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 quality upon the Nine. Each of the Nine has his own representative metal, with the qualities of that metal being the same as the god's personality-functions, with some changes due to the presence of all these metals within the body of Gata (the Seshnegi used this term both for the primal earth-goddess and the physical substance of the earth itself). Ur-metal is the metal of Urtiam (Seshnegi name for Mostal). The metal is hard to master, being subject only to the most complicated and difficult spells. Possession of an artifact of this metal among those not possessing everyday intercourse with the immortals is rare, and no mortal can consistently forge the metal. Na-metal is the metal of Nakala (darkness). In color, it is black to gray, depending on its purity. It is easy to work, just as it is easy to get help from Nakala, although the price for help is greater than the price of na-metal. Sa-metal is Sramak's metal. Just as Sramak is the god of the sea, Sa-metal is liquid, flowing. In color it is green, Sramak's color. Among the surface dwellers it has little use, except among the magicians. Gata's metal, ga-metal, is shiny brown and Is the most common metal widely used in Acos. Soft in its common state, it can be charmed into hardness like other metals. (Stone Is also called Gata's metal, although It is more akin to her bones.) Ze-metal is the metal of Zrethus (Seshnegi term for Dayzatar). It is blue-silver in color, the shade depending on Its purity, the more blue the purer. It is soft and pliable in Its natural state. Lo-metal is the metal of Lodril, the fire- god. Just as fire is the lightest element, this too is the lightest metal. It is red in color, like fire. This is a much coveted metal for weapons, being light but firm, second in desirability only to ur-metal. This stems from Lodril's purity. Uleria's metal is called Ul-metal. It is pliable and soft, like a lover I suppose. (Poor lonely bastard.) It is white in color, and like the other metals can be charmed into hardness. It is very hard to tame, like ur-metal, its brother (this nfars to the Seshnegi belief that Ulen'a and Mostal were brother and sister), and may unexpectedly change back to soft. Umath's metal is a cross between Gata's and Zrethus'. It is a heavy and dependable metal, strong and warlike. It wields itself better into weapons, just as Umath Is an excellent war-god. It rivals, may even surpass, ga-metal as the predominant metal of Acos. It is called hu-metal. Ehilm's metal is yellow in color, it is soft and pliable at first, and strong charms are necessary for it to be suitable for arms or armor. The only people to successfully use the el-metal in great amounts for weapons are the Galanini, the descendants and devout worshipers of Ehilm. (They ware a Ratios people. I believe they are now extinct.) These metals are used for many purposes, the first and most important being the making of arms and armor. (Here Bertalor's own predilections show through.) Secondly is the making of tools to help people live welt, like saddle buckles, bits, plow, scissors, and needles. The value of the metals as money varies widely in different areas, depending as much upon the major deity in the area as upon the relative scarcity of the metal. GLORANTHAN DEITIES POSSESSING ENCHANT (METAL) Aldrya: Enchant Copper Argan Argar: Enchant Lead Asrelia: Enchant Copper Babeester Gor: Enchant Copper, Enchant Iron City Gods: varies with cult, usually none. East Isles Gods: varies with cult, usually none. Ernalda: Enchant Copper Gorgorma: Enchant Iron Humakt: Enchant Iron Invisible God: sorcerons Enchant Iron Kyger Litor: Enchant Lead Lhankor Mhy: Enchant Iron Lodril: Enchant Copper, Enchant Gold, Enchant Iron, Enchant Lead, Enchant Tin Magasta: Enchant Quicksilver Maran Gor: Enchant Iron Mostal: all sorcerous Enchant (Metal) spells Orlanth: Enchant Iron, Enchant Silver Red Goddess: Enchant Iron and Enchant Silver from associate cults River Gods: Enchant Quicksilver Seven Mothers: Enchant Iron and Enchant Silver from associate cults Storm Bull: Enchant Iron Subere: Enchant Lead Tsankth: Enchant Iron Ty Kora Tek: Enchant Copper Uleria: Enchant Silver Wachaza: Enchant Iron, Enchant Quicksilver Yelm: Enchant Gold, Enchant Iron Yelmalio: Enchant Gold, Enchant Iron Zorak Zoran: Enchant Lead Blood of the Gods: Magical Crystals JUST AS THE BONES of dead gods provided Glorantha with metal, the petrified blood of dead and wounded gods has provided magic crystals. Baranwolf the Imposter, one of the most methodical and skilled investigators of Gloranthan geology, said it best. We include an excerpt from one of his most important reports. See the second boxed section. RUNEQUEST RULES FOR CRYSTALS Crystals are of two types: living or dead. Living crystals, often called Powered Crystals, have a POW of their own and must be attuned to be used. To attune a powered crystal, the individual matches his POW vs. the POW of the crystal in a concentrated effort taking almost a whole day. If he overcomes the crystal, it is attuned to him. If he fails to overcome the crystal, he suffers the serious loses of ld3 POW, but can try again. As soon as a crystal is attuned, it glows. Unfortunately, it is normally only possible to be attuned to one powered crystal at a time. Shamans can use two such crystals by attuning one to their fetch. A crystal can be unattuned at any time by the user by simply concentrating on it for a minute or so. Crystals are also unattuned immediately upon the death of their owner. Dead crystals are much more numerous, with no intrinsic power of their own. These crystals can be used to store magic points for their user, in exactly the same manner as an ordinary magic point matrix. Each of these crystals has a limit to the magic points it can contain, normally figured by rolling 2d6+3, though both larger and smaller crystals can be found.