Bell Digest vol05p11.txt

Subject:  The Old School Spirit,  Volume 5,  Number 11

RQDIGESTV05N11

First Distribution:  Feb 7,  1991

This issue:
	Orlanthi Clans in Retrint		Paul Reilly
	Chaotic Vegetables			Jamie O'Shaughnessy
	New Hrestoli Spells			Paul Reilly

----------------------------------------------------------------------

From: paul@venus.phyast.pitt.edu (Paul Reilly)

Subject: Orlanthi Clans in Retrint

  Here are some notes covering a group of seven Orlanthi clans, each with some
idiosyncracies of their own.
  In my campaign these clans are set in Retrint and the land west of the
mountains west of the Black Forest in Fronela; by 1621 they are mostly
incorporated into the Kingdom of War.  They could be reset into almost any
Orlanthi lands in the Western half of Genertela with some reworking, or into
Oranor in Fronela with minimal reworking.
  These notes are written with ST 1600 as the "present tense", although except
for a few minor details, they could be adapted to any time between the end of
the Ban and the spectacular phase of the Hero Wars.
  The notes were written for LaTeX, hence the "\sections" and "\subsections"

\section {Clan lands}
\subsection{General Notes}
  Note that in my campaign, the priests of a minor cult at a shrine or minor
temple associated with a major temple of another cult may sacrifice for common
Rune Magic.  Thus the High Healers of Chalana Arroy at a minor temple
associated with a Major Temple of Orlanth may purchase Extension, Mindlink,
etc. through the Orlanth Temple.  (Otherwise the specialty cults would be
really feeble.)

  East of Ashford are the Highlands, in the foothills of the Mountain of Fear.
The Highlanders live in a typical Orlanthi clan structure.  They have seven
clans and outnumber the Barony in both people and fighters but are not well
organized, either politically or on the field.  The largest clan is Clan
Valkor, a classic Highland Orlanthi cattle and sheep-herding group with
several hundred people altogether.  The other six clans vary in size and
power, ranging down to the smallest, Clan Ardron, with only a few score
people, but still recognized by the others.  The Ardroni live farthest south,
nearest the mighty Janube River. They have only an Orlanth shrine and some of
the clan warriors are worshippers of Maran Gor and Babeester Gor.  Between
the clan lands and the Janube were the Greendowners, in the river valley.

  Economically, the clans are each basically self-sufficient in terms of the
necessities of life, relying on trading and raiding to obtain some of the
luxuries.  The staple crops are millet and barley with some use of oats and
potatoes.  The common meat is lamb; cattle are generally used for work and
milk but are slaughtered for the occasional feast and after a successful
cattle raid.  Goats are not eaten except by Tricksters and criminals.  The
Rhodri keep pigs; the other clans generally do not.
  Due to the long isolation of the Ban, most jewelry consist of inherited
heirlooms.  The prospect of salvaging metal supplies from uninhabited areas
from which the Ban has lifted, or otherwise obtaining more metals, is a
powerful incentive for clan characters to go into foreign lands.

  Naming Conventions:
  Clan names work more or less as follows:
  Thralls: A personal name, such as Wot, Jil, Waikon, etc.
  For peasants, etc.: a personal name and a descriptive moniker, often based
on an occupation or physical feature: Jon Smith, Valin Red-top, etc.
  Clansmen (warrior class) Name, followed by clan name, possible including
a nickname:  Rustim Valkori, Waldin Vargani of the Two Javelins, The
Perilously Fair Isolda Mortimori.
  Nobles:
  Clan name, followed by personal name.  Possible descriptor.  Examples:
Valkor Mikhail, Charrek-Vargan Ironwolf, Mortimor Ana Battle Raven.
  Leader:  Has a personal name.  Often referred to by just the clan name.
Often adopts the clan name as a personal name, like Valkor of Clan Valkor.


  The political structure of the clans is normally made up of shifting
alliances changing whenever a new clan gets the upper hand.  Currently the
two largest clans, Valkor and the Rhodri, are in an unstable alliance against
the Vargani, Aldoni, and Charrek-Vargani.  Clan Mortimor remains aloof; the
Ardroni are too weak to participate and just want to survive.

  The largest clan is the Valkori.   Clan Valkor believes in Heroes and has
several Wind Lords who do not cooperate closely in battle; instead, each leads
his own following.  Valkor of Valkor is the chieftain - a Wind Lord-Wind Voice
who has the Call Followers spell.  He has defeated most of the other Clan
Chiefs in single combat at one time or another, with the exception of
Mortimor, who always duels to the death, and Teleri, who disdains single
combat.
  {Valkor is the most puissant warrior leader in the area and his skills
should reflect this in the power level of your campaign.  In mine, his skills
are on the order of 200%.}
  The Valkori tend to think of themselves as the natural leaders of all the
clans and Valkor of Clan Valkor would not mind being elected King of a tribe
including the other clans if such an organization were made necessary by
external pressures.  Supported by his own clan and the clever Rhodri, such an
election would probably go through if there were a big crisis, unless the
clans were too divided to hold such an election.

  The Valkori also have the distinction of having a truly major temple of
Orlanth in their land, known as the Triple Temple, containing as it does the
Valkori Temple of Orlanth Rex, the Vorashi Temple of Orlanth Thunderous, and
the Syrani Temple of Orlanth Adventurous.  With its associated major temple
of Ernalda, minor temples of Storm Bull, Issaries, Mastakos, Chalana Arroy,
Asrelia, Voria, Valind, and the sub-cult of the local Hero Vorash the Storm
Walker, and the numerous shrines to various associate deities (including a
Eurmal shrine offering the despised Become Goat spell) and Heroes of the cult
this temple can best be described as a Great Temple of Orlanth (despite a
slight shortfall in the "technically" required number of Initiates.)
  Valkor of Valkor is the primary Wind Lord of the Triple Temple and also the
High Priest of Orlanth Rex.  Kyril Stormcall is the High Priest of Orlanth
Thunderous; any of several competing candidates from various clans may assume
the coveted mantle of the High Priest of Orlanth Adventurous depending on what
new deeds they can boast of on Orlanth High Holy Day each year.

  Orlanth and associated cults form the all-embracing religion of Clan Valkor;
virtually none of the clansmen practice any alternative faith.

Vorash the Storm Walker
\subsection{Clan Mortimor}
  One of the most interesting clans is the moderately small Clan Mortimor,
with only a few hundred people including both clan and their retainers.  They
are unusual in that the men of the clan are virtually all Humakti, and many
of the women, too.  They use only the sword in warfare and are masters of the
two-handed sword.  They have been known to defeat twice their number in battle
but live austere lives, having some of the poorest land.  While not using them
in clan warfare, they train with javelins and are equipped to deal with
missile wielding enemies; they have taught the other clans that if the
Mortimori want to melee, it's best to get it over with.  Mortimor of Clan
Mortimor is a full Sword of Humakt and the best melee fighter known to the
clans.  He has taken many restrictive geasa on himself and is unusually
blessed by his god in return.
  Unusually, the Mortimori have some respect for Tricksters and should a
follower of Eurmal offend a clan member he will be offered honorable combat.
Of course, this unusual honor may simply be the best way of discouraging the
irritation Tricksters habitually provide.

\subsection{Clans Vargan and Charrek-Vargan}

  Charrek-Vargan retains more of the native (pre-Orlanthi) culture than the
other clans.  As is widely known among scholars, this region was once
inhabited by Hsunchen, including Telmori; their descendants have often
adopted the dominant Theyalan culture but are usually low peasants or even
mere thralls; the Charrek-Vargani honor their Hsunchen forebears and have
nobles of mixed Telmori and Wareran blood.
  Vargan, a Wind Lord whose genealogical poem relates descent from Varganthyr
the Unconquerable Knight, put away his first wife in order to marry into a
powerful local ancestor-worshipping matrilineal clan, with landholding and
leadership vested in the female line. Clever enough not to rock the boat, he
encouraged his followers to intermarry with the local women, sometimes
polyandrously with existing husbands. This led to a cultural fusion, with men
mostly in the Orlanth and Ernalda cults and women retaining spirit magic.
Even today a few Charrek-Vargani women practice their ancestral shamanism as
"witches" or "wise-women", including an unbroken female line dating back to
the original matrilineal noblewomen of the Telmori clan Charrek.  Some
overlap exists; clan members may learn spirit magic through both the local
"witches" and their cult affiliation, if any.  Orlanth is the most common cult
for the men of the clan, Ernalda or Sheep-Eiritha for the women of both the
clan and the peasants of both sexes.

  The new clan chief is chosen by and from the Orlanthi nobles (i.e. the
patrilineally-reckoned Vargani family).  The spiritual leader of the Charrek
bloodlines (female) is chosen by acclaim or by magical duel if no clear
candidate presents herself.  The matrilineal and patrilineal nobility has
intermarried so much that there is effectively one ruling family with two
names.  Some cult intermix has taken place; the clan chief usually has
Incarnate Specific Ancestor, at least in a matrix in the form of an heirloom
wolf-tooth necklace.  This spell is used only rarely.

  Current Leadership
  Charrek-Vargan is headed by Teleri the Strong.  His brother Morgan attempted
to wrest the banner of leadership from him about a dozen years ago.  Bad blood
arose and led to fighting.  Morgan and his older sons were killed.  He left a
wife and three children: Nagala, his wife, who was remarried to Teleri over
her initial protests, Ironwolf, now aged nineteen and growing strong and
feisty, Murwena, his sister, now nearly seventeen, and their little brother,
Er'k, who is only eleven.  (Er'k is a posthumous child of Morgan.)  At some
point we may have the exiled Morwena (later Ironwolf) scenario, based on the
day when the children finally avenge their dead father.  The fact that land
inheritance goes through the female in Orlanthi culture is important here.
  Both the Charrek and Vargan lines are ultimately descended from Telmor, Lord
of Wolves, although this is not widely known outside of the nobles and shamans
of the clans.
  In the ancient backlands of the Charrek clans there is rumored to be a
powerful eccentric known as the Hermit on the Mountain.  He is supposed to be
unapproachable and may be dead by now, as no-one has seen any evidence of him
for the past fifteen or twenty years.

  Clan Charrek
  Another clan is also descended from Varganthyr the Unconquerable Knight,
who lived a thousand years ago.  His descendant Vargan, half a millenium ago,
married twice.  When he remarried into the Charrek clan, he "disowned" his
first wife, although she retained her dowry of ancestral land.  She did not
remarry, as her children were already young adults.
  Vargan's children by his first wife led off some of his followers and
founded the  separate Vargani clan.  While this originally led to bad blood
between the related clans, they now are "in a firm alliance based on our
common heritage", according to the Charrek-Vargani Chief Bard, Orin
Goldentongue.  This alliance is actually no more stable than any other.
  The Vargani are led by two brothers, Vargan Kargan and Vargan Hahlgrim.
Hahlgrim is the actual chief, and makes decision concerning herds, families,
justice, etc. Kargan is the war leader and chief fighting trainer, and seems
completely loyal to his less martial older brother.  Between them they have
produced a fighting and raiding force which is disproportionately strong for
the size of their clan.  The brothers have a great love for their people,
which is returned as a fierce loyalty in both battle and council.
  The chief magician of the Vargani, Grettir the Old, is a shaman of great
power.  He controls a crossbreed spirit of air and darkness which has turned
the tide of three battles.  He is rumored to predate the Syndic's Ban and to
be about 130 years old.  Popular opinion is that he is the strongest shaman
around, but that Nagala of the Charrek-Vargani, a much younger magician,
might approach him in power.  The Hermit may be stronger than either, but
no-one really knows much about him.
  The Charreki have the unwanted distinction of hosting a Eurmal shrine
offering Swallow in the form of an apparently unkillable thorn-apple tree.
Another unusual shrine is that of the so-called Hero Mel Bee-slayer, offering
the nearly useless Rune magic of Safe Honey Gathering, which allows the user
to avoid stinging.  Perhaps this was of more use in the First Age, when the
nearby Trolls of Gharkor kept deadly giant honeybees.  In any case, the few
bee-keepers of the Charreki clan seem to provide the shrine with enough
power to maintain itself.
  The Vargani maintain minor temples of Issaries and Flesh Man (represented
by Grettir the Old) as well as the standard temples of Orlanth and Ernalda.
They also support minor temples of cattle-Eiritha and shrines to both Humakt
and the Storm Bull.

\subsection{Clan Rhodor}
  The Rhodri have a reputation for subtlety and cunning beyond what is
considered proper for Orlanthi.  They engineered the current alliance with
the Valkori. They practice the full Lightbringer pantheon themselves and
maintain a Lhankor Mhy temple of "minor" status associated with their major
Orlanth temple.

  The Rhodri have the highest proportion of "independents" under their clan
in the Retrint Hills.  Around their clanholding they allow a few "independent"
communities to exist.  One is St. Talor's, a Malkioni town in the midst of a
pagan land.  The Malkioni are allowed to keep their religion as long as their
priests turn out sorcery for the Rhodri clan nobles under the guise of
"maintaining good relations". A few Rhodri nobles, including one of Chief
Mael's sons, have "converted" in order to learn sorcery.

  Another "independent" community in their land is the small theocratic
community of Brilliant Water.  All adult males in the town worship Yelmalio
as the husband-protector of Ernalda, and they maintain a fine infantry of 60
spear and/or bowmen in the service of the Rhodri.

  The Rhodri are long-term planners, and have been waiting to achieve
dominance over all the clans for a long time.  Valkor of Valkor is Hero
material, though, and blocks them unwittingly by exciting admiration; even
his enemies see him as a natural leader.  The Rhodri may shift goals as the
Ban lifts, or they may come up with new schemes for uniting the clans.

  The current chief of the Rhodri is Rhodor Alanalun, usually referred to as
just Rhodor.  He has a reputation of being a schemer, and relies on the
advice of both  his wife, Silda, and his "chief wizard", the sorcerer Wakin*.
  Alanalun has inherited an unusually disciplined bodyguard from his wife's
father, the previous clan chief.  He maintains it well; thus his small corps
of housecarls is able to produce effects disproportional to their numbers.
The Rhodri militia, however, is perhaps not as good man-for-man as many of
the others.  Alanalun appreciates this fact and compensates for it
strategically by using huscarls or mercenaries for the "hard" jobs and the
militia for "easy" jobs; he is also trying to improve their standard of
training.  This takes wealth, so he tries to make the training operation pay
for itself by using cattle raids as training exercises.  By producing a
politically divided opponent (Charrek-Vargani) he has managed to buy himself
a few years of "free" raiding, i.e., Teleri cannot muster his army and go off
to fight against the Rhodri while Ironwolf is in his backfield.  Alanalun
expects another couple of years of instability before Charrek-Vargani
responds, so he will be quite disappointed by Ironwolf's exile.
  Teleri will still not really be able to react strongly before next year(14).
Alanalun options include either backing down or trying to hurt Charrek-Vargani
so badly that their reprisal will be inconsequential.  (Possibly marrying one
of his children into the Aldona clan?)

  The Rhodri live in the rolling gentle hills, suitable for cattle and
farming.  Their clansmen generally own riding horses, although many of them
will dismount to fight.  Those who stay mounted prefer to use archery from
just beyond spirit magic range, occasionally darting in to cast a spell.

  The Huscarls and the Companions of the Light are trained to use spirit
magic volleys against particular foes.  The Companions are particularly good
at casting Lightwall just before their pikes smash into the enemy and thus
producing mass confusion.

\subsection{Clan Aldona}
  Another one of the smaller clans.  Aldona mostly just wants to herd cattle
and farm.  They are allied with the two Vargani clans at the moment because
of a raid a few years ago led by Valkor of Valkor's son, Valkor, who
accidentally (according to him) killed one of the daughters in the Aldoni
royal family.  The Aldoni have an unusually large proportion of fighting
women in their clan, about 15-20% of their total forces.  Most other clans
regard this as suspicious behavior and they make jokes about the Aldoni
"dogfaces".  In the field, however, the Aldona fighting women are treated
with respect.
  Clan Aldona maintains a Babeester Gor minor temple, the only one among all
the clans.  The Rune levels of this cult may sacrifice for their common
spells at the Aldona Ernalda temple.

People of Note
  Ironwolf
  Ironwolf successfully escaped from his uncle/stepfather Teleri the Strong.
He took refuge with a foster-brother's father, Vargan Storin.  His foster
brother was Vargan Cholli, known for his carefree manner and red hair.

  Things were working out well until Ironwolf was captured by a Rhodri
raiding party that came to Storin's rath.  He was ransomed back to his uncle.
A "trial" was set, and Nagala began fasting.  Ironwolf escaped, with some
help.  He is now living on the approaches to the Mountain of Fear, with a few
score followers.  They have the tacit support of the hill people and would be
difficult to capture.
FIVE YEARS LATER:  Ironwolf has left with his followers to found a colony at
Wolf Crater, about 100 kilometers away.  There are about 150 of them at this
community.


Wakin
  Wakin is the best sorcerer in the clan lands, and he is an advisor of the
Rhodri clan.  He is bearded and jolly, looking a bit like Topol.  He is about
55, but he is a magus due to the fact that he is a genius with an aptitude
for sorcery as well as politics.
  Wakin appreciates the religious freedom given to his people by the Rhodri
and is very loyal to the clan.
  He knows the Galvosti cult special spell of Clear Mind.  His main forte is
informational magic, and he has many specialized spells in this area which
are not generally available.  He has three apprentices, plus two of his own
sons, at the moment.  He is a very good teacher and likeable to boot.
  His main disadvantages are Duty, Sense of Duty, and Dependents.  He is
mentally very well balanced.
  He is also still loyal to his old teacher, known as Teacher or Luckyman.
Luckyman is incredibly old and doddering, but people in the village still go
to him for the powerful blessings that he distributes freely to all.
Luckyman is absentminded but very lucky.  He has lost some of his edge.


Waldin Vargani of the Two Javelins
  Waldin is an experienced warrior of the Vargan clan, a huscarl now "retired"
to his farm but still available for warfare.  He is about thirty, with a loyal
but clinging wife and two children.  His nickname comes from the fact that he
is ambidextrous and he hurls one javelin with each hand as he rushes up to the
battle.  He actually carries six javelins when he goes to battle, and he can
throw four in one round, a frightening total.  He tends to use Fanaticism.
  Waldin has great potential and may develop into a true military leader as
the Hero Wars encroach on his lands and force him to take action.  He would
rather stay home and farm with his family, however.

Valkor Mikhail
  One of the sons of Valkor of Valkor.  Mikhail is not the oldest son but he
is in some ways the most talented; already at the age of fifteen (in year 13)
he shows signs of becoming a great battle leader.  If this keeps up, he might
be elected as successor to his father when the times comes, leapfrogging over
his older brothers.
  {By 1621, Mikhail is 33 and a formidable leader in his own right.  His
native land having been taken over by the Kingdom of War, he has some very
serious decisions to make about whose side he is on.}

Rustim Valkori
  A Valkori warrior; Mikhail's bodyguard and "sidekick".  Mikhail is very
serious and adult; Rustim, six years older, is more "wild".  The friendship
between the two is less than a year old but appears unshakeable.  Rustim is
also very "earthy" in many ways; a lot of the fuddy-duddies disapprove of his
bad influence.  Actually, he is a very stable individual.
  {By 1621, the two have been together for over two decades and are battle-
comrades and blood brothers of the sort sung of in Orlanthi song and story.}

Mortimori:
Mortimor Ana Battle Raven.
  Not directly related to Mortimor Mortimori, Ana is a noble owning her own
herds and flocks.  She lives in a dun that is high up and dismal looking and
surrounds herself with gloomy servitors who were crippled in battles.
  Ana is a Sword of Humakt and has a moderate amount of Rune magic available
to her.  She has taken on several restrictive gifts and geasa; her best
friend is Michael the Silent Smith.  She is a widow and is not likely to
remarry.  Her children are dead.  She only became fully dedicated to battle
afterwards.
  Ana hates Malia and spirits of disease.  While she lives a fairly quiet
life for a Sword of Humakt, the merest whisper of a Disease Master in the
land would set her questing.  She herself bears the scars of the pox that
carried off her family.
  She is ambivalent about healers, respecting their work but experiencing the
occasional flash of hatred or contempt for their failure with her and her
family.
  Not surprisingly, she has the Gift of greater resistance to poison and
disease and its corresponding Geas; she has strengthened this with another
Geas to fight Malia wherever she is found.
  She has never had her scars repaired and her ravaged once-beautiful
countenance is terrible to behold when she goes into battle.  Her men are
extremely loyal to her and would willingly die to protect or avenge her; most
are Humakti.
  She has two familiar spirits bound into Ravens; they gain strength from
feasting on Death.  She is one of three active Swords of Humakt in the
Mortimor clan structure; there are two others who might come out of
retirement if pressed hard.
  She is reputed to be the best battle trainer in all the Clan lands, if you
can get her to accept you.  Valkor Mikhail studied with her for three years.
  {By 1621, Ana is internationally famous as the heroine and organizer of the
terrible campaign to wipe out the perverse and heretical "Humkti" of Karn
Ramal, who openly cooperated with the Malia cult and claimed that Humkt was
the natural son of Malia.  She is a minor Hero of Humakt and for her work
against Malia, Mistress of Old Age as well as Mother of Disease, she has been
rewarded with agelessness.  She became the leader of the exiled Mortimori
when Mortimor of Clan Mortimor fell in the terrible Battle of Ashford against
the powerful raiders of the Kingdom of War.  She has sworn vengeance against
the Lord Death on a Horse and offers the services of her exile clan as
mercenary warriors to anyone who has a real chance of defying the Kingdom.
Having fought at the Battle of Perfe, the Mortimori sought employment with
Loskalm and were turned down; currently they are busy as defenders at the
siege of Riverjoin.}

The Perilously Fair Isolda Mortimori.
  She is the daughter of a clan warrior and his wife who died of the pox.
Ana Battle Raven took in the toddler and raised her like a daughter; Isolda
is reported to be so beautiful that people become dizzy to look at her.  She
is very sheltered.

Lady Estrilliana Mortimori
  likes to be called "Strill".  She is a Judge, called to to arbitrate
disputes between outsiders.  She is a Humakt initiate who has mastered the
Sense Truth skill.
  She is badly scarred from the combats of her youth, and retains mastery of
the two-handed sword.  She will probably just miss becoming a Sword of
Humakt.  She has a five-point affiliation with the Truth rune, and two
points of Death.

----------------------------------------------------------------------

From: Jamie O'Shaughnessy 

Subject: Chaotic Vegetables

			CHAOTIC VEGETABLES

        The origins of these rare plants, if one wishes to call them
that, are unknown. There are many rumoura, some say that a Chaotic
vegetation god created them, some say they they are the remnants of
a long dead Chaos God, and some say that they are an indication of
how Chaos has even entered the fabric of the Earth and is now
damaging it's ecology. One thing is known for sure, they are highly
chaotic manifestations that must be destroyed at all costs.
        I first encountered them on an expedition into Snakepipe
Hollow searching for a rare sea metal captureed by some Chaos rogue.
Here in this highly tainted area I saw four carrots growing wild. I
thought them curious and worth further investigation as wild carrots
are quite rare, and why should they grow in a place like this? As I
approached, about 10 paces away, I saw the earth around them tremble.
All of a sudden all four carrots popped up out of he ground and
sprouted thin limbs and grotesquely ugly faces. Shocked I froze and
observed them come running towards me at tremendous speed, snarling
and screeching. One of my guards, a Storm Bull, ran over screaming
"Chaos". He swung at the nearest carrot and as his sword hit it, it
exploded with considerable force. The Storm Bull was somewhat hurt
are yelled out in pain with blood pouring from his right leg. The
remaining carrots all leaped upon him and started gnawing upon his
armour for a few seconds then, in turn, exploded. I tell you, if it
wasn't for my Healing 6 spell, that Storm Bull would be dead.
        Although I made a few more expeditions into The Hollow that
year, I never once encountered these "things" again.
        My only other encounter with these creatures/plants was in
Chaos Woods. I had heard of a Giant living in a large house in these
aforementioned woods and went to investigate, knowing full well that
Giants are not chaotic but just disorderly. Whilst surveying the house
from some bushes, I saw a very strage bunch of characters - a baboon, a
centaur and a dwarf! They seemed to be mounting some kind of assault on
the house, for a reason unknown to me. As they passed a rather large
vegetable plot at the rear of the house, some of the plants displayed
the same kind of action as the ones in The Hollow - they uprooted
themselves and grew arms and legs. Not only carrots this time but
turnips, cabbage, leeks and pumpkins! They all did the same as before,
gnawed for a few seconds and the exploded with a varying severity.
Everyone made a quick getaway, me too, and only the dwarf's spirit
departed. I spent two seasons searching for the centaur and the baboon
but, alas, I could find them nowhere on Glorantha.
        Other than this, I have never seen this phenomenon occur again,
although I have heard a few exaggerated stories. From what I can gather,
this is a very rare sight indeed. I only wish it were possible to study
this further but as I said before, these happenings must cease as they
are a blight on mother earth.

                - A letter from Finnius Longbeard, a Sage,
                  to the Lhankor Mhy High Priest in Jonstown.
                  1609 S.T.

                translated by Jamie O'Shaughnessy.

----------------------------------------------------------------------

From: paul@venus.phyast.pitt.edu (Paul Reilly)

Subject: New Hrestoli spells

Hrestoli College of Magic
  Since all modern Hrestoli wizards are also qualified knights they have
developed several specialized spells of use to the fighting man.  Some of
these are described below.  Many Grand Knights of Loskalm know these spells,
as do some of the wizards of the more militant Orders in the Hrestoli Church.

  Bless Armor
  Touch,Temporal
  Protects the armor itself from dents, scratches, and scuffing, causing
lower maintenance and improved appearance.  This spell is especially useful
for knights on epic quests who will be far from an armory shop or those on
tournament circuit who wish to make a good impression.
  Every two points of intensity effectively protects the armor from the
scuffing and denting effects of one point of damage.
  This spell was developed by the Hrestoli since their wizards wear armor and
care more about its appearance than those in other lands.

  Bond Object
  Enchantment; 1 Point
  This spell creates a mystic bond between an object (usually a weapon) and
the enchanter.  The Bond may be placed on a particular part of an object,
usually the hilt in the of a weapon.

  Call Bonded Weapon
  Ranged, Temporal, Active
  This spell can be on a weapon Bonded to the caster.
If the weapon is within range when the caster concentrates on Calling the
weapon, it will fly hilt-first toward the caster's hand while he continues
to concentrate.  The base rate of flight is one meter per strike rank for a
1-ENC weapon; each point of Intensity may be used to increase the speed of
the flight by one meter per strike rank or to increase the allowed weight of
the called weapon by one ENC.
  If the caster can see (or otherwise sense) the weapon, or if the Call
spell is successfully combined in a Multispell with an appropriate Sense
Projection spell, the flight path can be controlled to some extent to avoid
obstacles, but the weapon flies always toward the Caller.  Note that the
weapon flies hilt-first unless it has specifically been enchanted to fly
point-first, so that it will probably not damage people in its path.
  For long-distance Weapon Callings, remember that one meter per strike rank
is three kilometers per hour.

[What happens if someone is holding the weapon?  (Suggestion:  intensity
of spell versus strength of holder,  1.5 * strength if object is being
held in two hands.) -ACB]

  Mystic Shield
  This spell is cast on a real or symbolic shield (an embroidered picture
will do) carried by the wizard-knight.  With the spell on, the caster may
parry magic of less Intensity than the Mystic Shield by successfully using
his Shield Parry skill.  On a special parry he may parry up to double the
Mystic Shield's Intensity of an attacking spell and on a critical Parry he
may bounce the spell back toward its caster in much the manner of a
Reflection spell.
  Note that the caster must be able to see the offensive magic in order to
Parry it, typically via a Mystic Vision spell.
  The Shield will protect hidden locations from magic without a Parry roll;
e.g. a Disruption that strikes the left hand of a man wearing a Mystic
Shield will typically bounce.
  Note that one can boost spells to go past the Shield.  Note that the usual
Parrying rules concerning multiple attacks apply.
  This spell has not been playtested yet; perhaps the Shield should subtract
its Intensity from that of the incoming spell in the manner of a normal
shield; this would make the spell more powerful.

  Animal Bonding
  Ritual Ceremony
  This spell creates a bond similar to the Apprentice Bond between the caster
and an animal.  The caster must spend a point of power.  Once the Bond is
created, the caster may issue a gentle call to the animal; the animal will know
that the caster wants it and will come if it so desires.  An ill-treated or
unfriendly animal will not come as the spell gives it no compulsion, only the
knowledge that the caster desires its presence.
  The normal use of this spell among the Hrestoli is to create a bond between
a man and his steed, or occasionally a favorite dog.

  Mystic Trail
  Ranged, Temporal
  This spell, successfully cast on a creature or object, will cause it to leave
a magical trail behind it that can be seen with Mystic Vision or similar
spells.  The Trail remains detectable for one hour per point of Intensity after
the target passes.  As usual, unwilling creatures may resist the spell.  Major
uses of the Mystic Trail spell include hunting, trailing raiders, and tracking
criminals.

  Spirit Armor
  Enchantment
  For every two points of POW enchanted into a suit or article of armor,
the wearer may subtract 5% from an attacking spirit's chance of overcoming
his POW.
[Suggestion:  make this add one to the wearer's POW for purposes of defense
only;  this seems to be their normal phrasing for such items. -ACB]


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