
Coinage

Wheels/Suns, Lunars/Guilders, Clacks and Bolgs are not the only coins found in Dragon Pass. There's also the copper Tree (worth 5 Clacks), and the silver Storm (a large coin worth 10 Lunars).
Goods And Services
Short Term Lodging
This is mostly intended to represent conditions in Prax, Dragon Pass, and the Lunar Empire.
Prices are given below as a per person per night rate, along with a multiplier for the die roll of a successful entertainment skill to give the income received over the course of an evening. The referee may adjust income down if there isn't a "full house" of guests, or other, competing (perhaps better) entertainment elsewhere. Special and critical results will usually increase income, probably using the modifiers given for Bargain.
Example: Fabulous Fred has Sing at 75%; at a one-star establishment, he rolls a 50, and thus receives 10 C.
Example: Janie has Dance at 90%, and does the Esrolian Snake Dance at a four-star establishment. She rolls an 88, and thus receives about 14 L.
☆☆☆☆: common room floor, no food provided, 1 C. Entertainer mod x0.1 C
★☆☆☆: dormitory, with daily stew and bread, 4 C. Entertainer mod x0.2 C.
★★☆☆: shared room, mid-day meal and evening meal, cold water basin for washing, 2 L. Entertainer mod x0.5 C.
★★★☆: private room, mid-day and evening meal with ordinary drink, room service, hot water basin for washing, 8 L. Low dress code: nobody in metal armor or carrying multiple weapons "ready for use" admitted except at check-in (except for bodyguards of high-status guests). Only persons with at least a 40% skill will be allowed to perform. Entertainer mod x1 C; performers can expect to pay the establishment 10% of this if they don't know you (Bargain rolls can adjust). Fumbled performances (or a string of 3 failures) will get you barred from the stage. Entertainment style must not be "low" -- thus, trained dogs, crude erotic dancers, and Praxian drummers need not apply.
★★★★: private room + bed room, fine meals with fine wine, room service, hot bath, incense and flower petals, etc., 12 L. High dress code: nobody in metal armor or carrying multiple weapons is admitted (except briefly at check-in), except perhaps for bodyguards for high-status guests. Balazaring hunters, Praxian nomads and other barbarians not admitted. Only persons with at least a 60% skill level will be allowed to perform. Entertainer mod x2 C, but expect to pay the establishment 20% of this if they don't know you (Bargain rolls can adjust this). Failed performances will get you barred from the stage (unless the roll was 96-00, in which case you get pulled "for that night only"). Entertainment style must be "refined" -- so, performing animals, bagpipers, Orlanthi shout-masters, and Praxian musicians need not apply.
Alchemy, Antidotes, Drugs and Poisons
In Dragon Pass, the skills for these are found among the followers of Chalana Arroy, Lhankor Mhy and various Lunar cults; some of the healing items are made in Prax and the Wastes by shamans, as well. They all cost 50 L per point of POT, up to POT 6, and more per point after that. While others may exist, the usual ones encountered are:
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Blade Venom (almost never higher than POT 10 for fast-acting versions made by alchemists).
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Systemic Poisons (choose type)
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Antidotes (choose type)
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Healing (heals 1 point of damage per hour, for POT hours)
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Medicines (choose disease type)
Some Blade Venoms And Antidotes
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name
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information
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POT
|
@dose
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blackthorn
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This large deciduous tree native to Delecti's Marsh has small thorns which ooze poison.
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10
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5 L
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desert rose
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The thick, black sap from this Praxian succulent acts similarly to foxglove, causing cardiac arrhythmia, hyperventilation, and often death. No effect on arthropods.
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2d6
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8 L
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fire bush
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The red sap of this Caladraland flowering bush causes arrhythmia, hyperventilation and cardiac arrest. +4 POT against reptiles, dinosaurs and fish; no effect on arthropods.
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3d6
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10 L
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fire bush berries
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The sweet, edible small red berries of this plant are an antidote to fire bush sap (but not against any other poisons); a handful of the fruit cost 1 L, and are antidotes of POT 10, but are only useful for two seasons after being picked (the fruit ripen at the end of Sea Season in Caladraland). Some magics -- probably those of Asrelia -- can preserve the potency of the berries.
|
10
|
1 L
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desert claw
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This Praxian thorn tree produces psychoactive alkaloids, and is extra-potent against canines and rodents (+4 POT). It causes panic, hallucinations and mental disorder.
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2d6
|
9 L
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herbal antidote
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An oral antidote to herbal systemic poisons, shown is a typical potency, but higher or lower values can occur. This is produced by alchemical processes.
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6
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300 L
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These are all slow-acting systemic herbal poisons. Prices are given for the markets in Furthest.
Unicorn Dung
While not available in large quantities, unicorn dung is a well-regarded healing, disease-curing and anti-venom item -- when fresh (within 24 hours). Fresh unicorn dung sells for only a silver or so per ball -- or a copper or so after a day (they're excellent fertilizer). One ball is enough for one large plant; a hide of land (roughly 20 acres, of which 2 acres are pasture or house-garden, 6 acres might be fallow, 6 acres for "rough" crops, and 6 acres in agricultural production) would require an expenditure of about 200 L to affect annual production -- probably not worth it. Also there's only so much unicorn dung gathered per year.
A unicorn produces a few tons of dung per year, but they aren't connected to a convenient pit all the time.
Ships and Boats
Some of this information is from Runequest Weapons & Equipment.
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A 30 meter long Viking vessel, with 60 oarsmen (and 100 persons at most), weighs 15 tons including 6 bons of ballast, and would cost 2,500 Lunars.
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A 14 meter long Viking merchant vessel, with 5 to 11 oarsmen (and 20 persons at most), weighs 5 tons including 1.5 tons of ballast, and would cost 1,000 Lunars.
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The "Argo" is 12 meters long, with 20 oarsmen (and maybe 32 persons at most), weighs 10 tons including 3 tons of ballast, and would cost 1,500 Lunars.
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A 10-20 meter long merchant "tub" carries 20-60 tons of ballast or cargo, with a crew of 25 sailors. They cost 200 to 400 Lunars.
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A 26 meter long merchant "nef" carries 120 tons of ballast or cargo, with a crew of 30-35 sailors. They coast about 1,800 Lunars.
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A 37 meter long trireme warship carries a ton of ballast or cargo, with a crew of 170 rowers, 30 sailors, and 18 warriors. They cost 2,000 Lunars.
Magic Items
Items from Cults of Prax, Treasures of Glorantha, and Plunder (2016 edition) and other sources with values not more than 1,000 silver in RQG.
Interesting Items
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name
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source
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value
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Aldrayami Arrows, copper or otherwise
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Plunder, pg. 27
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20 L
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Aluminum Trident
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Plunder, pg. 28
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400 L
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Ball of Tails (not a good thing in Prax)
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Plunder, pg. 29
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15 L/tail
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Fire Stick
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Plunder, pg. 34
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200 L
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Gloves of the Mostali
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Plunder, pg. 36
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500 L
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Godling Bone
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Plunder, pg. 37
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300-500 L
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Green Snake Skull
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Plunder, pg. 38
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50 L
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Lightning Band
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Plunder, pg. 39
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600 L
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Lunar Sweater
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Plunder, pg. 40
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700 L
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Morokanth Thumb
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Plunder, pg. 41
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1,000 L
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Pavis Pointer
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Plunder, pg. 42
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200 - 500 L
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Rhino Fat
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Plunder, pg. 42
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10 L
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Snake Staff
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Plunder, pg. 44
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150 L
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Soup Bone
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Plunder, pg. 45
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600 L
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Waha Rope
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Plunder, pg. 48
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500 L
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Dew Maid's Wand
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Plunder, pg. 50
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500 L
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Frog Mask
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Plunder, pg. 52
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200 L
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Issaries Guide Coin
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Plunder, pg. 52
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250 L
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Tin Compass
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Plunder, pg. 56
|
200 L
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The Bag of Tail Winds
Similar to the better-known Bag of Winds, this bulging, wriggling leather sack is marked with Orlanthi runes. When opened, ten large sylphs (Air elementals) will come out; the person opening the sack has two minutes to designate "riders" up to a total of 300 SIZ points. The bag is "all or nothing" -- all the sylphs will come out, and they won't go back in.
The sylphs will carry the designated cooperative "passengers" to the nearest Orlanthi holy site.
A version of this has been used by the Eaglebrown Warlocks to move troops.
The Black Spear
(per the Gamemasters' Adventures book)
The Black Spear, Wyter of the Colymar Tribe
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The guardian spirit of the Colymar is bound to the sacred Black Spear. This long ironwood spear has an obsidian spearhead and is decorated with the tail feathers of a red hawk. It is part of the regalia of the tribal king and the entire Anmangarn clan are its sworn guardians. The wyter is worshiped as part of the tribal Orlanth Rex ceremonies, which replenishes its Rune points. The tribal king speaks with the wyter. The wyter can discorporate and project itself up to 22 kilometers away from the sacred spear. When Leika was exiled, she did not relinquish the Black Spear, taking it with her into exile.
The wyter can engage in spirit combat with discorporate spirits within its range and against corporeal beings that try to take possession of the spear improperly (the spirit will never engage in spirit combat against the tribal Rex priest) but will not otherwise initiate spirit combat. The Black Spear can fight on its own, flying like a large javelin.
For the quest to summon Argrath, the Black Spear will allow any member of the Colymar tribe to carry it.
Characteristics
INT 12, POW 44, CHA 24, Hit Points: 15
Runes: Air 95%, Darkness 85%, Mobility 100%.
Rune Points: 12 (Orlanth Rex)
Spells: The Black Spear can cast any Rune spells known by the tribal king. Additionally, it contains matrixes for Bladesharp-6, Demoralize (2 pt.), and True Spear (the Rune spell). Either the Spear or the wielder can use the matrices (Demoralize is especially effective).
Leika's Rune magics are: Bless Woad, Command Priests, Command Worshipers, Dark Walk, Detect Honor, Earth Shield, Fearless, Flight, Increase/Decrease Wind, Leap, Lightning, Mist Cloud, Shield, Summons of Evil, Wind Warp and Wind Words.
Spirit Combat Damage: 3D6+4
Magic Points: 44
Armor: Ironwood and obsidian (8 points).
Skills: Search 65%, Spirit Combat 190%.
Notes: When used as a weapon, the Black Spear does 1D10+3 impaling damage and is otherwise identical to a 2H Spear. When attacking by itself, the Black Spear attacks on SR 1 and has a 90% skill.
Other Abilities (for our campaign):
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Overcome Warding: knocks down any Warding, with no damage to the wielder. No alarm is given by the warding.
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Find Destination: points a route to a named place; the user can ask for “land, sea or air” route. Can only be changed once per day, but continues if a new destination isn't requested. The ability finds routes, not answers to other questions.
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“Places” for this ability are static locations, not defined by their contents or intentions. So, “Cragspider's bedroom” can be located, but not “Cragspider's biggest treasure.”
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Inspire Tribal Loyalty: when this is activated with a Loyalty (Colymar) passion roll* by the spear wielder (who has to say or sing something), any and all corporeal persons with Loyalty (Colymar) of at least 60% within hearing distance (but never more than 160 meters, and not the spear wielder themselves) have their Loyalty (Colymar) passion affected as by Inspiration. If they resist, the POW of the Black Spear will attempt to overcome, with the effect of a 2 point Runespell. Duration is as Inspiration. *This roll may certainly be augmented – suggestions are Oratory, Sing or the Earth Rune.
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Cuts Light: can, when commanded, de-activate any Lantern, Lightwall or Light spell it touches; probably has similar effects on other light-creating magics. Use the Spear's POW vs. magic points of the effect being dispelled.
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Never Dulls: the Black Spear repairs itself at the rate of 1 HP per melee round.
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Return to Thrower's Hand: besides the “fight like a flying javelin” ability, the spear can be summoned back to the hand of the person who threw or sent it, or who is the current "wielder".
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Clearwine Treasures
Things in the royal treasury at Clearwine.
Smoke Maker
A chunk of flint, the size of a deck of cards, which gives +50% when casting Divination spells for Orlanthi, and +10% to Worship (Orlanth). It also has all the usual uses of flint.
Storm Ring
This tin arm-ring is formed with Air Runes at the ends. When worn by a Rune level member of Orlanth's cults, who successfully attacks with a spear-type weapon in melee, they can spend 3 magic points to add 1d3 damage. If an allied spirit is bound into the arm-ring, it can provide the magic points. Metal armor does not protect against this damage – it's a small amount of lightning.
Any spear used by the wearer will emit a sort of crackling electrical sound when it strikes in melee.
Rain Sandals
Simple leather sandals, with bronze Air and Water Rune conchoes on the sides. The person wearing these can walk upon water as if it were a solid surface; the sandals are difficult to pull underwater, in fact. If nothing else, they are good for keeping your feet dry around puddles.
If separated, only the right-foot sandal retains their magical powers, until rejoined. Not part of “armor”, but has 4 armor points if someone specifically targets it.
The Underworld Cloak
Said to have been snatched by Orlanth while in the Underworld, Darkness itself is woven into this flat black cloak. While wearing the cloak in shadow or darkness, add 50% to a person's Hide skill.
Note that this is (almost) certainly not the Otherworld Cloak that the trolls have been seeking ...
The Helmet of Jonrial
Created or found by a famous Orlanthi troll-fighter, this bronze open helmet has 16 armor points against any attack (melee, ranged, hand-to-hand or magical) made by a troll (including trollkin, great troll, cave troll, mistress race troll, troll skeleton, troll zombie, etc.). Otherwise it acts as a normal bronze open helm (4 armor points, ENC 1, etc.). There are bronze “swirlies” brazed to either side.
A person making their Lore (Troll) or Cult Lore (Orlanth) skill will recognize the helmet.
Mazta's Dagger
The air spirit Mazta joined Humakt for a while during the Godtime, but regretted his choice (and died fighting Chaos). His weapons have the power to be unseen.
The dagger is always invisible, except perhaps in rain, heavy dust, etc. (and even then are a bit hard to notice). Trolls can “see” it with Darksense, however. Note that the scabbard is “modern” and entirely visible. The dagger counts as "enchanted" or magical, but not of any particular Rune metal. Damage is as usual for a dagger, but it has 12 hit points.
In melee, the user gains a bonus of +20% to Dagger skill, unless the target can see or sense the weapon – this isn't a magical bonus, just an effect of it not being seen. A target using Second Sight would see the dagger if a spirit is bound into it. It has obvious uses for assassins – Humakt strongly disapproves of it.
A Pot of Blessed Woad
Five point value, 1625 vintage. As listed in the RQG book, page 322.
Death Swords
The cults of Humakt and Yanafil Tarnils know of an enchantment to create these. Dilfin Doomfarer unveiled this enchantment during the Gbaji Wars. These iron weapons (knives, daggers, broadswords, or greatswords -- any of the Death Rune shaped weapons) act as a final retributive stroke against the slayer of their wielder.
If the possessor of a Death Sword is slain by an assassin's attack (from behind, by surprise, by deception, etc.) the spirit of the possessor can use the sword for one attack on the assassin at 200% (or the character's normal attack chance, if it is higher). Once the sword has been created, any person of any cult may attune it by sacrificing a point of permanent POW to it. However, anyone who attunes a Death Sword has given up all hope of resurrection, for using the attuned sword inducts the slain user directly into the ranks of Humakt's (or Yanafil Tarnils') own.
Procedure: the enchantment is taught only to Rune levels. The ritual is performed, costing the enchanting Sword a point of permanent POW, and the sword is attuned to them. The Sword does NOT receive a Rune point for sacrificing this point of permanent POW.
From Randy Kraft's description in Tales of the Reaching Moon No. 5, pub. 1991.
The Dyzaar Stones
Some of the following was obtained from the Flintnail cult -- their founder had contact across the Wastelands with the Mostali of the Shan Shan mountains. The Lunars paid well for remnants of the Flintnail archives in the Rubble.
The Quicksilver Vat Masters of Dyzaar traded with the Zaranistangi people more than a thousand years ago; one item provided by the Mostali was "Dyzaar Stones" (not the Mostali name for the substance). These slightly sweet-tasting, chewy but non-nutritious and indigestible stones were sold to the Zaranistangi as a food flavoring or children's snack; they were only popular briefly, as less expensive sweeteners became available. Through some unrecorded accident a group of lopers ate a quantity of Dyzaar Stones and lost the ability to teleport for a season -- a clever Zaranistangi warrior developed a system to feed the Stones to the lopers, capture them and breed them. While "wild" loper adults can't be tamed, the pups, if raised by humans, can be domesticated and trained. This was still a difficult process.
The Stones were used by the Vat Masters as one of five "calibration flavors": sweet (001), salty (010), bitter (011), sour (100) and savory (101).
Eurmal's Golden Mead
A pottery jar, initially sealed with a cork and wax. A 350 ml cup (usually a horn) will be attached to it by a short piece of rope. A full jar contains 4 doses.
The potion within tastes sweet and pleasant, but drinking less than "a dose" has no effect. If a full "cup" is imbibed, the drinker makes a CONx5 roll to gain benefits to Knowledge and (especially) Communication skills. Drinking more than one cup has no additional magical benefit (but some problems later).
Starting about 20 minutes later, the effect starts to wear off. Value of a full jar, 1,000 silver. Each "dose" is 350 ml (same as a typical can of soda); the full jar, including the pottery, weighs 3.5 kg, or 1 ENC.
If the roll is successful, they gain the following benefits for 20 minutes: +25% to all Knowledge skills
and +50% to all Communication skills. Every 20 minutes thereafter for the next hour, they must make
another CON roll, reducing the multiple by one each time (CON×4 after the first 20 minutes, CON×3 after 40 minutes, etc.).
After an hour, their body manages to tolerate that dose of the Mead. If they fail the CON roll, they lose the benefits
and are inebriated for 15 – ½ CON hours (–50% to all Communication, Knowledge, and Manipulation skills).
The benefits do not stack if more than one dose is drunk, but the penalties and duration of those penalties do.
See Treasures of Glorantha, page 39-40, for more details.
The Ghost Spear
the head of the ghost spear
This is a 1H short spear which has a long magical enchanted silver head; the shaft is non-magical wood. The head is translucent, and emits a sort of vapor or smoke.
The Ghost Spear cannot parry or be parried by non-magical weapons or shields, and non-magical armor provides no protection against it. Most temporary spell effects don't count as "magical" for parrying purposes -- e.g., a Bladesharp spell on a sword doesn't make it "magical". Earthshield is effective against the Ghost Spear, though.
The spear's wielder cannot add their damage bonus to the weapon; and it cannot impale or "get stuck" in enemies or their armor or shields. Critical hits are possible, however.
A few very magical creatures have "magical" natural armor: dragons, for example. Weapons or shields with bound or allied spirits in them count as "magical".
It is capable of damaging spirits such as ghosts. The spear counts as a "showy magic item", granting +1 CHA.
Otherwise, use regular stats for the 1H short spear (RQG page 209), including hit points and ENC.
Some martial cults, such as Yanafil Tarnils, Yelm, Yelmalio and Humakt, consider this weapon dishonorable for use against intelligent, physical, parrying foes -- these cults often feel the same way about invisible blades ...
Ghost Wand
An ancient looking wooden stick carved in the shape of a spirit rune.
These sticks glow with a bright brownish-green light if they are brought within 30 meters of a spirit bound as a ghost. The possessor of one of these sticks cannot be attacked by a ghost. Note that this stick has no effect on those spirits which are not bound as ghosts.
See Plunder, page 52.
Guide Coin
It's a silver coin the size of a Guilder or Lunar, but with a Movement Rune on one side, and a Harmony Rune on the other. These coins glow with a dim light when the Issaries cult member (initiates or higher) carrying them continues to travel on a path or road (even an unused and hard to find path). These coins are most useful when an Issaries is leading a party or caravan through unfamiliar wilderness, or when roads are covered by snow. A success at Cult Lore (Issaries) will reveal how they work, as well. Value 800 L.

one of Garzeen's Earrings
A gaudy, somewhat-tasteless (depending on your culture) large (10 cm long) gold earring shaped like a fat man wearing a loincloth, carrying a bag and a quarterstaff. It probably shouldn't be worn into combat! Very close examination, or an Analyze Magic spell, will reveal Harmony and Movement Runes inscribed on the earring. Anyone wearing the earring can understand any spoken language they hear. A success at Cult Lore (Issaries) will reveal what they are and how they work (Garzeen Silvertongue was a son of Issaries, and invented Tradetalk). Value 2,500 L. Purchased by Andrinik.
One theory holds that wearing two of these earrings would allow the wearer to be intelligible to any speaking creature; or, alternately, to be able to read any written language. Whether either of these wishful theories are true remains to be seen ...

Herkon's Reward
Magical bracelets, supposedly created by Malkioni sorcerers (though most of them will deny the possibility). It must be attuned vs. a POW of 5; once attuned for more than 2 days, the wearer will be immune to all effects of pain (such as functional incapacitation), and automatically succeeds at tests caused by injury, fatigue or exhaustion. They only need half the usual amount of sleep; but if the Reward is removed (after the 2 days) they will be stricken with terrible fatigue, or even coma. Attribution: Peter Maranci, 25 October 2000.
Hyena Skin
The dried skin of a Wasteland hyena. "The members of the Issaries cult consider these to be very important," says the seller, with a smirk. Value 100 L. Remember, this is found in New Pavis.

Rain Timer
A stone cube about 10 cm on a side, with a sort of black-and-white checkerboard set into one side. There are 144 squares in the "board"; normally the squares are stone gray. The opposite face from the checkerboard is inscribed with a few lines of Mostali writing -- the name, model number, and serial number. It weighs 2 kg.
It's made by the Mostali, possibly for use at construction projects above-ground.
There are probably a large number of these used by dwarves; otherwise they're a bit rare. The knowledge of how to understand them is in the archives of various knowledge cults -- a person who owns one through a rainy season will possibly figure out the 'trick'.
Whenever it starts raining, a number of the checkerboard squares will turn white equal to how many hours until the rain stops for at least an hour. Once the counter is running, it won't change or adjust itself to account for travel, divine intervention or other "un-natural" changes to the weather. If it's going to be more than 6 days until it stops raining, all of the squares turn white and stay white until the "six days till rain" date is reached.
It's not of much value in Dragon Pass -- lots of Orlanthi can predict weather to some extent. On an open market, it might fetch 100 silver as a curio.
The Regalia of Sartar
The items associated with rulership of the Kingdom of Sartar.
Iron Ring of Sartar
An iron torc, and seven iron rings, forged by dwarves for Sartar himself. Dunorl Brandgorsson recovered them and gave them to Kallyr Starbrow in 1615. They are part of the royal regalia of Sartar, and allow the wearers to communicate -- there are probably other powers. The torc is for the prince or king.
The term "Iron Ring" is also used to refer to the Royal advisers in general (similar to how "the Pentagon" is used for more than just the name of a building, in the United States).
The Storm Quill
Associated with Lhankor Mhy. This is one of the "replacement" items, it translates written language into Storm Speech.
The Trowel of Sartar
Most recently in the possession of Orstalor Spearlord (military commander of the Sartar Free Army, and one of Argrath's companions)
The Unbinding Chain
The Serpent Basket
Associated with Ernalda.
The Weighing Scale
Associated with Issaries
The Quiet Sword
This has powers of peace (Sartar famously never drew his sword).
The Tornado Stone
It's a bright blue translucent gem, said to be a drop of the blood of Orlanth! It's a 9 point "magic point generating crystal", and glows brightly when the user draws magic points from it. It cannot be attuned by any member of a cult hostile to Orlanth. Once attuned, it also acts as a spell matrix for Strength.
Also, it counts as "part of Orlanth", which is useful in various rituals.
The Silver Feather
An entirely tarnished silver feather, about 12 centimeters long. If worn and attuned (vs. its POW of 14), the wearer does an extra 1d6 damage in spirit combat.
The Sleeve Dagger
A bronze dagger, enchanted to be a matrix for the Eurmal Rune spell Turn To Sleeve. It's a 1 point spell, self only, and derived from the Fop aspect of Eurmal. It counts as an enchanted or magical object, if that ever matters; the butt of the hilt has a rather grotesque, obscene carving. The matrix can be activated by Rune points from any Lightbringer cult.
Smouldering Rebellion
A one-time Rune matrix for the spell Smouldering Rebellion. The matrix took the form of a dark silver bowl, with a capacity of about 2 liters; the sides bore images of 16 wicked kings, warlords or emperors of ancient times, each with their eyes closed.

Smouldering Rebellion
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Rune spell of Lodril
1 Rune point, One Use
Ritual, Summon, Nonstackable
Discord Rune (though as a matrix the ritual uses POWx5)
This is a long-term spell that has a life of its own.
The spell must be cast within the territory, realm, property or demesne of a leader or ruler; it takes much of a day to cast. As the spell is cast, the ruler (or owner, leader, etc.) of the land is named (multiple times, actually), Lodril is called upon to overthrow the ruler ("May no person obey them, may their families turn away from them, may their lordship vanish to nothing, may their plans be confused, confound their politics, frustrate their knavish tricks" etc. -- some ad-libbing is required, as the spell-casting takes hours), and 2 liters of blood from creatures born in that land must be used to fill the bowl (though the creatures do not need to be killed).
Once the spell is successfully cast, it dwells on the Spirit plane, independent of the caster. Priests and shamans of that land become aware of it gradually (usually in visions or dreams), and can sacrifice permanent Rune points (or POW) to this spell/spirit, which thus feeds and grows. As the spell gets stronger and stronger, each point adds to the final effect, which requires hundreds of Rune points to have any chance of acting at all.
No one knows just how many points are needed, and different rulers or lands may require different sizes of spell. However, once initiated, it cannot be dispelled (though presumably some heroquest or massive shamanic intervention could affect it). It waits and grows until it activates -- or until the target permanently dies, abdicates, leaves office, is supplanted, etc.
No one knows exactly what sets off the spell’s effects, but when it does so, the whole land’s peasant population rises in revolt. It is not often cast -- a famous example was in 1460 when the Lunar Heartland rose up against the invader Sheng Seleris due to this spell.
Note that the above information is what Hyrcania was supplied by the Danfive Xaron Overseer,
and may not be entirely correct.
Also note that, as a Rune spell matrix, some other person
has already made the permanent sacrifice of a Rune point.
2 liters of blood is about the total blood volume of a Labrador Retriever,
or more than a dozen rabbits.
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Soul Tablet of Larnste
Value 500 L.
Larnste was the Celestial Court god of change and movement -- the Soul Arranger, and father of Issaries.
He had the job of separating the living from the dead, bringing the spirits of the dead to their afterlife, and describing their deeds to the judges of the dead. These tasks eventually went to his son, and Larnste transformed himself into another shape or power.
When placed on the chest (near the heart, actually) of a recently-dead (since the last sunrise) intelligent living creature (so not the undead, or spirits, or golems, etc.), and a short ritual is performed (holder's POW vs POW of the dead being to succeed, takes 1 minute) some fraction of their knowledge is embedded in the tablet. Specifically, a random one of their languages, or Lore skills, at or above the level of 50%; or a passion above 100%.
The tablet thus gains a "list" of languages (Read/Write or Speak) and Lore skills, and percentages (e.g., "Animal Lore, 50%; Kralorelan Lore, 70%; Speak New Pelorian, 60%" etc.). At the end of each Season, the person holding the tablet does another short ritual, and makes a choice, or does not choose:
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If they choose a skill which is 5% or more higher than their own skill in that topic, they increase their own skill by 1d6%.
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If they choose a passion which is 5% or more higher than their own identical passion, they increase their own passion by 1d6%. If they choose a passion which they don't possess, they start that passion at 60%.
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If the tablet holder performs the end-of-season ritual, but does not choose a skill or passion (or chooses one they can't increase from the tablet), they will gain one of the passions embedded, chosen randomly; if no passions were embedded, they get nothing.
In any case, the tablet then "erases" its embedded lores and passions, ready to start again with the next season.
The skill or passion embedded in the tablet is "reduced" for the being who previously had it (reduced down to 40% for skills, or 60% for passions). This may be interesting if the person is later resurrected.
The tablet will only ever embed skills or passions once from a given person. Only living persons can use the tablet (thus not spirits, the undead, golems, etc.).
The instructions for the ritual are written on the tablet itself, in Stormtongue using the Elasa script. Some Issaries temples may have a translation of the instructions in their archives, but it might be easier to have it translated.
Ancestor-worship cults, and the cult of Ty Kora Tek, probably don't like most uses of this item. Individuals may not appreciate it for other reasons: "What, you mean that when I join Storm Bull in the Eternal Battle, I may have forgotten most of my Storm Bull Lore? No thanks, don't use it on me after I'm dead!"
Soup Bones
A normal-looking bone from any animal which is suitable as a base for soup; they usually have runes or symbols carved into them, but it's not clear which are required and which are only decorative. The cults of Issaries and Etyries know the enchantment for making these.
This item isn't of Praxian provenance, but rather is useful for travel in desolate lands.
Value, 600 silver.
A typical example.
Derived from Plunder, pg. 45.
The Skull Trap
The skull of a sabre-tooth cat, decorated with Spirit and Movement runes. If touched, even with a pole or weapon, it flies up and attacks the being that touched it; once the being is dead, it descends to the ground. If a different being touches it during a fight, it will switch its attacks to the new target. A special enchanted bag, made of sabre-tooth cat skin, is the only way to safely touch, hold or carry it. It has 50% skill with its bite attack, and has a Dodge of 50%; the thick bone provides 6 points of armor, but (like a skeleton) it only has 1 hit point (and only one hit location). Damage from the bite is 2d8. It has STR 24, SIZ 4, and DEX 16, if those matter. Move is 6 (18 meters) as flight. Together with the bag and instructions on use, it might be worth 200 silver.
Star Arrow Bushes
This plants' shoots are used by Hellwood Aldrayami as arrows. The arrows aren't long enough to be used in a bow until the plant is 3 years old; each year, the plant yields new shoots, with more dangerous arrowheads. When the arrows (or the plant) touch or are touched by someone not an Aldrayami, or an initiate of Aldraya, the heads spring open in a star-shape a moment later. This releases pollen, and does extra damage equal to the die of the plant's age, or lower. Thus, a four or five year old plant does an extra d4; a six or seven year old plant does an extra d6, etc.
In most virtual table-top systems, you can roll dice of arbitrary number of sides!
They don't activate on undead, golems, elementals ... only on living beings who are not plants.
After age 14, the plants begin to fail, and the arrows become unusable. A plant normally produces 2d10+2 shoots each year, which can be harvested in late Sea Season. The various Rune spells which affect plant and seed growth can certainly be used on them.
The arrows are rarely sold, since only elves use them, but 2 or 3 silver might be considered their value. The seeds need annual Aldrayan rituals said over them (if stored), or you just get limp arrow-ish shoots. Only the male plants produce arrow-shoots; the plants can be transplanted. The seeds are produced by the female plants.
Someone friendly to elves might be given male plants; it would take a strong connection to a dryad or Gardeners' Council to receive a female plant.
Common Lunar Treasures
These were widely distributed across Dragon Pass, mostly in use by the Imperial military. After the Dragonrise, many were liberated.
Moon Glasses
A pair of round red glass lenses, set into a frame to be worn in front of the eyes. They are not marked with any Imperial symbols, except being two red circles of course. They contain a matrix for the Farsee-1 spell; in Sartar, these might be sold for 200 silver.
Moon Sage Ribbon
A red fabric cockade about 8 cm in diameter, with a red ribbon hanging below it; the ribbon bears an inspirational Lunar/Sedenyic phrase, embroidered in gold using the New Pelorian script. Common examples seen include, The Truth Will Set You Free, We Are All Us, The Moon Illuminates All, Great Sister Watches Over You, Just Say No To Hazia, When In Doubt - Let the Bat Sort It Out, Balance In All Things, I ♥ Moonson, The Bat Is Where It's At, etc.. The ribbon cannot be removed without destroying the matrix (though it can be pinned up behind the cockade.
The item is a Befuddle matrix, but due to its appearance isn't popular in Sartar. It could be purchased for 450 silver in Sartar. ENC 0.
Deezola Badge
A tin badge, with a couple of loops on the back to attach it to a garment. It's about 15 cm tall by 5 cm wide, enameled in red and orange with the image of Queen Deezola on it. As one of the Seven Mothers, she's not viewed with favor by most Sartarites (though Chalana Arroy gets along with them). This is a matrix for the Heal-6 spell; it also repels vampires in the same fashion as a Death Rune. In Sartar, these might be sold for 1500 silver. ENC 0.
Red Moon Watchpoint
This is a wooden staff, about 3 meters tall, with a red disc at the top, and some Imperial symbols and decoration on it. In actual service, a (non-magical) fabric banner would also be hung from it, indicating the unit which possessed it.
A Detect Enemies matrix is built into the item. Most Sartarites would rather not own this item, and it's a bit hard to conceal. It's property of the Imperial government, so usually not for sale within the Empire. It could be purchased in Sartar for 120 silver; ENC 2.
Moon Courier Bag
A pair of leather pouches, to be used as a saddle-bag. They are marked with the property-stamp of the Empire, which is often hidden or defaced in a non-destructive manner by the current owners. The two pouches have hasps for applying a lead seal (no seals are present on "looted" bags), but are only ordinary leather and can thus be cut with knives, etc.. The bag has a Mobility matrix crafted into it.
If carried "on foot", it counts as a 1 ENC item (it counts as part of the saddle, bridles, etc. when carried by a riding animal). These are sold (outside of the Empire) for 200 silver.
Spirit Magic Potions
Not very common, these give one use of the spell they contain -- they don't require the drinker to provide any magic points, or to make any roll. They have a duration of 2 hours.
They always affect the drinker only (even if the spell "as listed" might affect others) and never have a range.
The "usual" cost is the same as purchasing the spell of the given type, but at least 150 silver.
Magic Crystals
See the RQG Weapons and Equipment book, page 119, for more information.
While the variety of "powered" crystals, spirit storing crystals, etc. makes it hard to assign a price, "storage" crystals make up 70 percent of those found.
Storage Crystals
Magic point storage crystals are sold (when available) for 50 L per point, up to 10 MP; and 75 L per point, from 11 MP up to 15 MP. Crystals beyond 15 MP value are worth quite a lot more. The crystals can also be used to bind spirits; when so used, they cannot store MP.
Keep in mind: when casting a normal spell, a caster can only pull magic points from one (1) crystal per melee round. Thus the bigger MP storage values are a bit more desired, by people who might want to put "a lot" of MP behind their spell casting.
Also: the magic points stored in a crystal can be used by whoever has it.
Powered Crystals
A person can only be attuned to one crystal at a time.
There is no external difference between powered and "storage" crystals -- you find out if a crystal is powered by trying to attune it. These crystals will be valued at least at 100 L per "point of effect", more if they're over 4 points.
To attune a "powered" crystal, an adventurer must overcome the magic resistance of the crystal by application of their POW against the POW of the crystal, like casting an offensive spell. The roll can be augmented, definitely with the Magic rune, perhaps with other abilities such as meditation.
Attunement takes one full week (extra time does not increase the chance of attunement), though not "every hour of the day". The attack is resolved as if the adventurer had thrown a spell at the crystal. If the attack is successful, the adventurer has attuned the crystal. If they fail in the attempt, they will lose a few points of permanent POW.
effects of failing to attune
|
1d100
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POW loss
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1-60
|
1
|
61-90
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2
|
91-00
|
3
|
Attuning a crystal counts as a successful use of magic for the purpose of getting a POW gain roll. It is only possible to be attuned to one crystal at a time -- however, re-attuning a previously attuned crystal is automatic.
There are many magical items which use the attunement "mechanic" -- the limit is "only one attuned crystal", not "one attuned item". Some notable powered crystals:
The Exalter
This unique crystal is POW 18 for purposes of attunement (i.e., very difficult). It grants two benefits once attuned: +5% to Spirit Combat; and increases the chance of a POW gain roll as if the attuned person's Species Max POW were 5 higher. Actual Species Max POW is not increased by the crystal. By Peter Maranci, 19 Dec 2000.
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