Gloranthian metals.txt

(15 KB) Pobierz
metalTHE MAGICAL GEOLOGY OF GLORANTHA 
    MYTHOLOGY FORMS THE BASIS for all Gloranthan reality, and its importance can 
be seen in this Sartar legend: 
Baranwolf, a Lhankor Mhy  scholar, proved that the amount of a precious metal in 
the world indicated the fatality rate of the various tribes of gods in olden 
times. Baranwolf was executed by Frithorf the Magnificent, an astonishingly 
superstitious king who could not accept the resultant conclusion: that the storm 
gods died the most. Baranwolf s student, who continued his papers (and began 
using Baranwolf s name,) subsequently proved that bronze is also the product of 
mixed sky and earth, showing where Orlanth's parents once loved each other 
before the illustrious son was born, preparing the way by making places where 
future weapons would be sown to glorify Orlanth. 
    The Gloranthan world is constructed from stuff which was once divine and 
living. Some parts of the world have retained more of their original nature and 
are recognized by humans as being magical. Many pieces of magic originate from 
mythical conflicts whose remains litter the earth, perhaps dead and undiscovered 
for centuries. 
    Bones (metal) and blood (crystals) supply the majority of magic items. Some 
other items, more unusual or unique, are recognized as well. 
Bones of the Gods: Gloranthan Metals 
    All metal is from the bones of gods, some dead and some (like the Earth 
Mother) still living. Political statements notwithstanding, bronze is the most 
common metal, mined right from the earth in many places, which is why most of 
Glorantha lives in a bronze age. 
   Glorantha is not Earth, and the metals named in print as "bronze," "iron, 
"gold," and so forth, are analogues, not duplicates, of earthly metals. 
   The earthly, mundane, equivalents to Gloranthan metals are given below: 
ur-metal na-metal sa-metal                  ga-metal ze-metal lo-metal           
       ul-metal el-metal hu-metal 
iron        lead        mercury (aluminum) copper   tin          aluminum 
(mercury) silver     gold      bronze 
Game Rules for Enchanted Metals 
    All the metals of Glorantha can be enchanted, giving them special magic 
properties. All exceptional metals are often titled Rune Metals, to distinguish 
them from ordinary bronze. Many cults know the common divine spell of Enchant 
(Metal). The exact metal(s) enchanted vary from cult to cult. 
   Some enchanted rune metal weapons work against magical creatures, and thus 
would harm physical things which are immune to normal metals (werecreatures, for 
instance). Silver, bronze, and iron do this. 
Nominal Values For Raw (unenchanted) Metals 
Aluminum: 40 per ENC Bronze: 7 per ENC Copper: 5 per ENC Gold: 600 per ENC Iron: 
700 per ENC Lead: I per ENC Quicksilver: 40 per ENC Silver: 50 per ENC Tin: 15 
per ENC 
    The prices given for the various metals are only a rough approximation for 
Glorantha as a whole, and differ greatly from place to place. Seshnela, for 
instance, historically has had the world's greatest concentration of iron, and 
this wonderful metal is less expensive there. On the other hand, the barbaric 
inhabitants of the Wastes do not even smelt bronze; iron to them is unbelievably 
rare and costly, so everything is more costly. 
Magic Properties of Gloranthan Metals 
ALUMINUM; see under Quicksilver. 
BRONZE (hu-metal) is the most important metal of Glorantha. It can be mined in 
its own right, or made by alloying ga-metal and ze-metal. No Enchant rituals for 
it are common, but normal non-magic forging makes perfectly serviceable weapons, 
tools, and armor. Bronze originates from the bones of storm deities slain in the 
Gods War. On rare occasions, a piece of bronze is still found that retains its 
former bone-like shape. These are highly prized and sometimes have magic 
properties. Unfortunately, they are also easily faked. 
COPPER (ga-metal) has the same ENC as normal bronze. When mixed with a bit of 
tin (ze-metal), Gloranthan bronze is created. Unenchanted copper armor and 
weapons are sometimes made. Raw copper armor has equal armor points to bronze, 
but loses an armor point each time it is penetrated. Raw copper weapons have 
equal armor points to bronze, but cannot damage bronze weapons. Enchanted copper 
armor and weapons are especially solid, and such weapons only lose armor points 
damage in combat when penetrated for over twice their value. For instance, over 
16 points of damage would be needed before an enchanted copper buckler would 
lose any armor points. However, all damage over 8 points would go through to the 
wielder. Enchanted copper armor can be hammered very thin and still retain some 
solidity. This reduces the armor's defensive value by 2 points, but halves its 
ENC. Thus, a medium suit of plate armor would have 6 armor points and weigh 12.5 
ENC. 
GOLD (el-metal) has twice the ENC of bronze. When enchanted, it glows softly in 
the dark and doubles the effectiveness of light-producing spells cast on it. 
Thus, a Light spell cast on golden armor would fill an area 20 meters in 
diameter. Since gold is so heavy and costly, most people wishing to make use of 
gold's special properties simply gild bronze armor. 
IRON (ur-metal) has supernatural properties even unenchanted. When enchanted, 
iron weapons are tempered to steel. They have half again the armor points of 
bronze. A bronze broadsword has 10 armor points, but a tempered iron broadsword 
15 armor points. Iron armor also has half again the protection of bronze armor, 
rounding fractions down, so that an 8-point plate helmet is worth 12 points of 
protection at no increase in ENC. 
   Unenchanted iron has the same physical qualities as bronze. However, it also 
affects magic. Untempered iron reduces the chance of both casting and being 
affected by a spell by 5 percentiles per point of ENC. Thus a person wearing a 
complete suit of unenchanted iron (25 ENC for a medium-sized person) would be 
impervious to magic cast at him, and also unable to cast any spells, either on 
himself or at others, unless a 01-05 was rolled. 
   Certain of the elder races are vulnerable to iron. Any damage from an iron 
weapon to an elf or troll (and some of their kindred races) that penetrates 
armor is doubled. 
   Unenchanted iron is also good against creatures immune to normal weapons, but 
subject to magical weapons, such as werewolves. 
LEAD (na-metal) has half-again the ENC of bronze. Even in its unenchanted form 
this soft, dull metal neither clanks or reflects, so lead armor never detracts 
from the user's Stealth skills. Enchanted lead formed into crushing weapons 
(only) does +2 damage. Thus, a light mace made of enchanted lead would do ld8+2 
damage. A war maul would do ldl0+4. 
    Karrg Son's have access to specialy smithed lead armour. This is no heavier 
than bronze and absorbs one extra point of damage. Also their lead weapons have 
2 extra hit points. 
QUICKSILVER (sa-metal) and ALUMINUM (lo-metal) are actually the same metal in 
two forms, despite Bertalor's speculations and metallurgy. A successful Craft 
Quicksilver skill roll can transform either form into the other. When enchanted, 
this metal gains the property that it does not sink in water. The Swim skill of 
an individual wearing quicksilver armor is not decreased at all. The metal's ENC 
is equal to bronze; its affinity for water is supernatural. 
SILVER (ul-metal) enchanted or unenchanted, has the special property that it can 
damage creatures normally affected only by magic, such as werewolves and 
wraiths. Unenchanted silver is quite soft, and as a weapon is only suitable for 
bludgeons or sling pellets. 
TIN (ze-metal) is not often enchanted. When a small quantity of ze-metal is 
alloyed with ga-metal, Gloranthan bronze is produced. Most ze-metal is used for 
this purpose. 
DIVINE MAGIC 
Enchant (metal) I point ritual Enchant, reusable 
    This ritual must be performed over the specific Rune metal it is designed 
for, and I point of POW sacrificed for each 10 ENC or fraction thereof of the 
metal enchanted. The metal should be forged (with a Craft/Smith skill roll) into 
the desired form before this spell is cast, for reforging enchanted metal 
cancels the enchantment The metal always gains armor points equal to those of 
bronze (except in the case of iron), and may gain other special abilities, 
depending on the metal. 
   If an enchanted item is broken, it may be fixed with the Repair spell, or 
reforged. In either case the enchantment will be lost, and the item must be 
reenchanted. 
SORCERY MAGIC 
Enchant (metal) ritual Enchant 
    This ritual must be performed over the specific Rune metal it is designed 
for, and a point ofPOW sacrificed for each 10 ENC or fraction thereof of the 
metal. The Intensity of the spell must equal or exceed the metal's total ENC. 
The metal should be forged (with a Craft/Smith skill roll) into the desired form 
before this spell is cast, for reforging cancels the enchantment. The metal 
always gains armor points equal to those of bronze (except in the case of iron), 
and may gain other special abilities, depending on the metal. 
   If an enchanted item is broken, it may be fixed with the Repair spell, or 
reforged. In either case the enchantment will be lost, and the item must be 
reenchanted. 
  
  
The Metals of Acos 
The following is a First Age document written by the Seshnegi sorcerer-prince 
Bertalor, later Duke of Fromalwal. Inserts by a later commentator ? the early 
God Learner Tojarinor of lsefwal ? are signified by italics. 
LIKE EVERYTHING ELSE on Acos (an old Seshnegi term for the universe), the metals 
of the worid depend for their quali...
Zgłoś jeśli naruszono regulamin