Monday, 6 March 2017

The House of Black Arkat



Mythos and History
When Arkat Liberated the Shadowlands, he revealed many previously unknown secrets.
Most could not grasp them, and viewed them as simply another facet of Arkat's greatness, but a few could understand what Arkat spoke of, and wanted to learn more.
Arkat brought these worthies together, both Uz and Man, and taught them the true nature of the cosmos.
All existence was born from the great darkness, Xentha, who is the mother of all. Here, everything was bliss: the Earth was nurturing, soft and warm; there was no hunger, pain, or strife.
And then came the Deceiver, Gbaji.
Arkat depicted as a Half-Troll
Arkat declared that Gbaji was known by many masks: Evil Emperor, Teller of Lies, Most Bad Man, and now Nysalor.
Gbaji was all that Xentha was not, he was still, barren, bright, hard and hollow. And he envied Xentha. He declared all that Xentha was as wrong, and that he was the only right. He led many of Xentha's children away, into a world of pain, sorrow, and harshness.
Arkat's followers were shocked to discover this was the world they now lived in.
Those who did not flee in horror, were taught by Arkat how they could manipulate this world of Gbaji, to break his deceptions and reveal the truth. He showed how everything was made from the raw darkness, allowing them to turn earth to air, and air to water, for all was originally darkness.
When Arkat went north, to take the fight to Gbaji, many of his followers remained, to teach the truth to those who would listen.
They wrote down his teachings, and kept them in a great temple they named Arkat's Hold after their teacher, and so in turn they became known as the House of Black Arkat.
Here they have remained.
Even when the God Learners invaded, they were never able to breach the walls of Arkat's Hold, and when they fell, the House of Black Arkat was opened once again.

Nature of the House
Arkat was the greatest hero ever to walk Glorantha. He was many things in his lifetime. Man, troll, knight, berserker, liberator, deceiver, king and devil. He betrayed his closest friends and allies in order to save the world.
His followers are sorcerers, mystics, and scholars.

Particular Likes and Dislikes
The House's oldest and greatest allies are the cults of darkness, especially the cults of Argan Argar -- who came before Arkat and was Xentha's son, and Zorak Zoran -- who is one of the greatest enemies of Chaos. The House is also friendly to most Esrolian cults, if for no other reason than to ensure the sanctity of Arkat's Hold.
The House is usually reviled by cults of light and sky, who view Arkat's message as blasphemy. Likewise, the House treats them with disdain, viewing them as those most wrapped up in Gbaji's Deceptions. Only against the cults of Chaos will the Arkati willingly ally with those who follow the sun.

House Organization
The House has no single authority. Each Mage has effective independence from the others, students are free to listen to whichever Mage they wish. The wizards of the House in truth have only one master, Arkat himself.
Unknown to most Gloranthans, a single chapter of the House has been established deep within the Troll Woods in Heortland. Here the near-human Kitori learn the Arkati arts, at the feet of a displaced Arkati Mage.

Holy Days
The House has no specific holy days or nights, but the cult acknowledges Freezeday as a naturally potent time to perform many of their rituals.

Sample Grimoires
The House of Black Arkat holds within its libraries many different ancient texts written by a multitude of sources, including the followers of Arkat, and even the Great Hero himself. Few Arkati will know even half of the hidden lore kept within their walls, but this pair of grimoires are those most commonly used by sorcerers of the House of Black Arkat:

The Lead Grimoire
This grimoire describes the metal of darkness, the bones of Xentha, the material form of the Darkness Rune, which was used to make the foundation of the world. By studying this grimoire, sorcerers can learn how to manipulate this substance, as well as the raw darkness itself. Sample spells include:
  • Enchant Lead: This spell summons the Darkness Rune to fill a leaden object, cleansing it of impurities, and turning it into enchanted form of the Rune Metal.
  • Project Senses: This spell combines the Darkness Rune with the Truth Rune, allowing the sorcerer to send their senses into a patch of shadow, allowing them to see and hear everything as if they were inside the shadows.
  • Sense Lead: This spell commands the Darkness Rune within all nearby sources of lead to make themselves known. The sorcerer can then find the lead through the supernatural inky patches created.
  • Shape Lead: This spell combines the Darkness Rune within lead with the Movement Rune, allowing the sorcerer to mould and form the metal is if it were clay, and then to set it into a new shape.
  • Solidify Darkness: This spell combines the Darkness Rune within a patch of shadow with the Stasis Rune, allowing the sorcerer to touch and manipulate the shadows as if they were a solid object.
  • Summon Shade: This spell summons the Darkness Rune into a shadow, animating it to perform the sorcerer's will.

The Hepherones Texts
This series of first age Rinliddi scrolls predates Arkat, and is said to have been war booty gained during his invasion of Peloria. The texts were cleansed, purified, and examined for Truth. The resulting documents and exegesis form a grimoire that the Arkati use to manipulate the connection between the Middle World and the Other Side. Spells derived from the text include:
  • Dominate Spirit: This spell commands the Magic Rune within a spirit, allowing the sorcerer to give it irresistible commands.
  • Enhance Spirit: This spell summons the Magic Rune into a spirit, strengthening and reinforcing them, granting them temporary extra power.
  • Mystic Vision: This spell combines the sorcerer's Magic Rune with the Truth Rune, connecting the sorcerer's own connection with the Other Side, allowing them to sense the magical abilities of living creatures and objects.
  • Neutralize Magic: This spell dismisses the Magic Rune within an existing spell or other magical effect, cutting off its connection with the Other Side, and causing it to fail.
  • Protective Circle: This spell combines the Magic Rune with the Stasis Rune, creating an invisible, intangible wall around the sorcerer. This wall resists all magic passing one way or another, creating a sanctuary for the sorcerer.
  • Summon Spirit: This spell summons the Magic Rune, creating a connection with a known and named spirit, allowing the sorcerer to call them into the world.


Illumination
Although they would never use the term themselves, the House of Black Arkat is also a source of Illumination. Arkat's teachings of the original cosmos, before Gbaji's separation, provides the mystical awakening similar to Nysalorian Illumination. The House of Black Arkat prefers the terms gnosis, or wisdom, to refer to this state.
This allows members of the House to do many things others would regard as impossible, including uniting opposing powers and elements (as all things are merely a part of the original darkness; and joining cults normally opposed to each other, such as Argan Argar and Veskarthan (for the Illuminate knows that their feud is nothing before the cosmic truths.)
Most members who become Illuminated do so through their Darkness Rune, but other paths have occasionally occurred.

Esrolian Arkati, meditating on the Gods' War through the wisdom of Arkat.


Mage
A member of the House of Black Arkat with a rating of 11W or more in one of his grimoires, who has also become Illuminated may seek to become a Mage of the House.
Mages of the House of Black Arkat otherwise function as per the rules in HeroQuest: Glorantha, page 174.
Few Mages ever leave the walls of Arkat's Hold via its gates. Most spend their time in meditation and education, teaching the less learned of Arkat's secrets.
When they do leave Arkat's Hold, it is usually only to venture to the Other Side, to thwart Gbaji's deception and to seek the original world.
With the coming of the Hero Wars, this state of affairs will not be able to last, and the Mages of Arkat will be forced to refute Gbaji's deceptions directly.

Sunday, 18 December 2016

The Underworld

This text comes from a God Learner treatise on the Underworld, found in a Lhankor Mhy knowledge temple.
It represents one school of thought during the time, and is a useful illustration of the God Learner's attempts to apply logic to the illogical.
Scholia from an unknown third age commentator has been reproduced as footnotes.


The Underworld, as it has been labelled by others, is one of the least understood fragments of the Invisible Measure 1. Common depiction of it has been a network of caverns deep beneath Glorantha's surface, or as a hemisphere to complete the Sky Dome above, but deeper Jrusteli research 2 has proven that the Underworld is in fact an inverted pyramid or cone, descending from the Mortal World, into the depths 3.

The top-most layer of the Underworld is that part just under the surface of the Material World, the natural caverns of stone 4. These caverns were created by all manner of creatures including dwarves, trolls, and worse monstrosities. There is no god of this layer, but instead many petty tyrants war for dominance.

Beneath this lies Gamataler, the portion of the Underworld which lies on the Magic Plane 5. This is the earthly Underworld, deep within the Cube of Gata which floats in the endless ocean. Here many demigods and heroes dwell, living lives of plenty within cavernous realms. It is ruled by Asrelia 6.

On the borders of Gamataler lie the Lands of the Dead. Here is where the souls of the dead end up, all travelling towards a great necropolis in the centre. They pass by many horrors, as demons attempt to stop their passage towards the city of the dead. Within the city lies the Court of Silence, where Grandfather Mortal and Ty Kora Tek sit to judge each soul that passes through their realm, before leading them to their eventual destiny 7.

Under the Lands of the Dead lies the Deep Underworld, untouched by Light. It is located on the Symbolic Plane 8, for here is a world not of matter, but of pure energy. The Deep Underworld is the largest part, descending from the Lands of the Dead, until it reaches the final point of Darkness. The trolls are said to have come from this realm of perpetual gloom, and it is their goddess Kyger Litor 9 who rules it 10.

The Deep Underworld is surrounded by the Black Ocean, where the waters of Glorantha meet the depths beneath. She has many names but is most commonly just called Styx. Sometimes pictured as a lake, river, or pool; the Styx can take many forms, and is sometimes made of liquids unknown on the surface.

Beneath the Deep Underworld lies the singular point of Darkness. This is the pure Runic form of the element, without substance, form, or will. It is also known as Nakala 11.

Beyond Nakala, and the rest of the Underworld put together, lies the Entropy Pit, also called Hell. This is a place of pain and suffering, where the demons of Chaos dwell. They know of no mercy, no kindness; living only to torment others. No God Learner has ever journeyed here and returned 12.



1 This is an old God Learner name for the Other Side.


2 The infamous Runic Vision? An early expedition by the Outer Atomic Explorers? Or simple conjecture passed off as irrefutable fact?


3 The fact this would resemble the Rune of Logic, and the importance of that rune to the God Learners leads me to believe this is simply wishful thinking.


4 Known by the Dara Happans as Dubgrulub, this is in truth not a part of the Underworld, for it does not leave the Inner World, just as flight does not mean you are a part of the sky world.


5 Better known as the Hero Planes or Spirit World.


6 The Dara Happans call this layer Veskerelgat


7 Known as Voshgatyuth to the Dara Happans, they claim the judges here are either Lodril and Ernalda, or the dead Yelm. We know they are in fact Darhudan and Darhudana, the father and mother of all men.


8 The God World.


9 Also known as Deloradella, she is a fierce enemy and rare ally to Orlanth.


10 The Dara Happans do not distinguish the Deep Underworld from the other, lower regions; calling it all Erskintu. This is easily explained by their enmity to the gods of Darkness, and the resultant lack of interest in their home.


11 Despite the God Learner's claims, this is Dame Darkness of the Celestial Court and her realm beneath the deepest darkness. She is the goddess of all the Underworld, and is often depicted as a great shadowy queen.


12 An obvious lie, since this is the Pit of Valkata and the Plateau of Ikadz above it. While hostile, many of our great heroes have recorded being there, often to rescue some poor damned soul.

Sunday, 3 July 2016

Homeland: Vormain

Typical Vormaino Warrior garb
Vormaino Cultural Keyword
The Eternal Islands of Vormain are predominantly inhabited by pastoral farmers, ruled by feuding martial clans. Few peasants ever leave their ancestral lands, but the lower rank warriors will often become wandering mercenaries and adventurers; crossing Vormain to do great deeds and gain glory to increase their standing. Those warrior houses who descend from Emperors are known as the Imperial Aristocracy, and afforded with much respect, although they feud and fight as much as any other clan. Peasant farmers are not allowed to fight, but all other Vormaino are trained in the art of sword and spear; to serve their clans as fierce guardians.
Vormaino are short, with dark olive skin -- often with a ruddy complexion. Their hair ranges from brown, black, to red. Haircare is highly regarded, with each clan and mystic school having their own specialized techniques to clean and style their hair.  Foreigners commonly mistake the hair of Warriors and Peasants as being wild and untamed, not being aware of the many hours spent bristling and treating the hair to achieve such a look. In comparison, the Magician caste will often shave themselves entirely. Vormaino tattoo themselves with the runes and markings of their gods, clans, and mystic sects.
The Joserui are the gods and spirits of Vormain, the celestial ancestors who safeguarded Vormain against Nak and the other Anti-gods. Each of the great Joserui founded clans, whose ancestors still worship as their primary god, but all of Vormain worships the Joserui as a great imperial collective. Special priests known as Zenshin are trained from the Imperial Aristocracy, Warrior clans, and the Peasantry; ignoring their previous rank, they are seen as part of a Joserui's household, and are all equal in the eyes of the spirits.
The Vormaino speak a language called Imperial, which is related to both Kralorelan and the Tanyen trade dialect of the East Isles. Few Vormaino can read, with literacy being restricted to the Imperial Aristocracy and Zenshin.

Vormaino names reflect the importance of their clan of origin. All Vormano not of the Zenshin use their clan name, and then their personal name. For example: Jang Enrono.

Sample Clan Names: Bazhi, Githyo, Hairun, Hairunin, Hessa, Ho, Jan, Jang, Jayangar, Kanenaga, Kolmala, Kumanti, Loranaga, Mur, Sunda Kalapa, Surabaya

Sample Personal Names: Adara, Amam, Bogo, Brang, Daru, Enrono, Fen, Hensarava, Hin, Itagaki Jan, Jotomo, Kanamaru, Kuang, Kuyaku, Lun, Mado, Manusuko, Mevalu, Motoujo, Nombo Too, Vando, Vandero, Watha, Yimanu, Xersech, Xu





Sample Cult: Tskanth

Jayangar Nombo, Tskanth's favoured
Child of the wild waters and cold death, Tskanth is every bit as fierce as his parents. Tskanth was raised among the Barracuda servants of his mother, and did not even emerge from the ocean until his treacherous kinsmen flooded Vormain. Tskanth forswore his Anti-god heritage, and stood with his father to defend the islands. He took many brides and lovers, and fathered many clans of fierce warriors. He is now seen by outsiders as the god of piracy, for his clans are all sailors like their father; and see all who approach Vormain as enemies to be pillaged.
Death Rune: God of Rapacity and defender of Vormain's waters, Tskanth was trained by his father to be a warrior without mercy, giving him a connection to the Death Rune. His initiates can use the Death Rune to: aid victory in battle, fight with lightning speed, keep swords and spears sharp, and make leather and wooden armour as hard as bronze. Initiates strong in the Death Rune are vengeful and cruel.

Water Rune: Tskanth was raised by his mother the Sea Dragon, and from her he gains his connection to the Water Rune. Initiates of Tskanth can use the Water Rune to: becalm enemy ships, breath water, call and command barracudas, summon good sailing winds, and walk on water. Initiates strong in the Water Rune are energetic and proud.

Thursday, 26 May 2016

Iron Dwarves

Iron Dwarf armed for exploring the surface.
Mythos and History
The Ancient Mostali were meant to create. They were designed to shape, to work and to help, all to keep the World Machine functioning. When the trolls, elves, and others invaded the Spike and destroyed Mostal the World Machine, the Mostali were at a loss. The concepts of death and destruction was alien to them. So how could they defend against them?
This was the riddle of Iron. How making can lead to destruction. They turned living metal into an instrument of death, which then allowed them to turn simple tools into weapons, and protective garments into armour plating. It also allowed them to create the Iron caste.
Without Mostal, they could not make more Ancient Mostali, but they needed protectors. Each caste sent those who were most most flexible, most eager to learn the ways of war, and most disposable. They clad themselves in Iron, and armed themselves with the new weapons, and went out from the Spike to drive away the enemies of Mostal.
It was not enough. The enemy had great numbers, and the Mostali had few. Every hand which went to holding an axe or war pick was one which was not repairing the World Machine. Every death meant knowledge and skill which would no longer be around.
And so, in a moment of desperation, the Ancient Mostali created the Clay Mostali, known to men as dwarves. They were crude imitations of their predecessors, but they were well suited for their tasks. They had compact bodies, to work in cramped conditions, enlarged sensory organs, to see, hear, and smell better, and they were soft and able to be reshaped. While some were taught by the Ancient Mostali of the Spike, others were sent out, in armour of iron and bronze, to reinforce the Iron Mostali.
Then the disaster occurred, and the Spike was destroyed. Many dwarves, and almost all the Ancient Mostali were destroyed. The remaining Mostali and dwarves forged their own settlements in what redoubts and fortresses still remained, and eventually developed into the dwarven nations such as Nida and Greatway.


Nature of the Iron Dwarves
Iron Dwarves, like their Ancient Mostali predecessors, are not born to their caste. Instead, each is recruited from the ranks of the other dwarves; selected by virtue of their capacity for warlike behaviour, loyalty to the Mostali purpose, and (most dangerous of all) the capability for improvisation and the prediction of enemy actions.
While to outsiders Iron Dwarves seem as staid and inflexible as their kin, the Mostali learned the need for independent thought to oppose the other races during the Gods' War. Indeed, many Mostali stories are about how the Iron Mostali learned to adapt when the trolls or elves acted in unpredictable ways. (Such as tunnelling through the floor of a chamber, rather than walking straight into the waiting crossbows and axes of the Iron Mostali as had been expected.)


Organization
Each dwarven city will have a great barracks housing all the Iron Dwarves, attached to it are forges and armouries filled with weapons and armour. The dwarves treat these complexes as if they were temples to war, and any Iron Dwarf travelling from one settlement to another will be treated much like a wandering initiate to the same god, and given food and shelter within the barracks.
The Iron Dwarves of each settlement will typically organize themselves into units of eight dwarves, led by a ninth Iron Dwarf of higher rank, who acts as priest and military commander to the unit. Each unit will name themselves after their purpose within the dwarven hierarchy; such as the Nidan Expeditionary Forces, or the Rubble Trackers of Pavis.



Iron Dwarf Cultural Keyword
Dwarves are an advanced civilized culture based around the arts of Alchemy and Sorcery. They live in redoubts within mountains and deep underground, with only the Iron Dwarf caste being likely to see the light of Yelm. Their society is not organized along kin lines, which the dwarves see as horrific, but instead around occupations, with all kettle-makers being part of a particular close knit union, which are themselves part of the great caste of copper workers.
Dwarves are around four feet tall, but are typically so stooped and hunchbacked that they appear closer to a yard in height. Their skin runs the gamut of shades, from so pallid and clammy they could be mistaken for corpses, to dark and ruddy from working near flame and furnace. Many dwarves wear beards, but this is not universal; and the crude and ugly facial features of Iron Dwarves are concealed within helmets of iron and brass.
The Dwarves worship no gods, and placate no spirits. Instead their philosophy, called the Way of Mostal, is devoted to manipulating the elemental substances that make up the world, through Alchemy and Sorcery. The Way of Mostal guarantees immortality for those who follow it, as long as they perform their assigned tasks to keep the World Machine functioning.
Iron Dwarves speak the Mostali tongue, a completely alien language to other races and cultures, helping ensure they won't be overheard by outsiders. They will also know the language of the local humans, although they will often profess ignorance if they don't want to talk. All dwarves are literate, knowing the ancient ideograms of their language.

Dwarven names are based upon their occupation, and often seem more like titles. Deepseam, Goldeye, and Ironvoice are examples of such names given to miners, scouts, and diplomats. Many are also left in the ancient Mostali tongue, such as Belkstan, Arapan, or Iravain. Others use both their name and its tradetalk translation when dealing with humans, such as the legendary Chark the Liberator who brought Illumination to the dwarves.



Common Occupations of the Iron Dwarves
  • Alchemist: After warriors, alchemists are the most common Iron Dwarves. As their duty requires them to leave the safety of dwarven life, they are most in need of the ingenious devices of alchemy. Those who know how to make and use these devices are often given command over Iron Dwarf units, and are always given great respect.
  • Crafter: While all dwarves know the arts of creation, those who specialise in making common and useful goods are rarely turned into Iron Dwarves. Those who are are usually from the Brass Dwarves, and are trained in making weapons from Brass, and eventually the Death Metal Iron.
  • Healer: These will be former Tin and Quicksilver Dwarves, and will act as battlefield medics. They do have a reputation for eagerness, seeing amputation and replacement with a weapon or alchemical wonder as preferable to the risk of infection.
  • Merchant: These former Gold and Copper dwarves have the most unpleasant duty of all, talking and deal-making with the primitive humans nearby dwarven enclaves. 
  • Scribe: Repairing the World Machine requires many careful observations and lengthy note-taking to make sure all is following the schedule. Gold dwarves are often assigned as observers, recording copious information on the outside world.
  • Sorcerer: Almost always former Silver Dwarves, the war-mages of the Iron Dwarves usually focus on commanding elemental beings, and will often be able to change an entire battlefield in dramatic ways, such as turning solid rock into soft and treacherous sand.
  • Warrior: The prototypical Iron Dwarf. Dwarven warriors are almost entirely heavy infantry, although the few light infantry act as scouts and trackers for their allies. Dwarves do not use cavalry.



Panoply of Iron
Iron Dwarves count Flares, Smoke Bombs, and Compasses amongst their Panoply, finding them essential for their work. They also use Tanien's Water, although they still call it Dwarven Fire. (Well, technically they call it Liquefied Fire, but will use the name Dwarven Fire when dealing with humans)
  •      Disorder Keg. This small container is usually made of wood, although both stone and metal variant exist. Inside them is the dangerous Black Powder, which the dwarves claim is crystallized disruption. Certainly, those who have seen it in action would agree, for when the kegs are ignited or treated too roughly, they release a tumult of heat, flame, noise, smoke and wind.
  •  Thunderstick. One of the most infamous Creations of the Dwarves, the Thunderstick is a long iron and brass tube, given a trigger and a stock, and moulded into the likeness of an animal. The most common animal design is that of a sparrowhawk. When the trigger is pulled, a piece of Thunderstone is immersed into a small reservoir of Black Powder. The anger of the Thunderstone sets off the powder with a crack of thunder, while the powder's tumult launches a sling-bullet with deadly force and accuracy at whatever the Thunderstick is aimed at.
  • Igniter. A small Thunderstone is bound within an iron cage. When  the cage is squeezed it enrages the Thunderstone. The Thunderstone sends out a small lightning bolt, which is usually directed towards Black Powder, or other flammable objects.
  • Repeater. This Creation takes the form of a box which sits atop a dwarven crossbow. Inside it is a miracle of clockwork which loads quarrels and pulls back the bowstring, allowing a crossbow to be fired repeatedly without stopping, at magical speeds.
  • Opener. This small ze-metal raven's talon is marked with designs recalling the Movement Rune, including miniature cogs. Through their arcane movement, when the Opener is plunged into a sealed object, such as a locked door, the Opener forces it to move, allowing entry. For some reason, the Iron Dwarves mostly use this to open their sealed rations.
  • Farseer. This Creation is a cone of interlocking gold tubes. The interlocking nature allows the Creation to be shrunk for ease of storage. In each end of the Farseer is a disk of polished crystal called an Energy Canteen by the dwarves. When extended, these crystals activate the Truth runes marked along the tubes, and allow someone looking in the small end the vision of a hawk, thereby letting them see great distances away in great quality.
  • Pure Air Mask. This Creation is a leather mask, fitted with a prominent beak or nose like extremity. This beak is often also leather, but elaborate ones made of aluminium have been discovered. The beak contains a mass of Earthbone, riddled with small tunnels which attract miniature sylphs to dwell within. The sylph wards off the forces of Mallia, rendering the wearer immune to miasma and other toxic gases.
Dwarven sling bullet, marked with Thunderbolt on one side, and Law and Mastery Runes on the other.

Monday, 11 April 2016

Alchemy

Alchemy is the twin of sorcery, for both are the magic of manipulating the impersonal forces of Glorantha. It is said by the wise that existence came from the division of the Prima Materia into lifeless matter and formless energy. The energy became known as the Runes, from which Glorantha was given existence; and the matter became the substance that Glorantha was shaped from.
Sorcerers manipulate the Runes, giving form to the energy of the world. When they act upon the physical world, they do it by manipulating the energy which fills the world to cause a desired effect.
Alchemy on the other hand, manipulates the matter from which Glorantha was given form. By uniting the natural materials, they enhance the natural magic stored within, to create magical effects.
While the majority of Alchemists exist amongst the dwarves, they are found in other cultures. The cult of Lanbril has picked up many alchemical secrets over the years, which they use with illicit intent. The Orlanthi practice it in small secretive subcults, such as Jera and Arroin the Herbalists, or Torvald the Alchemist. In Kralorela, Alchemists are as common as sorcerers or shamans, and treated with great respect.
Science or Magic?
In the real world, the parts of alchemy which worked became the foundations of chemistry and and other related sciences. And a lot of alchemical creations will have recipes that will look to our minds as if they function via scientific principles rather than magic. Does that mean they are natural and not magical?
But what is nature? Glorantha is a cube of earth floating in an endless sea. It is a world where things fall because a goddess pulls things downwards. It is a world where everything has a spark of magic inside it. Even those things that may seem perfectly natural to us, are mystical secrets to Gloranthans. Including the magic of Alchemy.
A typical Alchemic Creation: A Kralori Abacus
Creations
A Creation is something you use. Each one is a combination of magical metals, crystals, and other substances, turned into an object which can be manipulated to work magic. The specific requirements of each Creation are so important that each Creation has a single result. As with spells, a Game Master should take a literal approach to Creation usage, and if it seems like a stretch, it is not possible to use the Creation in that way. Also like spells, Creations can always be used directly.
Creations can be learned and improved like any other ability. They may be abilities on their own, or as part of a collection called a Panoply.


Panoply
A Panoply is a collection of Creations joined together by function, often associated with a cult or organization. One Panoply may be devoted to weapons of war, another may be comprised of healing potions. While sometimes a Panoply is associated with a specific Rune, others may be associated with many or even none.
Each Panoply may be taken as either a stand-alone ability, or as a breakout from an associated occupational Keyword. For example A stonemason may take a Panoply associated with masonry as a breakout from their Stonemason Keyword. A Panoply should receive a brief description on your character sheet for guidance on what Creations may fall under it.
If you start the game with a Panoply, you may choose or create five Creations which fall within its remit.

Sample Creations
These are some of the sample devices and substances that can be created and used through Alchemy. Not all cultures will know of them, and many will know others; but these are some of the more common ones found in Glorantha.
  • Flare. These Creations are made from rare minerals, including rune metals, ground up into powder, and stored within a ceramic jar. When ignited, the powder creates a bright light. The runic metal used in the Flare determines its colour. Gold Produces a bright yellow, silver is used for pure white light, etc.
  • Abacus. Also known as a Counting-tray, this Creation is made out of rune metals, with rune carved stones or crystals strung across wires, or in slots cut into the metal. By the manipulation of the stones, the user can perform magical calculations far beyond the reach of mortals.
  • Vitriol. When the gods warred before time, they lost much blood across the world, which formed into crystals. The alchemist can reverse the process of crystallization, returning the ichor to liquid form. Unfortunately, the resultant liquid is vile, having born the pain of the gods, and burns through most other forms of matter, making it a useful weapon, or tool to dissolve objects.
  • Healing Potion. Despite many healers wishing for a cure-all, this Creation is actually a range of different ones. Each one is devoted to healing a particular illness or wound. They are created through a range of natural substances; such as rare earths and minerals, plant parts, or animal organs, all processed together.
  • Buserian's Frame. This Creation was developed from Dara Happan celestology in the first age, and was adopted by many others. It consists of a tin map of the sky world, divided up by the celestial houses. Atop it rests a frame of silver, marked with the runes of stars. When rotated in accordance with the calendar, this device mirrors the movements of the stars in the heavens. It is most useful for marking certain heavenly events, such as the procession of Orlanth's Ring, for the purpose of magical rituals.
  • Putrified Copper. Also known as Dark Copper, Ge-Metal, and other names, this alchemical metal is produced by transmuting regular copper together with Esrolian Rubies within a crucible. The result is a stronger form of Copper, tainted with the blood of the Earth goddesses, infusing it with a lust for death.
  • Smoke Bomb. The Smoke Bomb is the Flare's antithesis, and produced in much the same way. However the runic metal used is Lead, and instead of producing light, it instead it gives off a dark cloud of smoke. It is especially prized by darkness cults, for they can use the darkness to summon shades, even in daylight.
  • Glue. This Creation merges the adhesive properties of many materials such as tree sap, or tar, to create a more powerful glue, which can join any two objects together. Many different recipes exist for these substances, and will often vary in duration; some being so weak as to last a few hours, others being discovered which are as strong now as a thousand years before.
  • Compass. This Creation typically involves an aluminium fish floating in a bowl of mercury. The fish's mouth always points towards the Homeward Ocean and Magasta's pool. This Creation allows its user to "Determine their Heading".
  • Tanien's Water. Originally called Dwarven Fire, this tar-like substance was renamed after the folly of the God Learners. Formed from a specific mixture of Earthblood, powdered limestone, and ashes, the resulting ooze can be ignited to create a fire which cannot be extinguished through nonmagical means.

Occupational Keyword: Alchemist
Alchemists unite magical materials, combining them in mystical ways so that they can perform magical acts. They are literate, and have a knowledge of codes to conceal their secrets from the uninitiated. In barbarian lands, Alchemists are commonly seen as dangerous sorcerers, and viewed with caution, if not hatred. In civilized cities, they are given respect for their powers.
Alchemists begin with a Panoply with five Creations. You do not have to select them all at start of play.
Standard of Living: Common
Patron Deity: None

Tuesday, 29 March 2016

Homeland: Caladraland


Caladraland Cultural Keyword
The Caladralanders are a rural Orlanthi culture who dwell in the jungles and valleys of volcanic Caladraland. Like other Orlanthi cultures, they are centred around clans. Unlike other other Orlanthi, their clans do not group themselves into tribes, but instead all are joined into the Kingdom itself, ruled by an elected High King from amongst the Chiefs.
Typical Caladraland hillstead
The Caladralanders practice slash-and-burn agriculture, using a hoe to till the soil afterwards; only in the northern river valleys are the Barntar scratch-ploughs used. All Caladralanders know how to fight both with weapons and, if they need to, their fists.
Caladralanders are olive-skinned like their neighbours, but tend towards the darker hues, often resembling copper or bronze. Their hair ranges from black to red, although many dye a bright red using native henna. Their eyes are usually green, brown, grey, or orange; with orange being viewed as a blessing from the volcano god.
The inhabitants primarily worship Veskarthan, the lord of the Vent, and his children the lowfires. They still revere Ernalda and Orlanth, although usually through other aspects, such as Esrola, Orstan, and Vinga. They tattoo themselves with the markings of their gods, clan, and other symbols. Spirit charms are common amongst the Caladralanders.
The Caladralanders speak a language related to Esrolian. Most are illiterate, with only a handful of Lhankor Mhy worshippers able to read and write the Cat Scratching script, for the benefit of clan chieftains.

Sample Female Names: Asrele, Dushi, Esranda, Hevra, Kudjasin, Mahominna, Shorna, Tessa, Vina.

Sample Male Names: Beriam, Bertar, Dorradarr, Galeros, Gustand, Hamlin, Jarn, Karni, Orathin, Orgor, Tordak, Voskandor.


Mahome
Painting of Mahome from the Low Temple
One of the many children of Esrola and Veskarthan, Mahome is the goddess of the Hearth Fire. She is a calm and patient goddess, unlike most of her siblings. She taught the Earth goddesses how to calm and arouse their fiery husbands, so that they might be able to deal with them as equals rather than as possessions.
Mahome is also the husband of Barntar, the plough god; and is the perfect wife where he is the perfect husband. When Barntar first built his stead, Mahome made the first hearth within it, and all other hearths are lit from its brands and sparks.
In most Orlanthi cultures, Mahome is worshipped as a subcult of Ernalda; but amongst the Esrolians and Caladralanders, she is a goddess in her own right.

Fire Rune: As one of the lowfires, Mahome is associated with the Fire Rune. However her connection to this rune is with the hearth-fire, the fire that brings life. Initiates have been known to use the Fire Rune to calm lesser firey spirits and gods, extinguish fires safely, keep embers hot, start fires, and reduce flames. Initiates strong in the Fire Rune are passionate, loving, and protective.

Harmony Rune: As the Hearth Mother, Mahome unites families. She is the centre of family life, and thus all civilization partakes in her connection to the Harmony Rune. Initiates have been known to use the Harmony Rune to calm tempers, entertain families, heal burns and other injuries, inflame passions, mend strife, and sooth fevers. Initiates strong in the Harmony Rune are forgiving, caring, and peaceful.

Fire Spirits:
Oakfed and Mahome are siblings, and are both rivals and allies. Mahome cultists with a Spirit Rune of at least 1W can gain Camp Fire and Holy Fire Spirits (q.v. the Sartar Companion, page 276). Mahome cultists claim that they are the source of these spirits, and that their goddess shared them with Oakfed and many other gods; while Oakfed cultists claim the reverse.

Wednesday, 16 March 2016

Coins of Sartar

(Or the History of the Heortling Pesos.)



"Cattle are the proper geld, for in cattle the laws are measured."
        - Orlanthi truism.

This truism, commonly known amongst the rural Orlanthi across the barbarian belt, speaks of a greater truth. All wealth is ultimately derived from the Earth's bounty. Not for nothing is Asrelia called the Giver of Plenty.
The Earth's bounty was the birthright of Asrelia's daughter Esrola, who herself gave rise to all the plants and animals who the Orlanthi hold sacred and valuable. What wealth she did not provide herself, she was given by others who wished to wed her.
It is therefore unsurprising that when Orlanthi trade, they do so in terms of cattle and grain.

The earliest form of Orlanthi currency discovered are Storm Age ingots of copper, in two principle varieties. Many of these are still used by traditional Orlanthi clans who scorn modern coinage.
Copper Oxhide ingot, dating to the Silver Age.
  • One takes the form of large sheets, in the shape of an oxhide, weighing around 60 to 70 pounds. They have large handles allowing them to be carried by traders, and are valued as equal to a cow.
  • The other form is that of a rod or stalk. These are approximately half a yard in length, and bare carvings of grain. These stalks, as they are commonly known, represent ears of barley and are traded for a day's worth of food for one man.
  • The stalks have also been found bound together into bushels of ten or so, for ease of transportation. Worth an equivalent amount of grain, these bushels are rarely used except for taxation purposes.
All of these, and more, have been found in ancient ruined shrines to the Orlanthi deities, usually deliberately broken. During this early period they were primarily used for votive offerings, in place of the animal or plant they depict. It was only during the Great Darkness when their usage shifted.

As with many Orlanthi innovations, this shift took place in Esrolia. During the reign of Queen Norinel, a daughter of Esrola, many disasters occured. It was not safe outside the city of Notchet, and many of the Esrovuli clustered inside its walls. Whenever attackers raided the city, they would steal cattle and grain from the farmers, and many went hungry. Kimantor, the husband protector of Norinel, put a stop to this by erecting a great wall around his trading blanket, and commanding the Esrovuli to place their goods here; where they could be protected by him, and nurtured by Norinel.
To make sure that each person who took goods inside the walls could still access things when need be, Kimantor gave each one oxhides, stalks, and bushels in accordance with what they brought in, and marked each with Norinel's personal rune to show her protection.
While the Esrovuli could use their stalks and oxhides to collect grain and cattle for food, they also exchanged them amongst themselves. When a rich noblewoman wanted bodyguards, she could pay them each a stalk a day, thereby allowing them to survive while not working the fields themselves. Others would get a redsmith to smelt bronze weapons and armour from their riches, leaving their goods property of the Queens of Notchet.

In this way Notchet prospered when all looked bleak, and it became a model for other Orlanthi who copied this method of handling stalks and oxhides.


During the Silver Age, after the Unity Battle, the Orlanthi (both Esrovuli or Heortling) united with the other ancient peoples who aided them into a great council. The merfolk, the elves, the dwarves, and the trolls all came together under the leadership of the Only Old One, who was kin to Kimantor. Inspired by his kinsman's deeds, the Only Old One enforced a great taxation. known as the Shadow Tribute, amongst the Unity Council members. They would give him goods, and in return he provided magical and military support.
While the Esrovuli and Heortlings gave oxhides, bushels, and other goods; the other people gave in their own way, but it was the dwarven tribute which was most important.
When the Only Old One's tallyman accepted their tribute, it was found to consist entirely of small pieces of copper, each one bearing an icon of some kind of good or act. The dwarves explained that the Only Old One would not need everything at once; but when he did need something from the dwarves, he could show them the copper piece marked with a particular good or service, and the dwarves would perform it.
First Age Clack, worth one cow.

The Esrovuli understood this was the same as how Kimantor had exchanged goods for ingots, and learned from the dwarves of this new secret; while the Heortlings turned their backs. With the dwarven secrets, the Esrovuli made their own copper pieces, which they named clacks, after the sounds they made. They were square like the Earth Rune, and bore on one the queen of the city, and on the other how much they were worth. This was usually a stalk, bushel, or cow; but clacks showing other amounts, such as three stalks, or seven bushels, have also been made.

These clacks became common currency throughout the lands of the Unity Council, even amongst the scornful Heortlings, who could not deny their usefulness. Still, they preferred their oxhides and stalks, and ignored all differences in a clack's value, treating them all as if they were worth a single stalk.


Silver currency only rose to prominence during the Third Age. Despite the Middle Sea Empire's influence, silver coins had never taken root amongst the Orlanthi. The Esrolians preferred their copper clacks, and the Heortlings were as disdainful of the Empire's coins as they were of any other invention. This was especially true since most coins made near the Heortlings came from the infamous Clanking City, where it is said more coins were made in a single year than in a century before.

The change came at the hands of Sartar, as did so many other miracles. Silver coins had been filtering down through Tarsh from the northern empire for many years already. The people of Dragon Pass had been treating them as they would any other piece of silver, made into jewellery or smelted to make new treasures. Sartar knew his kingdom would need something to make trade easy and convenient, and so traded for as many of the silver coins as he could.
He took them to the trade guilds of Boldhome, his great city, and had them restamped, erasing the foreign markings with Orlanthi gods and trade runes. He convinced others of their worth by exchanging many of them with the Feathered Horse Queen of the Grazers, convincing her to part with more gold than the silver itself would be worth; all with the power of his mark.
Guilder depicting King Terasarin and Orlanth Larnsting

The Dragon Pass Orlanthi, who would later name themselves after Sartar, accepted these silver coins as part of Sartar's magic. He could create wealth were there was none before, and this great magic would allow them to prosper. Silver coins were hammered in Boldhome and distributed amongst the Orlanthi, in place of Bushels of copper or grain.

When Sartar died, his successors used his magic to hammer new coinage. These coins, known as Guilders after the trade guilds who hammered them, became widespread as the Kingdom of Sartar's fame grew. Some have even been found in the great city of Glamour, where the original silver coins were forged.