THE NATURAL WORLD
An adventurer's interaction with the world is governed by his surroundings. The barriers, hazards and difficulties posed by the natural world can pose a greater challenge than combat with an armed foe or fell beast. The natural forces of the world, such as gravity, disease, poison, exposure, fatigue, or thirst can damage or kill an adventurer every bit as well as a sword or a deadly spell. In Glorantha, the natural world is often the supernatural world. Acts of nature, fatigue, disease and poison are often the effects of magic and the gods. Understanding these forces allows an adventurer to invoke the power needed to control them.
NATURAL HEALING
Damage to Locations
An adventurer recovers from damage to hit locations at a rate of 1D3 hit points (HP) per week in each damaged location if resting, 1D3-1 HP if not resting. The damage to general HP caused by the loss of hit points in a location (HL) recovers accordingly. First Aid skill and healing spells can also heal some or all of this damage.
Damage to General Hit Points
Damage to general hit points alone (from bleeding, poison, asphyxiation or magic) recovers at the same rate as damage to locations. However, First Aid skill and most healing spells cannot heal this type of damage. Divine magic spells such as Heal Wound or Heal Body are effective, as are some powerful spirit magic and High Magic sorcery spells.
Non-Lethal Damage
Some forms of non-lethal damage may recover more quickly. The gamemaster may wish to allow half the damage incurred by soft or light blunt weapons to recover at a much faster rate: 1D3 HP per 5 minutes in each location if resting, 1D3-1 HP if not resting. This would include damage from brawling, fists, grappling, kicks, clubs, staffs, padded weapons, attacks meant to subdue (flat of the blade, a carefully wielded mace), and falls on soft earth or sand. Such non-lethal damage can cause incapacitation or unconsciousness, but is less likely to cause death (a source of non-lethal damage would have to do at least twice the damage normally needed to cause death, that is, 4 times the adventurer's HP). First Aid skill and healing spells can cure this type of damage as well. Healing spells heal more serious damage first, non-lethal damage last.
FATIGUE
The following set of optional rules presents a method for dealing with questions of fatigue and exhaustion. Adventurers wearing heavy armor, pushing their limits, or otherwise engaged in other strenuous activity risk the hazards of fatigue.
Fatigue Rolls
A CON roll called the Fatigue Roll is used to resist fatigue and exhaustion. The difficulty of the CON roll required is generally determined by an adventurer's STR and ENC. A missed Fatigue Roll decreases an adventurer's fatigue class by one level (see below).
An adventurer's STR and CON determine how effectively he or she can move and fight while encumbered. Adventurers with high STR can carry far more without being fatigued than those with low STR. An adventurer generally cannot carry more than his or her STR x5 in ENC and expect to function in combat. Greater amounts can be lifted and carried for short distances (use the resistance table, STR vs. SIZ) but this will occupy all of an adventurer's attention.
| Total ENC | Fatigue Roll | Encumbrance Level |
|---|---|---|
| Up to STR x1 | CONx5 | Unencumbered |
| Up to STR x2 | CONx4 | Lightly Encumbered |
| Up to STR x3 | CONx3 | Moderately Encumbered |
| Up to STR x4 | CONx2 | Heavily Encumbered |
| Up to STR x5 | CONx1 | Over encumbered |
With a mounted adventurer, increase the mounted adventurer's Fatigue Roll by one class, to a maximum of CONx5. For example, an adventurer with a normal Fatigue Roll of CON x3 due to encumbrance should use a Fatigue Roll of CON x4 when mounted.
Fatigue Classes
Every adventurer subject to fatigue has a set of fatigue classes which drop as fatigue increases. Each missed Fatigue Roll decreases an adventurer current fatigue status by one class.
| Fatigue Class | Description |
|---|---|
| Normal | The adventurer is not fatigued. The fatigue status a rested adventurer will normally start with. |
| Winded | Add 3 to all percentile rolls made by the adventurer. |
| Tired | Add 5 to all percentile rolls made by the adventurer. |
| Weary | Add 10 to all percentile rolls made by the adventurer and subtract 1 from their MV score. |
| Exhausted | Add 20 to all percentile rolls made by the adventurer. In addition, halve all of the adventurer's skills and his or her MV score. |
| Prostrated | The adventurer can only act on a CON x1 roll (in which case he or she should be treated as if Exhausted). Otherwise, the adventurer can do nothing but rest. |
Note that the effects of fatigue penalties are to increase the numbers rolled on an adventurer's percentile die rolls. This makes it more likely that a fatigued adventurer will miss or fumble any skill or resistance rolls.
Regardless of any adds to percentile rolls due to fatigue class, a natural roll of 01 will remain an 01 (a critical when using skills). A natural roll of 00 or any roll modified over 100 will have the same effect as a roll of 00 (a fumble when using skills).
Causes of Fatigue Loss
In situations where fatigue comes into question, a Fatigue Roll provides a way to determine whether an adventurer succumbed to fatigue. In some situations the gamemaster may rule that the automatic loss of fatigue occurred.
Travel
Traveling long distances is fatiguing. Traveling a certain distance (dependent on the difficulty of the terrain) requires one or more Fatigue Rolls. Each missed Fatigue Roll lowers fatigue by a class. The adventurer can roll either at the first point he or she would lose a fatigue class (20 km under ideal conditions) or when something occurs in which fatigue class would play a role (if an adventurer was ambushed after traveling 52 km, he or she could then try to make the two Fatigue Rolls required).
| Terrain | Fatigue Roll required every (km) | Maximum Distance(in km) |
|---|---|---|
| Ideal (Good road or plains) | 20 | 80 |
| Hindering (Rough or overgrown) | 10 | 40 |
| Difficult (Steep hills or woods) | 5 | 20 |
| Intractable (Mountains, swamp) | 2. 5 | 10 |
Limiting conditions, such as poor weather, poor visibility or careful movement may shift a terrain into a more difficult category. The distances for intractable terrain may be halved or it may be rendered impassable. Adventurers traveling carefully can use their perception skills at their normal levels, they are otherwise halved.
It is possible to attempt to exceed the maximum daily distance, but every interval traveled beyond the maximum distance causes the automatic loss of one fatigue class, and will cause the loss of 1D3 general HP and another fatigue class as well, should the adventurer fail a Fatigue Roll.
Riding is not as exhausting as is walking or marching. Characters riding make Fatigue Rolls at half the normal rate (on ideal terrain, making one Fatigue Roll every 40 kilometers traveled). The mount itself checks for fatigue loss normally. It may well end up Exhausted while its rider is unaffected.
Fatigue loss from traveling is recovered by rest or sleep (see below).
Wearing Armor
Wearing heavy armor is fatiguing. Adventurers wearing armor heavier than cuirbouilli for any significant length of time must make a Fatigue Roll.
Wearing a helmet is particularly tiring. An adventurer wearing any head armor beside a cap or soft leather hood for any significant length of time should make a Fatigue Roll. An adventurer wearing heavy armor and a helmet would make two Fatigue Rolls.
The Fatigue Rolls would generally be made immediately prior to combat or any other situation where loss of fatigue would matter. If the armor or helmet was donned immediately prior to combat, no Fatigue Rolls are necessary.
Fatigue loss from wearing armor is recovered by rest or sleep (see below).
Lack of Sleep
Every 12 hours without sleep requires a Fatigue Roll. The adventurer will automatically fall asleep if their fatigue class drops to Prostrated due to lack of sleep. Fatigue loss due to lack of sleep can only be restored by sleep.
Exposure
Unprotected exposure to the elements can cause fatigue loss and general HP damage. The most extreme conditions, such as a howling blizzard on Valind's Glacier, might require a Fatigue Roll every minute of exposure and cause 1D6 general HP damage every minute regardless of the results of the fatigue roll. Most conditions will far less severe, requiring perhaps one Fatigue Roll an hour, and causing 1 general HP of damage if the roll is missed. The gamemaster must gauge the rate based on the situation. Fatigue loss from exposure is recovered by rest or sleep (see below).
Hunger
Each full week without food requires that the adventurer make a Fatigue Roll to prevent the loss of one fatigue class. Each full week without food causes 1D3 general HP damage, regardless of the results of the roll. This fatigue loss and damage can only be restored by eating, which restores one fatigue class and 1 HP lost due to lack of food each day food is available.
Thirst
Each full day without sufficient liquid (1 liter a day for humans under normal conditions) requires that the adventurer make a Fatigue Roll to prevent the loss of one fatigue class. Each full day without sufficient liquid causes 1D6 general HP damage, regardless of the results of the roll. This fatigue loss and damage can only be restored by drinking enough liquid, which restores all levels of fatigue lost due to thirst, and restores 1D6 HP lost due to thirst each day liquid is available.
Bleeding
At the gamemaster's option, bleeding wounds that have not been tended to with First Aid or healing magic may require one or more Fatigue Rolls. Fatigue loss from bleeding is recovered by rest or sleep (see below).
Combat
A Fatigue Roll should be made after every full minute of combat (10 melee rounds), fighting while wearing armor or a helmet, running at top speed, using all of one's strength, or other brief but extreme exertion. This fatigue loss is short term fatigue loss, and is recovered far more quickly than other forms of fatigue loss (see below). Characters engaged in melee would need to make a Fatigue Rolls at the end of the tenth melee round, the end of the twentieth melee round, etc. A character fighting in melee while wearing armor heavier than cuirbouilli or a helmet would make two Fatigue Rolls at this time, one wearing both heavy armor and a helmet would make three Fatigue Rolls.
Other Sources of Fatigue
Fatigue loss can also come from illness, serious injury, and poisons, among other things. The gamemaster rules on how long it takes to recover from these things. Some may recover with rest or sleep, others may have special requirements.
Recovery from Fatigue
Fatigue lost due to exhaustion (travel, wearing armor, exposure, bleeding, brief exertion) is recovered by sleep or rest. As a rule, every two hours of sleep or every four hours of rest (including light activity, or walking less than 1 km/hour in ideal terrain) allows an adventurer to regain a single lost fatigue class. Thus, a Prostrated adventurer will fully recover after 10 hours of sleep or 20 hours of rest (although staying awake for this period of time would require making a Fatigue Roll to avoid losing fatigue due to lack of sleep).
Players and gamemasters that don't mind the additional calculation can use intervals of 20/CON hours of sleep or 40/CON hours of rest instead.
Fatigue lost due to lack of sleep can only be regained by sleep. Fatigue lost to hunger or thirst can only be regained by eating or drinking, as appropriate (see above). Fatigue lost due to brief exertion, such as combat, is short term fatigue, and is regained far more quickly. An adventurer can regain a single fatigue class lost to short term fatigue by spending an entire melee round doing nothing but resting (no movement, attacking, parrying or dodging) or spending two melee rounds in a row not moving and taking only a single defense action (see Combat).
Example
Arlia's patrol is pursuing some Sartarite bandits along a poor trail in the Storm Hills. This would normally be hindering terrain, so she would lose one fatigue class due to exhaustion every 10 km. However, the unfamiliar terrain and an intermittent drizzle make the gamemaster rule that it is difficult terrain, so Arlia would have to make one Fatigue Roll for every full 5 km she travels.
The bandits spring an ambush on the patrol after they have covered 12 km, and the gamemaster calls for Fatigue Rolls. Arlia is wearing light scale armor, but not her helm, so the gamemaster asks her player to make an additional Fatigue Roll for the armor. Between the distance traveled and the armor she wears, Arlia's player must make 3 Fatigue Rolls. Arlia's STR is 13, and her ENC 25, so her Fatigue Roll is CON x4. Arlia makes two of the rolls and misses one, so her fatigue status is reduced by one class, to Winded from Normal.
In combat, Arlia must add 3 to all her percentile die rolls, due to her Winded fatigue status. Arlia has a 77% Scimitar skill, but a roll of 02, normally a critical becomes an 05, just a special. If she rolled a natural 01, it would remain unmodified and become a critical. If she rolled a 98, normally a miss, it would become a 101, which would be treated as an 00, a fumble.
After 10 melee rounds of combat, the gamemaster calls for Fatigue Rolls from the participants. Arlia would have to make two Fatigue Rolls, one for fighting for 10 rounds, the other for fighting in heavy armor. If she had time to don her helmet before the combat started, she would have to make three Fatigue rolls at this time. She makes one of the two rolls, but the missed roll reduces her fatigue status by another class, to Weary.
When the battle ends, the fatigue class lost in combat recovers after but a melee round of rest, restoring Arlia's fatigue status to Winded. To recover Normal fatigue status, Arlia would have to sleep for 2 hours or rest for 4 hours (if using the more detailed calculation, Arlia, with a 13 CON, would have to sleep for 1. 5 hours or rest for 3 hours to recover the lost fatigue class).
FALLING
It is the lot of adventurers to fall down cliffs, tumble into pits, be tossed off riding animals, or be dropped into the pockets of giants. A number of cumulative factors determine the final damage done.
Height—an adventurer takes 1D6 damage to a random hit location for every three meters he or she falls. Thus, a fall of 1-3 meters does 1D6 damage, a fall of 3. 1-6 meters does 2D6 damage, a fall of 6. 1-9 meters does 3D6 damage, etc. The entire damage done by the fall applies both to the rolled hit location and to the adventurer's total hit points. The rule that a limb may take only twice its hit points in damage does not apply to falling damage.
Velocity—impetus also counts in determining damage. Falling from a horse is in the 1-3 meter range (doing 1D6 damage), but being tossed from a horse converts it into the 3. 1-6 meter range (i. e. , 2D6). Likewise, a 9-meter-tall giant tossing an adventurer 9 meters gives him the equivalent of an 18-meter fall (6D6).
Size—if the SIZ of the adventurer is under SIZ 5, he takes 1D6 less damage. Make no modification for adventurers of SIZ 6-20. For each 20 points of SIZ or fraction thereof over 20, add 1D6 to the damage done by a fall.
Surface—gamemasters may adjust for relative softness of the area fallen upon. A soft surface (such as bushes or marshy ground) might halve falling damage. If the adventurer falls onto a stake or other pointed object, the falling damage is added to the base damage done by the stake. Normal stake damage is 1D6, so a fall onto a stake from 5 meters would do 3D6 of damage. The chance of the adventurer falling onto a stake if falling into something like a pit trap is determined by the gamemaster when setting up the trap.
Protection—armor may partially protect against falling damage in some cases, as the gamemaster decides. In general, armor will not help more than a point or two (its padding value) with a vertical fall, but may fully protect against a horizontal fall (see velocity, above). Magical protections (see Magic) always protect against falling damage.
Skill—a falling adventurer who makes a successful Jump or Acrobatics skill roll can specify on which hit location he or she lands. A successful Acrobatics or special Jump roll reduces falling damage by 1D6, a special Acrobatics or critical Jump roll reduces falling damage by 2D6, and a critical Acrobatics roll reduces damage by 2D6 and halves the amount of any excess damage inflicted. A fumble with either skill increases falling damage by 1D6.
ASPHYXIATION
Situations in which the adventurer is denied breathable air, such as smoke inhalation, drowning, poisoning by gas, holding one's breath, or choking can cause asphyxiation damage.
If the situation did not surprise the adventurer, then he can hold his breath during the first melee round of exposure to asphyxiation if his player succeeds in rolling CON x10 or less on D100. (Remember, a roll of 96-00 is still a failure. ) For the next nine melee rounds, the CON roll is successively reduced by one multiplier each melee round. Thus, in the second round the roll is CON x9, then CON x8 in the third round, etc. On the tenth and following melee rounds, the player must try to make successful D100 rolls equal to or less than his adventurer's CON as a percentage.
If the adventurer is surprised by the situation in which he is being asphyxiated, a luck roll (POW x5) determines whether he had taken a breath. If the roll is successful, follow the entire asphyxiation procedure. If the roll does not succeed, subsequent successful CON rolls can be no higher than the adventurer's CON as a percentage. When such a roll is missed, the adventurer takes a certain amount of damage to his total hit points at the end of each following melee round, until he dies or escapes the situation. Damage due to an inhaled substance inhaled varies depending on the substance: smoke does 1D4, dense smoke does 1D6, water or other liquids do 1D8, and poison gas does damage equal to its potency. Damage due to deliberate choking does 1D6 each time a CON roll is missed.
FIRE AND HEAT
Fire and heat can damage any location they touch. In general, any significant exposure to a source of flame or heat does damage appropriate to the intensity of the flame or source of heat. If an adventurer is caught inside an area of intense heat or falls into a fire, he or she will take the appropriate amount of damage at the end of every melee round (on SR 10) that he or she is within the source of heat or fire.
The number of hit locations affected depends on the size of the source of heat or flame and the extent of the adventurer's exposure. A torch would only affect a single hit location. An adventurer thrown into the midst of a large bonfire could have all his locations affected. Armor protects against heat or fire damage for only one melee round, after which it no longer has an effect. Magical protections always protect against fire or heat damage.
Exposure to fire or heat may set an adventurers clothes, hair, armor or other gear on fire, doing damage as a Flame or Small Fire until it burns itself out (generally within a few melee rounds) or is extinguished. The gamemaster should determines what the chance of exposed items igniting is, basing his estimate on the flammability of the exposed items and the duration and intensity of the flame or heat they were exposed to. As a quick rule of thumb, a torch might have a 1 in 6 chance (resulting in Flame damage), a small fire might have a 2 in 6 chance (resulting in Flame damage) and a large fire might have a 3 in 6 chance (resulting in Small Fire damage).
Fire and Heat Table
| Type of Fire | Damage | Heat will melt | Notes |
|---|---|---|---|
| Flame | 1 point | Wax | Candle, torch |
| Small Fire | 1D6 | Glass | Campfire |
| Large Fire | 2D6 | Tin | Bonfire, steam |
| Intense Fire | 3D6 | Lead | Funeral pyre |
| Furnace | 7D6 | Aluminum | |
| Furnace | 8D6 | Bronze | |
| Furnace | 10D6 | Silver | |
| Furnace | 11D6 | Copper or Gold | |
| Furnace | 13D6 | Most glass, lava or rock | |
| Furnace | 15D6 | Iron |
ACIDS
Acids can cause grievous injury to an adventurer. The potency (POT) of an acid represents the maximum possible damage it can do. When an adventurer is exposed to an acid, roll 1D10. The result is the percentage of the acid's POT that affects the adventurer (10% to 100%). Thus, if an adventurer is hit by a vial of POT 20 acid, and the 1D10 roll is a 6, he or she takes 12 points of damage. If the adventurer is immersed in the acid, use its full POT. Acid damages those hit locations exposed to it (generally one location, but with immersion or a particularly large quantity, more than one location could be damaged). Armor and shields protect against acid, but are eaten away by it. In general, every 2 points of acid damage will reduce the AP of a piece or armor or shield by 1. Magical protections always protect against acid damage.
POISON
Poisons can kill or injure an adventurer. An adventurer can be exposed to poisons in a number of ways. A poisoned bite, sting, or weapon may damage the adventurer, the adventurer may inhale poison gas, or the adventurer may eat or drink a poisoned substance.
The potency (POT) of a poison is matched against the CON of a poisoned adventurer on the resistance table. If the POT of the poison overcomes the CON of the adventurer, the adventurer suffers damage to his or her general HP equal to the POT of the poison. If the POT of the poison fails to overcome the adventurer's CON, it has a lessened effect, typically doing half its normal damage (half its POT) to the adventurer's general HP. Some poisons do no damage if resisted. Some poisons may not cause damage even if they are not resisted, instead paralyzing, incapacitating or putting an adventurer to sleep if their POT is not resisted.
In general, there is at least a 10 melee round delay from the point of exposure to a poison to the time it takes effect and does damage. Some exotic poisons, particularly corrosive gases, may work faster.
Some common poisons include Scorpion Venom (injected by scorpion men, scorpions and manticores), Wyvern Venom (injected by a wyvern's sting), Snake Venom (injected by a snake's bite), Spider Venom (injected by a spider bite), Poison Gas (breathed by dream dragons and serpent guardians), Walktapus Gas (exuded by walktapi), Herbal Poison (made from or secreted by poisonous plants) and Mineral Poison (made from inorganic compounds). The skill of Physician or Treat Poison (see Skills) or a poison antidote (see below) can partially or completely neutralize the effects of a poison.
Poison Antidotes
Almost all poisons have antidotes. Poison antidotes have a POT rating, just as do poisons. If an adventurer takes a poison's antidote no more than a half hour before being poisoned, the antidote's POT is subtracted from the poison's POT before the effect and damage of the poison is figured. If an adventurer takes a poison's antidote after being exposed to the poison, but before taking damage, half the antidote's POT is subtracted from the poison's POT before the effect and damage of the poison is figured. As many varieties of poison antidotes exist as there are poisons.
An antidote for one type of poison may give a lessened benefit when used with a related poison. Mineral Poison antidote works at half POT against Spider Venom. Spider Venom antidote works at half POT against Scorpion Venom. Wyvern Venom antidote works at half POT against Snake Venom, and vice versa. Poison Gas antidote works at half POT against Walktapus Gas, and vice versa.
DISEASE
Plague and afflictions are a common scourge. Broos and other foul creatures carry illness, wicked shamans spread sickness with disease spirits, and followers of Malia, the goddess of disease, employ divine spells to help their foul cause.
The following diseases all cause their victims to risk losing characteristic points at regular intervals. A point of that characteristic is lost when the adventurer initially contracts the disease. Whenever an adventurer has been exposed to a disease, his player must attempt to roll his adventurer's current CON x5 or less on D100. If he succeeds, the disease was not caught, and no further rolls are required. If he fails, he must again attempt a successful roll of the adventurer's CON x5. Counting the number of failed rolls, he must keep trying until finally succeeding with the roll. Cross-index the number of times that the adventurer's player failed his CON roll on the Disease Table.
Disease Table
| CON rollfailures | Degree of Illness |
|---|---|
| 1 | Mild — lose 1 characteristic point weekly |
| 2 | Acute — lose 1 characteristic point daily |
| 3 | Serious — lose 1 characteristic point hourly |
| 4 or more | Terminal — lose 1 characteristic point per minute |
When the interval of time appropriate to the degree of illness has passed, the adventure loses another point from the characteristic. After that occurs, the adventurer's player can attempt another CON roll to see if the disease has run its course. If this CON roll succeeds, the adventurer is cured of his illness and loses no more characteristic points.
The CON roll is typically CON x5, but may be CON x4, CON x3, CON x2, or even CON x1 if the gamemaster judges that a particular disease is especially vicious. An adventurer must rest and be tended while recuperating from a disease. If he does not, then the CON multiplier establishing the recovery roll is lessened. The extent of this penalty is up to the gamemaster, but as a general guide if the recovery roll normally would be CON x5, reduce it to CON x4 if the adventurer was not at home in bed, reduce it to CON x3 if he were hiking in the wilderness, reduce it to CON x2 if he were engaged in strenuous activity such as combat, and reduce it to CON xl if he were injured, wounded, etc.
Serious Diseases
These disease cause the permanent loss of characteristics, and may cause serious injury or death. Some divine spells, such as the healing spells of the Chalana Arroy cult, can restore such losses.
Brain Fever—delirium results. Affects INT. When an adventurer's INT reaches 0, he or she becomes a vegetable.
Creeping Chills—chills and fever result. Affects CON. When an adventurer's CON reaches 0, he or she dies.
Shakes—runs and twitching result. Affects DEX. When an adventurer's DEX reaches 0, he or she becomes a quivering mass of ganglia.
Soul Waste—a psychic disease attacking on the spirit plane. Affects POW. When an adventurer's POW reaches 0, he or she ceases to exist, even spiritually.
Wasting Disease—muscles atrophy. Affects STR. When a adventurer's STR reaches 0, he or she cannot move.
Milder Diseases
Milder diseases exist, which cause temporary loss of characteristics or temporary debilitation. Once the disease has run its course, the lost characteristics recover at a rate of 1D3 points per week if resting, 1D3-1 points per week if not resting.
Blotches or Pox—red marks (Blotches) or pustules (Pox) break out on the victim's face and body, causing temporary loss of APP. An adventurer whose APP reaches 0 appears grotesque beyond belief.
Brittleskin—causes a random hit location to become encrusted in scales. The hit location gains 1 AP, but if the location is damaged, a repair spell must be used before any healing spells will work. It spreads to adjacent hit locations as the course of the disease progresses. The adventurer temporarily loses 1 point of APP for each affected hit location that can be seen by others.
Joint Lock—causes the temporary loss of DEX.
Fever—causes the temporary loss of fatigue classes, which slowly recover once the disease has run its course. A Prostrated adventurer is bedridden.
Weakness—causes temporary loss of STR. An adventurer whose STR reaches 0 is bedridden.
AGING AND INACTION
Old Age—older people get wiser and more experienced (as measured by skills increases in RuneQuest, but their physical abilities may decrease. To simulate this, after an adventurer has reached the age of 40, each year, on the adventurer's birthday (or at the end of the year, at the gamemaster's whim), he must roll 2D6 for STR, CON, DEX and APP. On a roll of 2, 3 points are subtracted from the characteristic; on a roll of 3, 2 points are subtracted from the characteristic; on a roll of 4,1 point is subtracted from the characteristic; and on a roll of 5-12, no points are subtracted from the characteristic. At the age of 60, start rolling for INT and SIZ as well.
If an adventurer's SIZ or CON drops to zero, the adventurer dies. See Disease for the effects of STR, DEX or APP reaching zero.
Inaction—adventurers who neither train nor participate in any adventures in a game year may (at the gamemaster's option) incur the same penalty as that for aging. Inactive adventurers over 40 may be ruled to doubly risk their characteristics. At the gamemaster's discretion, skills that have not been practiced, trained, researched or otherwise used in a game year may risk decay as well (use the same die roll as for characteristics for each such skill, but sub tract 10% from the skill per point lost instead).
WEATHER
Weather covers all the atmospheric conditions which may affect adventurers. This includes wind, cloud cover, temperature, and precipitation.
Wind
Wind strength and direction define moving air. Wind can affect movement, missile fire, and in regions where dust, grit or other wind-borne particles are common, visibility. Measure wind strength using the following table, which describes wind velocity in terms of wind STR.
Wind Strength Table
| STR | Result |
|---|---|
| 0-2 | Calm; no air movement. |
| 3-6 | Light air; little movement; will gutter a candle |
| 7-12 | Breeze; easily blows out a candle. |
| 13-18 | Light wind. |
| 19-24 | Moderate wind. Birds often roost in such wind. |
| 25-30 | Strong wind. Average humans must slowly to avoid being knocked down. |
| 31-36 | Fresh gale. |
| 37-45 | Whole gale. |
| 46+ | Hurricane or tornado. Average humans can be carried away. |
In general, to determine wind strength roll 1D6 in Earth Season, 2D6 in Fire Season, 3D6 in Sea or Dark Season, and 4D6 in Storm Season. If a major storm comes in, double the result of the die roll.
The general direction of the wind varies from season to season in Glorantha (see Weather in the Introduction). If a random direction is needed, roll 1D8 to determine the compass direction the wind is blowing in (1 is N, 2 NE, 3 E, 4 SE, 5 S, 6 SW, 7 W and 8 NW).
Wind has three main effects on play, forcing adjustments to movement, to missile fire, and to visibility.
Movement—it is difficult to move in a wind with strength equal to or greater than an adventurer's STR + SIZ. If the adventurer tries a complex maneuver or tries to move quickly, he or she needs to make a DEX x5 roll to stay standing. A wind with strength equal to greater than twice the characters STR + SIZ can knock characters down and carry them away, and requires a roll under DEX x3 to avoid being knocked down, and under DEX x5 to avoid being carried away each time the adventurer tries to move. Flying creatures use only their STR to find the minimum wind which will affect them.
Missile Fire—these adjustments begin at wind STR 10. Each point of wind STR above 10 reduces the accuracy of missile or thrown weapon fire beyond point blank range by 5%. Thus, a STR 20 wind would subtract 50% from the accuracy of any missile or thrown weapons beyond point blank range.
Visibility—vision may be affected by wind-borne materials such as dust, snow, leaves, or butterflies. The wind's STR determines the maximum size of the particles. In situations where wind may blow something about, a fair rule of thumb is that the maximum percentage reduction of visibility equals the wind's STR as a percentage.
Cloud Cover
Cloud cover defines the amount of the sky which is obscured by clouds. Some spells require a certain percentage of the sky to be cloudy or clear. This number also determines the percentage chance of rain, and the amount of water likely to fall. In general, roll percentile dice to determine the amount of cloud cover.
Temperature
RuneQuest uses centigrade measurements for temperature. Water freezes at 0° C and boils at 100° C. Temperatures ranging from 17° C to 27° C are optimal for humans, and 10° C to 40° C is acceptable. Temperatures ranging from -20° C to -45° C can be survived by humans without survival gear. Properly equipped humans can survive greater or lesser temperatures for some time, but can die from exposure to either extreme if unprepared.
ECONOMICS
The pursuit of wealth is a driving force behind many ventures. Trade, exploration, theft, mercenary service, and tomb robbing are all traditional adventurer occupations that share the common goal of acquiring wealth. This chapter gives information on the coin and barter based economies adventurers will find themselves in, and the prices within those areas of the items, animals, spells and services adventurers might care to buy, sell or steal. The material presented here is meant as a guideline. Gamemasters should feel free to adjust prices or values to suit their own worlds.
TRADE AND COMMERCE
Long distance trade and commerce are rare in Glorantha. Most transactions take place on the local level, and are made on a barter basis rather than a coin basis. A number of cults, rulers or governments mint coins, but only the advanced civilizations of Glorantha operate on a purely coin based economy. While gold, copper or even lead may be used as coins, silver is the most commonly used monet a r y metal in Glorantha. Only the most advanced civilizations of Glorantha use financial advances such as money lending, bookkeeping and banking.
In the region of Dragon Pass, only the Lunar Empire and the Holy Country operate on a purely coin based economy, engage in long distance trade, and make use of the more advanced commercial techniques. The Etyries merchants and armies of the Lunar Empire have spread the use of its silver coins, commonly known as Lunars, over nearly all of the continent of Genertela, and Lunars have come to be considered a basic unit of coinage by which others are measured. The city of Pavis still mints coins, as do the solar temples.
Far ranging traders from the Kralori Empire visit Pavis or and other parts of Dragon Pass on occasion. In the Holy Country, the western Trader Princes maintain a steady pipeline of commerce. The Lunar Empire is occasionally visited by western traders that risk passage through the chaos twisted land of Dorastor in heavily armed and guarded caravans. The caravans of Issaries traders can be found traveling throughout most of Dragon Pass and Genertela, their goods carried by the cults well guarded mule trains. Rarer are the caravans of Argan Argar merchants, often led by trolls, that occasionally trade with human lands, their goods carried by gigantic magical insects.
BARTER
Cultures that base their economies wholly or partially on barter often have a standard item of barter by which other items are valued.
In Sartar, the standard item of barter is the average cow. Silver coins from the Lunar Empire or Holy Country are also valued, as are the gold Wheels of the Sun Dome Temple.
In Pavis, no single standard item of barter exists, but precious metals, magical items and herd beasts are commonly used. Nearly all forms of coinage are common, and many transactions take place on a coinage basis. In Prax, the standard item of barter is an average herd beast of one of the great tribes, typically a bison, impala, high llama, or sable. Other herd beasts hold value, but are less commonly used. Coins hold little value, but metal weapons or armor are in great demand. The isolated Sun Dome Templars of Prax use only gold Wheels to trade.
COINAGE
The standard coin used in the region of Dragon Pass is the Lunar, a silver coin minted by the Lunar Empire. Within the empire, the coin is referred to as an Imperial, and is the standard unit of commerce, but they are called Lunars nearly everywhere else. The silver coins minted in the Holy Country are called Sovereigns. The silver coins still minted on occasion by the city of Pavis are called Guilders, after the various guilds that run the city. All are roughly equivalent in value. Fanatic anti-Lunars may deface Lunar coinage, and will use another name, such as Sovereign, Guilder or Silver for them instead.
Gold was the first coinage, and gold coins are most commonly called Wheels, after the enigmatic Sun-Wheel Dancers that introduced them to the world. Most Wheels are minted by the solar Lokarnos cult. Other than amongst the solar religions, such as the Sun Dome Temple, gold is rarely used to settle debts between individuals. Copper coins were introduced by the dwarfs, though few humans will acknowledge this. They are commonly called Clacks or Coppers, regardless of their source. Lead coins, called Bolgs are used by trolls, but have little popularity among other races due to their bulk and low value.
5 Bolgs = 1 Clack (C)
10 Clacks = 1 Lunar (L)
20 Lunars = 1 Wheel (W)
PRECIOUS METALS
Glorantha has precious metals that are analogous to, but different from, Terran metals. There, Quicksilver and Aluminum are different forms of the same metal. When one mixes Gloranthan Tin and Copper in a 1:4 ratio, one gets Bronze, but one can also mine Bronze directly out of the ground (and that is where most Gloranthan Bronze comes from).
| Raw Metal | Nominal Value | Notes |
|---|---|---|
| Iron | 700 L/ENC | Raw iron interferes with magic. |
| Gold | 600 L/ENC | Twice the density of bronze. |
| Silver | 50 L/ENC | |
| Quicksilver | 40 L/ENC | |
| Aluminum | 40 L/ENC | |
| Tin | 15 L/ENC | |
| Bronze | 7 L/ENC | |
| Copper | 5 L/ENC | |
| Lead | 1 L/ENC | Half again the density of bronze. |
Worked metal is typically worth 1 to 10 times its raw ENC value, depending on the level of skill and length of time needed to work it into its final form. The prices for a number of worked metal items are described below. To calculate the value of tool, weapon or piece of armor crafted from unenchanted precious metal, find an equivalent bronze item on the price list that follows. Determine the value of the raw bronze used in the item (typically 7 L per ENC), and subtract this from its price. This leaves you with the cost of working the item, which may be increased if the precious metal is more difficult to work than bronze (double for silver, copper, or gold; quadruple for aluminum, quicksilver or iron). Add the cost of making the item to the cost of the precious metal used (typically value in Lunars times ENC) to arrive at a final price.
The above metal prices are for unenchanted metals. Many precious metals must be enchanted to make them suitable for use as weapons, armor or tools, or to prevent their interfering with magic (such as in the case of unenchanted iron, which subtracts 5% per ENC from its bearers chance to cast any spell). Enchanting metal takes one point of permanent POW per 10 ENC of metal. This adds a minimum of 100L per ENC to the value of the raw metal, often more.
Enchanted iron armor, weapons or tools are thus typically worth at least 20 to 40 times the value of an equivalent bronze item, often considerably more.
INCOME, WEALTH AND SOCIAL CLASS
Income reflects the total amount a worker makes within a given period of time. One's income reflects one's wealth (see Creating an Adventurer). Workers rarely receive coins, though. They may get the equivalent in food and shelter, for instance, or receive the use of a specific plot of land which yields an amount per year equivalent to their yearly income. Other common forms of recompense include magical training, spell casting, skill training, and trade in kind. Many people in Glorantha have never seen a coin.
The necessities, comforts, and luxuries enjoyed by or aspired to by a person represent his or her standard of living. A person's overall standard of living is determined by their total expenditure each year on food, drink, lodging, clothes, gifts, etc. Most people will spend nearly all of their income maintaining the highest possible standard of living. In general, those that spend more will be at the top of their social class and have the highest social rank in the class. Those that are frugal and pinch pennies can get by on 10 to 25% less than the listed amounts, and will save, but will show a low standard of living for their class, and likely have the lowest social rank for the class. Very few choose to live below the highest standard of living they can achieve. These figures also show how much one has to spend to live above their normal class for a time. An adventurer can indeed live like a king for as long as he or she can afford to spend 4,000 L a day. The income figures below are estimates only, but they can serve as useful guidelines.
One's social class is determined by one's standard of living. Those seeking to recognizably increase their social rank must increase their living expenditures correspondingly. These figures also show how much one has to spend to live above their normal class for a time. An adventurer can indeed live like a king for as long as he or she can afford to spend 4,000 L a day. These are only rough guidelines. Social rank often does not hinge on comparatively equal incomes. A Praxian Kahn might well be accorded even more deference and power than a civilized rich noble, yet have nowhere near the same income in cash and value in property.
Poor Wealth 0
Untrained labor, menials, prisoners, slaves, drafted soldiers, beggars, recluses, etc.
1 L/day, 5 L/week, 40 L/season, 200 L/year
Food—scraps or cereal or potatoes or turnips. Drink is water.
Housing—likely none, or communal shelter, or a lean-to.
Clothing—sackcloth and ashes, loincloth, nudity. Poor winter
clothes if appropriate.
Struggling Wealth 1
Trained workers, peasants, poor crafters, soldier, servant, poor tradesmen, etc.
2 L/day, 10 L/week, 80 L/season, 400 L/year
Food—turnips & sauerkraut, or beet soup, or potatoes & onions, or carrots and acorns, or a cereal (choose one group). Little or no meat. Drink is buttermilk or water.
Housing—perhaps none; maybe a tiny room or hut for a family; no furniture.
Clothing—sackcloth, homespun, rude leathers, nudity. Usable winter clothes if appropriate.
Common Wealth 2
Skilled workers, landed peasants, Crafter, trained mercenaries, peddlers, sergeants, servants to those of moderate wealth, captains of large boats, acolytes, assistant shamans, apprentice sorcerers, etc.
4 L/day, 20 L/week, 160 L/season, 800 L/year
Food—as per previous income tier, plus gruel, barley bread, cheese, and eggs. Meat or fish at least 1-2 times weekly. Beer, ale, and porter available. Nomads may regularly eat meat; their drink may be koumiss.
Housing—single dwelling per hearth protects animals, too. Furniture includes a chest or two, bench and tables, lamps. Nomads may have a tent and a number of herd beasts.
Clothing—shoes, linen, cotton, 1 new suit of clothes a year. If appropriate, winter clothes will be warm and protective.
Well Off Wealth 3
Expert workers, lieutenants, captains of small ships, skilled mercenaries, professionals, servants that command other servants or have independent responsibilities, minor priests, minor shamans, minor sorcerers, etc.
8 L/day, 40 L/week, 320 L/season, 1,600 L/year
Food—as per previous standard, plus meat or fish. Beer, ale or mead are always available, on occasion wine may be available.
Housing—fully furnished large dwelling. Nomads have a good tent, comfortable blankets and may have a few metal goods.
Clothing—shoes, boots, good linens, good cottons, 1 high-quality suit of clothes. If appropriate, good winter clothes.
Wealthy Wealth 4
Master workers, master crafters, merchants, traders, expert mercenaries, knights, thanes, poor nobles, priests, shamans, sorcerers.
16 L/day, 80 L/week, 640 L/season, 3,200 L/year
Food—as per previous standard, plus meat or fish and wines with most meals.
Housing—hall or greathouse. A good bed, several tables and benches, stools, possibly chairs, perhaps one or more decorated walls or a small fountain, or other display items. Nomads may have a large tent, good blankets, fine furs, and metal goods.
Clothing—high-quality linens and cottons, occasional luxury such as imported dyes, fur trim, or jewelry. Styles are important to such folk.
Other—status includes one servant and two mounts, or three servants.
Noble Wealth 5
Elite mercenaries, minor nobility, master merchants, minor nobility, secretaries and factotums to nobility, well off priests, powerful shaman, well off sorcerers.
32 L/day, 160 L/week, 1,280 L/season, 6,400 L/year
Food—as per previous standard, plus plentiful beef or other herbivores, fowl, shellfish, etc. Homemade pastries and breads. Good wines. Occasional imported fruits and wines.
Housing—multi-roomed dwellings housing the noble family and servants, guards, etc. Furnishings now include thrones, chairs, valuable artworks, tapestries, paneling, and fine rugs.
Clothing—imported silks and satins, and decorative trims including gold and silver threads. Such folk frequently set (or follow) the latest fashion. Gold jewelry with gemstones.
Other—Includes several to many servants and mounts, other staff, wagons, guards, etc.
Rich Noble Wealth 6
Counts, earls, nobility, important priests, powerful shamans with direct connections to rulers and other powerful personalities, locally important sorcerers.
64 L/day, 320 L/week, 2,560 L/season, 12,800 L/year
Food—as per previous standard, plus luxury items such as birdnest soup, stuffed peacock, candied fruits, and rare beasts. Drinks include the finest wines. Large banquets and parties.
Housing—several large dwellings including a country mansion or castle, a stronghold, and a townhouse or small palace.
Clothing—trend-setting, exquisitely-made garments of the rarest materials, fine jewelry and other accoutrements.
Other—many servants, guards, and mounts; much land.
Very Rich Noble Wealth 7
Dukes, high priests, magi, bishops, great shamans.
250 L/day, 1,250 L/week, 10,000 L/season, 50,000 L/year
Food—as per previous standard, plus rare luxury items such as hummingbird tongues, extensive and varied dinner platters, rare fruits, and rare beasts. Drinks include brandies and rare wines.
Housing—large mansion or small palace as main dwelling, several other large dwellings.
Clothing—beyond style, one-of-a-kind items, accenting large and beautiful precious gems.
Other—many servants, mounts, concubines, staff members, accountants, secretaries, guards and personal soldiers.
Prince Wealth_8
Archdukes, princes, arch-priests, archbishops.
1,000 L/day, 5,000 L/week, 40,000 L/season, 200,000 L/year
Food—as per previous standard, plus rare or outre luxury items, enormous and complex meat pastries, elaborately prepared platters, magical herbs, strange fruits, and rare beasts. Drinks include the finest liqueurs and the finest wines, as well as magical concoctions.
Housing—palaces.
Clothing—beyond style, one-of-a-kind items, accenting large and beautiful precious gems.
Other—numerous servants, mounts, concubines, staff members, factotums, accountants, secretaries, etc. Many guards and personal soldiers.
King Wealth 9
King, queen, pontiff.
4,000 L/day, 20,000 L/week, 160,000 L/season, 800,000 L/year
Food—as per previous standard, only more elaborate, larger, and more bizarre presentations. Throws enormous parties; may invite the whole kingdom.
Housing—large palaces.
Clothing—as per previous standard, but designs which accent the wearer's ritual or political functions. Likely has the largest diamond, ruby, amethyst, emerald, sapphire, pearl (choose one) known to exist. Several exquisite crowns, scepters, etc.
Other—includes hundreds of servants, riding animals, mounts, estates, herds, castles, and trade/tariff monopolies, armies, navies, etc.
Emperor Wealth 10
Emperor, pharaoh, high king
16,000 L/day, 80,000 L/week, 640,000 L/season, 3,200,000 L/year
Food—as per previous standards, only better. State dinners are events talked about for months and years.
Housing—palace complexes the size of cities.
Clothing—wearable works of art, so costly and so marvelous that even the sophisticated are blinded by wonder and astonishment. Certain styles or garments may be reserved solely for the emperor's use. He never wears any garments twice.
Other—includes thousands of servants, mounts, guards, messengers, and so forth. In theory everyone and everything belongs to the emperor, etc.
Income, Class, and Wealth Table
| Income/Expenses | |||
|---|---|---|---|
| Social Class | Wealth | Daily | Yearly |
| Poor | 0 | 1 L | 200 L |
| Common | 1 | 2L | 400 L |
| Average | 2 | 4L | 800 L |
| Superior | 3 | 8L | 1,600 L |
| Wealthy | 4 | I6L | 3,200 L |
| Noble | 5 | 32 L | 6,400 L |
| Rich Noble | 6 | 64L | 12,800 L |
| Very Rich Noble | 7 | 250 L | 50,000 L |
| Prince | 8 | 1,000 L | 200,000 L |
| King | 9 | 4,000 L | 800,000 L |
| Emperor | 10 | 16,000 L | 3,200,000 L |
PRICES
The base price of an item is the price at which one can buy something in the areas where it is commonly available. It may or may not be possible to always sell something at the listed price, depending on demand and availability, but one can almost always sell something at half the listed price.
If an item contains metal, bronze is assumed. See precious metals, above, for details on pricing of items using other metals.
Some items are noted as being specific to a certain area. This means that the item is uncommon in other areas, and may not even be available. In general, an item specific to an area will be available in neighboring areas at half again its normal cost, and hard to find or unavailable in more distant areas, costing at least twice its normal price when it can be found. Other factors, such as limited local resources, may influence pricing and availability.
Dragon Pass Pricing
In the region of Dragon Pass, the following modifiers to cost and availability apply:
Prax is metal poor. Any item containing metal costs at least twice the normal price, and has limited availability (this includes most weapons and armor). Items specific to Prax cost half again as much in Pavis or the Lunar Empire (which has the Praxians of the Hungry Plateau to draw upon), and twice as much in Sartar or more distant lands. The city of Pavis is a major crossroads for trade. Items specific to Pavis cost half again as much in Prax, Sartar and the Lunar Empire, and twice as much in more distant lands.
Sartar, located in Dragon Pass, sits in another major crossroads for trade. Traders from many Genertelan lands have visited Sartar at one time or another. Items specific to Sartar cost half again as much in Pavis or the Lunar Empire, and twice as much in Prax or more distant lands. Items specific to the Lunar Empire cost half again as much in Sartar or Pavis, and twice as much in Prax or more distant lands.
Price Table
| Tools | Cost | ENC | Availability |
|---|---|---|---|
| 3 meter pole | 5 L | 2. 5 | |
| 10 meters rope | 10 L | 1. 0 | |
| Adventurer's Pack | 50 L | 6. 0 | |
| Awl | 1 L | 0. 1 | |
| Back Pack | 5 L | 0. 2 | |
| Candle (1 hour) | 2 C | 0. 1 | |
| Climbing Pack | 30 L | 3. 0 | |
| Firestarter | 1 L | 0. 2 | |
| Fish Hook | 1 C | - | |
| Flail, Grain | 5 L | 1. 0 | |
| Hammer | 1 L | 0. 5 | |
| Hatchet | 10 L | 0. 5 | |
| Hoe | 3 L | 2. 0 | |
| Lantern | 15 L | 2. 0 | |
| Lantern oil (10 hours) | 2 L | 1. 0 | |
| Papyrus (1 sheet) | 5 C | - | |
| Sack, Large | 6 C | - | |
| Sack, Small | 3 C | - | |
| Scythe | 30 L | 2. 5 | |
| Shovel | 20 L | 1. 5 | |
| Spade | 20 L | 1. 5 | |
| Tent, Small (1 man) | 20 L | 3. 0 | |
| Tent, Medium (2 men) | 30 L | 6. 0 | |
| Tent, Large (4 men) | 60 L | 12. 0 | |
| Thieves Tools | 50 L | - | |
| Tinderbox | 5 L | - | |
| Torch (1 hour) | 5 C | 0. 3 | |
| Traveler's Pack | 30 L | 4. 0 | |
| Vellum (1 sheet) | 1 L | - | |
| Water/Wineskin | 1 L | 1. 0 (full) | |
| Wood Axe | 15 L | 0. 3 | |
| Wood Mallet | 5 C | 0. 5 | |
| Wood spikes, 10 | 1 L | 2. 5 | |
| Writing Tools | 15 L | 1 |
| Instruments | Cost | ENC | Availability |
|---|---|---|---|
| Bagpipes | 30 L | 3. 0 | Sartar |
| Bugle | 20 L | 1. 0 | Sartar |
| Drums | 10 L | 3. 0 | |
| Harp | 50 L | 2. 5 | |
| Lur Horn | 40 L | 2. 0 | Sartar |
| Lute | 100 L | 1. 0 | Lunar Empire |
| Lyre | 75 L | 2. 0 | |
| Pipes | 5 L | 0. 2 | |
| Whistle | 3 L | - | Sartar |
| Weapons | Cost | ENC | Availability |
|---|---|---|---|
| Arrows, 20 | 5 L | 1. 0 | |
| Atlatl | 15 L | 0. 5 | |
| Bastard Sword | 150 L | 2. 0 | Sartar |
| Battleaxe | 75 L | 1. 0 | |
| Blowgun | 25 L | 0. 5 | |
| Bow, Nomad | 150 L | 0. 5 | |
| Bow, Self | 75 L | 0. 5 | |
| Broadsword | 75 L | 1. 5 | |
| Cestii (pair) | 30 L | 1. 0 | Lunar Empire |
| Combat Net | 60 L | 3. 0 | |
| Crossbow, Heavy | 300 L | 8. 0 | Pavis |
| Crossbow, Light | 75 L | 3. 5 | Pavis |
| Crossbow, Medium | 150 L | 5. 0 | Pavis |
| Dagger | 25 L | 0. 5 | |
| Dagger, Parrying | 50 L | 0. 5 | |
| Dart | 15 L | 0. 5 | |
| Fighting Claws (pair) | 60 L | 1. 0 | |
| Flail, War | 75 L | 2. 0 | |
| Flail, Military | 150 L | 2. 5 | |
| Great Axe | 90 L | 2. 0 | |
| Great Hammer | I50 L | 2. 5 | |
| Great Sword | 300 L | 3. 5 | Sartar, Lunar Empire |
| Hand Axe | 25 L | 0. 5 | |
| Javelin | 30 L | 1. 5 | |
| Knife | 5 L | 0. 2 | |
| Lance | 60 L | 3. 5 | |
| Lasso, Pole | 15 L | 3. 0 | |
| Lasso, Rope | 15 L | 1. 0 | |
| Mace, Heavy | 60 L | 2. 5 | |
| Mace, Light | 30 L | 1. 0 | |
| Maul, War | 75 L | 2. 5 | |
| Maul, Troll | 75 L | 5. 5 | |
| Pike | 75 L | 3. 5 | |
| Poleaxe | 150 L | 2. 5 | |
| Quarrels, 20 | 5 L | 1. 0 | Pavis |
| Quarrels, Heavy, 10 | 5 L | 1. 0 | Pavis |
| Quarterstaff | 5 L | 1. 5 | |
| Rhompia | 75 L | 2. 0 | Lunar Empire (greataxe) |
| Scimitar | 60 L | 1. 5 | Lunar Empire |
| Sickle | 30 L | 0. 5 | Lunar Empire |
| Singlestick | 3 L | 0. 5 | |
| Sling | 5 L | 0. 1 | |
| Sling, Staff | 15 L | 1. 5 | |
| 10 Sling Stones | - | 0. 5 | |
| IO Staff Sling Stones | - | 1. 0 | |
| 20 Sling Bullets | 3 L | 2. 0 | |
| IO Staff Sling Bullets | 3 L | 2. 0 | |
| Spear | 30 L | 2. 0 | |
| Spear, War | 60 L | 2. 5 | |
| Swordstick | 100 L | 2. 0 | Sartar |
| Throwing Axe | 75 L | 0. 5 | |
| Throwing Knife | 75 L | 0. 2 | |
| Throwing Rock | - | 0. 5 | |
| Warhammer | 75 L | 2. 0 |
| Shields | Cost | ENC | Availability |
|---|---|---|---|
| Small, Hide (6 AP) | 15 L | 1. 5 | |
| Small, Wood (8 AP) | 30 L | 2. 0 | Sartar, Lunar Empire |
| Small, Metal (IO AP) | 60 L | 3. 0 | |
| Medium, Hide (8 AP) | 30 L | 3. 0 | |
| Medium, Wood (IO AP) | 60 L | 4. 0 | Sartar, Lunar Empire |
| Medium, Metal (12 AP) | 120 L | 6. 0 | Lunar Empire |
| Large, Hide (IO AP) | 60 L | 1. 0 | |
| Large, Wood (12 AP) | 120 L | 6. 0 | Sartar, Lunar Empire |
| Armor | Cost | ENC | Availability |
|---|---|---|---|
| Soft Leather (1 AP) | 30 L | 3. 0 | |
| Hard Leather (2 AP) | 60 L | 6. 0 | |
| Studded Leather (2 AP) | 90 L | 6. 0 | Pavis1 |
| Cuirbouilli (3 AP) | 150 L | 6. 0 | |
| Light Scale (4 AP) | 225 L | 16. 0 | |
| Ringmail (4 AP) | 300 L | 12. 0 | |
| Heavy Scale (5 AP) | 450 L | 24. 0 | |
| Chainmail (5 AP) | 600 L | 20. 0 | |
| Plate (6 AP) | 1200 L | 24. 0 | Lunar Empire |
Encumbrance values and prices are for a full suit, SIZ 11-15. For every 5 points of SIZ below this range (i. e. , 6-10, 1-5) halve the ENC and price of the armor. For every 5 points of SIZ above this range (i. e. 16-20, 21-25, etc. ), add half again the ENC and price of the armor.
See Armor in the Combat chapter for detailed breakdowns of armor price and ENC by location.
1Studded Leather appears deceptively similar to some styles of light and heavy scale that have rivets on the outside and scales on the inside. Such styles of scale armor are common in Pavis.
Barding
5x the cost and ENC of the equivalent armor (for horse SIZ barding)
| Animals | Cost | Availability | |
|---|---|---|---|
| Bison | 150 L | Prax, Pavis | |
| Cat | 5 L | ||
| Cow or Bull | 200 L | ||
| Dog | 5 L | ||
| Fowl | 1 L | ||
| Goat | 50 L | ||
| Herd Man | 75 L | ||
| High Llama | 225 L | Prax | |
| Horse | 300 L | ||
| Hunting Dog | 25 L | ||
| Impala | 40 L | Prax | |
| Mule | 250 L | ||
| Ox | 300 L | ||
| Pig | 50 L | ||
| Rhino | 2,400 L | Prax | |
| Sable | 150 L | Prax, Pavis, Lunar Empire | |
| Shadowcat | 500 L | Sartar | |
| Sheep | 50 L | ||
| Wild Hawk | 100 L | ||
| Zebra | 300 L | Pavis, Prax |
Fine weapons cost twice as much but are half again as resistant to breakage, while excellent weapons cost eight times as much but are twice as resistant to breakage, and do + / damage.
The above prices are for an average animal of the species, well suited for use as a riding, pack, or hunting animal, as appropriate, but untrained. For an animal suited only as a meat or herd animal (or a nag), halve the above prices. For a superior quality animal, double the above prices, but add 1 to each die rolled for all characteristics, not to exceed the normal maximum (the maximum roll on a D6 is still 6, but this will occur on a roll of 5 or 6). For a superb (war beast) quality animal, quadruple the above prices, but odd 2 to each die rolled for all characteristics, not to exceed the normal maximum (as above).
| Saddles | Cost | ENC | Availability |
|---|---|---|---|
| Saddle | 25 to 250 L | 3. 0 | |
| Nomad saddle | 100 to 1,000 L | 6. 0 | Prax, Lunar Empire |
| Vehicles | Cost | ENC | Availability |
|---|---|---|---|
| Cart, Two Wheeled | 50 L | Not in Prax | |
| Cart, Four Wheeled | 100 L | Not in Prax | |
| War Chariot | 200 L | Sartar, Lunar Empire |
| Slaves | Cost | ENC | Availability |
|---|---|---|---|
| Average child | 250 L | Lunar Empire, Prax | |
| Average youth | 500 L | Lunar Empire, Prax | |
| Average adult | 1,000 L | Lunar Empire, Prax | |
| Skilled adult | 2,000 L | Lunar Empire, Prax | |
| Educated adult | 4,000 L | Lunar Empire |
| Labor | |
|---|---|
| Cost of unskilled labor | 1 L/day |
| Cost of trained labor | 2 L/day |
| Cost of skilled labor | 4 L/day |
| Cost of expert labor | 8 L/day |
| Cost of master labor | 16 L/day |
If the work is dangerous, irregular, or requires rare skills, double the above amounts (i. e. cavalry, messengers, mercenaries, part time help, redsmith).
| Food and Drink | |
|---|---|
| Poor quality | 2 C/day |
| Common quality | 5 C/day |
| Average quality | 1 L/day |
| Superior quality | 2 L/day |
| Excellent quality | 4 L/day |
| Noble quality | 8 L/day and up |
| Lodging | |
|---|---|
| Poor quality | 5 C/day |
| Common quality | 1 L/day |
| Average quality | 2 L/day |
| Superior quality | 4 L/day |
| Excellent quality | 8 L/day |
| Noble quality | 16 L/day and up |
Ransom and Weregeld
Weregeld, or life price, is used by some Gloranthan cultures, particularly the Theyalans, as the price one must pay to satisfy legal recourse after killing someone. This is typically worth 7x the victim's annual income. A lesser sum, typically 1x to 4x the victim's annual income, may be awarded for causing someone harm or injury. Most cultures in Glorantha recognize ransoms, a price paid to free a captured prisoner. Cults and organizations will often offer ransoms for captured members. A number of cults, including the Issaries cult and its Herald subcult, specialize in exchanging ransoms for captured prisoners. Many an adventurer's life has been spared in exchange for a ransom, and the wise adventurer will arrange to establish a one. A minimal ransom is roughly equal to the victim's annual income. Depending on circumstances and the captor's need for money or dislike of the captive, more or less might be required.
| Yearly income | Weregeld | Typical minimal ransom |
|---|---|---|
| 294 L (poor) | 2. 000 L | 300 L |
| 588 L (struggling) | 4. 000 L | 600 L |
| 1,176 L (average) | 8. 000 L | 1,200 L |
| 2,352 L (expert) | 16,000 L | 2,500 L |
| 4. 704 L (master) | 32,000 L | 5,000 L |
| 9. 408 L (poor noble) | 64,000 L | 10,000 L |
| etc. |
| Cost of Skill Training | Level of skill to be trained |
|---|---|
| 1 L/day | 0-30% |
| 2 L/day | 31-45% |
| 4 L/day | 46-60% |
| 8 L/day | 61-75% |
| 16 L/day | 76-90% |
| 32 L/day | 91-105% |
| etc. |
If the skill is a rare one, or in areas where the desired skill training is in great demand, prices might be twice as high. If the skill is a cult skill and the adventurer is an initiate of the cult, prices are halved. Instructors that can train people in skills above 90% are often rare, and their prices may be higher.
See the Time and Learning for how many days of training are required to increase a skill. Skill practice costs half the above amount, but takes twice as long, skill research is essentially free but takes four times as long.
| Cost of Characteristic Training | Training Level |
|---|---|
| 4 L/day | Easy |
| 8 L/day | Medium |
| 16 L/day | Hard |
| etc. |
See Time and Learning for the times and training levels required to increase characteristics. In areas where the desired characteristic training is rare or in great demand, prices might be twice as high.
| Learning Battle Magic | Cost |
|---|---|
| 1 point | 100 L |
| 2 points | 200 L |
| 3 points | 400 L |
| 4 points | 800 L |
| 5 points | 1,600 L |
| 6 points | 3,200 L |
| 7 points | 6,400 L |
| 8 points | 12,800 L |
| etc. |
Halve the above cost if the character is an initiate learning cult magic from his or her own cult, or is a member of a tribe learning spirit magic from the tribe's shaman. A shaman charges double the listed amount when teaching spirit magic to a complete stranger. A cult charges double the listed amount when teaching cult magic to someone that is not a lay member. Note that most cults cannot teach cult magic beyond 2 points to those that are not initiates of the religion. Initiates can typically learn up to 4 point spells, more if the spell is a specialty of the cult
| Battle Magic Casting | Cost |
|---|---|
| 1 point | 1 L |
| 2 points | 2 L |
| 3 points | 4 L |
| 4 points | 8 L |
| 5 points | 16 L |
| 6 points | 32 L |
| 7 points | 64 L |
| 8 points | 128 L |
| etc. |
Halve the listed amount if the caster is using a cult spirit magic spell and casting it for an initiate of the cult. Divide the cost by four if a shaman casts a spell for a member of his or her tribe. A shaman charges double the listed amount when casting for a complete stranger. If the shaman must discorporate to hunt for the spell spirit first, the cost is quadrupled (i. e. , at list price for a member of the tribe, eight times list price for a complete stranger).
Cost of Learning Divine Magic
16 L/day to cover the priests costs for teaching the spell (I day/point for divine spells, 7 days/point for ritual divine spells), and I point of POW/point.
Cost of Divine Magic Casting
100 L per point of spell for a reusable spell.
2,000 L per point of spell for a one-use spell.
These prices are half the listed amount if cast for an initiate of the cult
Cost of Learning Sorcery
As per skill training (see above).
Cost of Sorcery Casting
Half the amount of battle magic casting for Low Magic, identical to battle magic casting for High Magic.
Cost of Summoning
Normally twice the square of the magic points expended in the summoning. It costs twice the normal amount if the spirit summoned is moderately dangerous (ghost, magic, passion or disease spirit), and four times the normal amount if the spirit summoned is exceptionally dangerous (a wraith or demon).
This price is halved if it applies to an initiate of a cult (and only a few cults can banish possessing spirits) or to a member of a shaman's tribe. The price is doubled if it applies to an outsider.
Cost of Banishing
The price of banishing or otherwise driving out a spirit that has possessed a victim is twice the cost of summoning a spirit of the same size. The same modifiers to the price apply as with summoning a spirit.
A few cults have access to spirits that can drive out a possessing spirit (such as Chalana Arroy cult healing spirits, which can drive out a possessing spirit of disease), and a shaman can discorporate and attack the possessing spirit in spirit combat. A shaman is unlikely to attempt this with a spirit with more MP than the shaman. An exception would be the rare shaman that possessed spells that allow him to expel possessing spirits safely or had more powerful spirit allies or more powerful spirits under his control that he could use instead.
Cost of 1 point of Permanent POW
1,000 L if the person losing the POW need use no skill (such as sacrificing for Divine Magic).
1,500 L if the person losing the POW needs to use skill (such as making a normal enchantment).
2,000 L if the person losing the POW needs to use great skill (such as making a rare or complex enchantment).
Enchantments
Enchantments cost 1,500 L to 2,000 L/point of permanent POW expended, depending on the complexity of the enchantment.
Cost of Magic Items
Battle magic or sorcery spell matrices are worth 1,500 L/point.
Divine spell matrices are worth 3,000 L/point.
Spirit trapping enchantments cost 1,500 L/point of POW it took to make them. A spirit trapped in one is valued as a slave.
Dead (magic point storage) crystals are worth 300 L/point.
Powered crystals are worth 2,000 L to 4,000 L/point.
Woad and thunderstones are worth 1,000 L plus as much as learning a battle magic spell of equivalent points.
Fixed truestone is worth 3,000 L/point.
Unfixed truestone is priceless. Wars have been fought over them.