3 3. Detect Detection 3. Detect Gems 21-35 3D6 11-20 2D6 1D6 4. Detect Enemies 4. Detect Traps 36-85 3D6+6 21-35 3D6 2D6+3 5. Detect Gold 5. Extinguish 86-95 4D6+6 36-75 3D6+6 3D6 6. Detect Life 6. Firearrow 96-00 5D6+6 76-90 4D6+6 3D6+3 7. Detect Magic 7. Glamour (All types INT 3D6) 91-95 5D6+6 3D6+6 8. Detect Silver 8. Harmonize 96 6D6+6 3D6+6 9. Detect Spirit 9. Repair D100 Type 97 7D6+6 3D6+6 10. Detect Undead 10. Strength 01-50 Friendly 98 8D6+6 3D6+6 11. Disruption 51-90 Neutral 99 10D6+6 3D6+6 12. Farsee THREE POINT SPELLS 91-00 Malign 00 Deity Unlimited 13. Ignite 1. Invisibility 14. Light 15. Silence FOUR POINT SPELLS 16. Speeddart 1. Fireblade 17. Spirit Binding 2. Lightwall 3. Vigour

RUNE MAGIC SPELLS TABLE STANDARD (Common to Most Cults) NON-STANDARD (Available to Specialist Cults) 1 Absorb POW 1+ 15 Berserk POW 2 2 Discorporation POW 1+ 16 Bless Crops POW 1 3 Dismiss Elemental POW 1+ 17 Concealment POW 2 4 Divination POW 1+ 18 Create Ghost POW 1, One-Use 5 Divine Intervention POW 1+, One-Use 19 Regrow Limb POW 2 6 Extension POW 1+ 20 Restore Health POW 1+ 7 Matrix Creation POW 1+, One-Use 21 Resurrect POW 3, One-Use 8 Mind Link POW 1+ 22 Sunbright POW 1 9 Multispell POW 1+ 23 Thunderbolt POW 3+ 10 Reflect POW 1+ 24 True Weapon POW 1 11 Shield POW 1+ 25 Vision POW 2 12 Spirit Block POW 1+ 13 Summon Elemental POW 1+ 14 Warding POW 1+

125