Fantastic Friday: The Way of Mostal (HQ2E)

So, I still intend to finish writing up some 5E D&D content, but I'm not running that system right now. One thing I might get to run soon, at a face-to-face honest-to-God gaming table, is HeroQuest. Back in the day, I started work on a campaign set in the classic world of Glorantha, but the game fizzled after session 1, so I never finished the work. Now, I'm dusting off the material I started on, and since they're written for HeroQuest 1st edition (which is now defunct several times over), I should probably commit it to the Internet for others to pick over for their own games.

First up, the religion of the dwarves

The Way of Mostal

The World Machine

In the beginning, there was the World Machine. A device of wondrous complexity, It encompassed the entirety of the Universe, somehow becoming something greater than the sum of Its parts. Self-created, it contained all possibilities within itself. It remains beyond the comprehension of lesser beings, but it may be termed Mostal. Three components were of special interest to dwarf lore: Helper, the first tool; Linchpin, the central support; and the Mostali, independent repair and maintenance units.

The Mostali were of different kinds. Called the Octagony of Ancient Minerals, the types were: Rock Mostali, who mined and built structures; Lead Mostali, who developed methods to control the dynamics of moving substances; the Quicksilver Mostali, who learned the transformation and combination of liquids and gasses; the Copper Mostali, who developed containers and transport mechanisms; the Tin Mostali, who mastered techniques of automaton construction and essence control; the Brass Mostali, who learned the combination and refining of metals; the Silver Mostali, who mastered the methods of magic and enchantment; and the Gold Mostali, who studied and codified the methods and knowledge of the others.

Helper, the first tool, created more tools itself. These tools, the Mostali used to maintain and refine Linchpin, which some other races call the Spike. A structure constructed of adamant (which is refined truestone), it was a wonder to behold. The Universe functioned flawlessly, all the parts contained within their orbits, fulfilling their functions.

At some point, Error was introduced into the World Machine and it began to suffer malfunctions. The precise nature and source of Error is still under some investigation, but it seems clear that these were the result of a number of other forces: Growing, typified by the elves, and Taking, typified by the trolls. The Iron Mostali were developed by the Octagony as a response to these threats to the Machine. They developed the tools and methods of warfare to combat these malfunctioning forces.

The Mostali were of superior construction, but were heavily outnumbered by malfunctioning units. In response, the Octagony met again and created the so-called Clay Mostali—the dwarves. Although somewhat less magical and intelligent than the Mostali, they were much easier to replace and more numerous, and eager to help with maintenance operations.

Then, at a critical moment in Error repair operations, the Linchpin was destroyed as Entropy swept through the system. Most of the Mostali were destroyed. The Universe plummeted towards oblivion.

Emergency repair operations began immediately, spearheaded by the dwarves, the most numerous repair units still in existence. Working slavishly, they attempted to repair the World Machine faster than it was being destroyed. Some despaired at what seemed a hopeless task. But the remaining Mostali and dwarves persevered and many outlying factories and outposts were cheered when the Sun rose, indicating that major repair operations were correcting the Errors in the system. They were inspired to iron discipline, working ever harder to complete the Machine’s repair. They know that the Error is not yet fixed, for the perfect universe has not been restored. Yet.

Homelands: Brass Mountains, Curustus, Diamond Mountains, Dwarf Mine, Gemborg, Greatway, Imther, Iron Mountains, Jord Mountains, Mari Mountains, Nidan Mountains, Slon, Von Mountains.

Abilities: Mostali Doctrine, Read Mostali, Worship Mostal, Write Mostali.

Liturgist only—Venerate Mostal. (“Liturgists” are the foremen and supervisors of the dwarves. Their weekly “services” are called Planning Meetings or Operational Overview Presentations.)

Virtues: Conservative, Hardworking, Implacable, Unyielding.

Scripture: The Way of Mostal

    Common Blessings—Be Content with Life, Bless Community Task, Bless Work Unit, Bless Worker, Clean Work Area, Clear Mind of Distraction, Comprehend Common Purpose, Labor Tirelessly, Maintain Tools and Equipment, Remain Focused, Sense Intruder, Work Hard.

    Special Blessings—Bless Stronghold, Conceal Mostali, Feel Unity, Name and Number New Dwarf, Produce Protodwarf Module ritual, Protect from Deterioration, Purify Tool, Resist Divine Magic, Resist Spirit Magic, Resist Wizardry, Sense [Enemy], Sense Traps.

    Curses—Curse Apostate, Curse Chaos, Curse [Enemy], Curse Thief.

Great Secret: Become One with the World Machine.

Orders: This “church” has ten distinct orders, one for each of the castes. The orders do not have virtues distinct from the Way of Mostal, but their magic is geared towards the functions of their caste. No other schools or orders are compatible with the Way of Mostal. The practice of any other form of wizardry immediately brands the dwarf an apostate. Dwarves that stay with the Way of Mostal, even if heretic, never age nor die naturally. However, apostate dwarves are subject to the unnatural force of death. They begin aging at varying rates that seem to be based on the overall physical and mental characteristics of the individual; this is a powerful incentive for dwarves to remain in the fold.

Other Side: Dwarves that die know that they will be recycled and become part of the World Machine. When the Repair is complete, the World Machine will again function properly and all parts will once more become One.

Disadvantages: Every aspect of dwarf society and magical practice is stratified to a level beyond mortal comprehension. Devout dwarves are mostly incompatible with life outside their cities.

Rock Dwarves

Rock dwarves mine, quarry, dress, and build with stone. They are the architects and sculptors of dwarf society, and build cities and laboratories. They work in cement as well as stone.

The portal of power created by the Rock Dwarves is called the Petrified Portal.

Entry Requirements: Be a member of the rock dwarf caste.

Churches: Mostal.

Abilities: Create Portal of Power, Know Mostal, Mining, Rock Lore, Rule of the Rock Mostali, Symbolic Sight.

Relationships: Member of [Rock Dwarf Work Unit].

Grimoires:

    Stoneworking Procedure Manual rev. 1023-A/3 (Analyze Stone ritual, Enchant [Mineral] ritual, Enchant Stone ritual, Reinforce Portal, Reinforce Statue, Reinforce Structural Support, Shape Cement, Shape Rock, Stabilize Masonry ritual)

    Greatway Maintenance Manual 31M-8/12 ver. 118.0 (Activate Stone Door, Determine Precise Direction, Grade Surface with Words, Repair Stone Structure, Measure Exact Distance Underground, Stabilize Reinforcements ritual).

Talismans: All talismans are tools, each specially crafted to match the spell.

Other Side: The rock dwarf grimoires draw power from a node known as the Rock Bowl, constructed on the Magic Plane. It is connected only to the other Mostali nodes.

Notes: The Repair Stone Structure spell can be used to heal wounded rock dwarves. The Sabilize Masonry ritual enables a section of wall or other stonework to be held up so that work can be done on it; so long as the enchantment lasts, it does not move.

Lead Dwarves

Lead dwarves invented plumbing, and later developed glassblowing. They work closely with the Quicksilver Dwarves. Lead Dwarves also specialize in making seals and wards to prevent entrance or to block off forbidden areas.

The portal of power created by the Lead Dwarves is called the Vitrified Valve.

Entry Requirements: Be a member of the lead dwarf caste.

Churches: Mostal.

Abilities: Create Portal of Power, Hydraulic Engineering, Know Mostal, Lead Lore, Rule of the Lead Mostali, Symbolic Sight.

Relationships: Member of [Lead Dwarf Work Unit].

Grimoires:

    Advanced Hydraulics in Theory and Practice ver. 408 (Analyze Liquid Composition ritual, Determine Precise Rate of Liquid Flow, Enchant Lead ritual, Enchant Glass ritual, Repair Glass Structure, Repair Lead Structure, Stabilize Glass ritual, Stabilize Plumbing ritual)

    Greatway Security Procedures 21-Alpha (Alarm Against Elves, Alarm Against Trolls, Attach Alarm to Area ritual, Seal Portal ritual, Ward Area Against Essences ritual, Ward Area Against Gods ritual, Ward Area Against Spirits ritual).

Talismans: All talismans are tools or glass devices, each specially crafted to match the spell.

Other Side: The lead dwarf grimoires draw power from a node known as the Leaden Pot, constructed on the Magic Plane. It is connected only to the other Mostali nodes.

Notes: The Repair Lead Structure spell can be used to heal wounded lead dwarves. The Stabilize rituals armor the affected structure; so long as the enchantment persists, the structure cannot be damaged. The Ward Area rituals allow other spells to be used to protect the area in question.

Quicksilver Dwarves

Quicksilver dwarves know the art of transmutation and the science of alchemy. They brew terrible compounds in their fuming labs, and know the secrets of gunpowder, medicine, and all forms of vitriol and potions. They also make the dwarf version of food. Although they use magic, they specialize in manipulating physical elements.

The portal of power created by the Quicksilver Dwarves is called the Bountiful Beaker.

Entry Requirements: Be a member of the quicksilver dwarf caste.

Churches: Mostal.

Abilities: Alchemy, Create Portal of Power, Know Mostal, Quicksilver Lore, Rule of the Quicksilver Mostali, Symbolic Sight.

Relationships: Member of [Quicksilver Dwarf Alchemical Union].

Grimoires:

    Transmutation Methods Manual MkIIA rev. 22 (Analyze Potion ritual, Combine Matter, Control Material, Purify Solution, Stabilize Potion ritual, Transmute Gas to Liquid ritual, Transmute Gas to Solid ritual, Transmute Liquid to Gas ritual, Transmute Liquid to Solid ritual, Transmutate Solid to Gas ritual, Transmute Solid to Liquid ritual)

    Approved Formulas List, Greatway Division ver. 173 (Brew [Antidote] ritual, Brew Gunpowder ritual, Brew Magic Enhancing Potion ritual, Brew [Poison] ritual, Brew Vitriol ritual, Enchant Aluminum/Quicksilver ritual).

Talismans: All talismans are alchemical glassware or tools, each specially crafted to match the spell.

Other Side: The quicksilver dwarf grimoires draw power from a node known as the Quicksilver Alembic, constructed on the Magic Plane. It is connected only to the other Mostali nodes.

Notes: The Purify Solution spell can be used to heal poisoned or diseased quicksilver dwarves. All of the Transmute and Brew rituals require specific equipment for different specific materials; the procedure is the same (and time-consuming) but the equipment differs. The Stabilize Potion ritual preserves a potion against deterioration for as long as the enchantment lasts.

Copper Dwarves

Copper dwarves make tools, containers, and some weapons. The original Copper Mostali created the world’s first coinage – clacks. One of their tasks is to manufacture the special magical conduits which purvey energy to all the parts of a dwarf factory.

The portal of power created by the Copper Dwarves is called the Masterwork Magnum.

Entry Requirements: Be a member of the copper dwarf caste.

Churches: Mostal.

Abilities: Copper Lore, Create Portal of Power, Know Mostal, Make Minor Equipment, Redsmithing, Rule of the Copper Mostali, Symbolic Sight.

Relationships: Member of [Copper Dwarf Craft Guild].

Grimoires:

    Methods of Redsmithing M381-X (Beat Metal Tirelessly, Enchant Copper ritual, Handle Hot Metal, Harden [Metal] Item ritual, Repair [Metal] Item, Soften [Metal] Item, Strengthen [Metal], Unbreakable Hammer, Unyielding Anvil)

    Greatway Maintenance Manual 31B21-10/X ver. 9.6 (Analyze Magical Energy ritual, Increase Container Storage ritual, Prepare Magical Energy Conduit ritual, Prepare Magical Energy Storage Container ritual, Stabilize Magical Energy Conduit ritual, Transfer Magical Energy).

Talismans: All talismans are tools, containers, or weapons, each specially crafted to match the spell.

Other Side: The copper dwarf grimoires draw power from a node known as the Copper Kettle, constructed on the Magic Plane. It is connected only to the other Mostali nodes.

Notes: The Repair Metal Item spell can be used to heal wounded copper dwarves. The Stabilize Magic Energy Conduit ritual will cause the conduit to generate magical energy as if it were a living creature for the duration of the enchantment.

Tin Dwarves

Tin Dwarves summon and control those useful creatures, gnomes. They create the semi-living constructs, such as Jolanti, Gobblers, and Nilmergs, which work for the dwarves in specialized tasks, hard labor, or harsh environments. They also manufacture replacement limbs and organs for crippled dwarves, and the cans which store dwarf food.

The portal of power created by the Tin Dwarves is called the Chained Chamber.

Entry Requirements: Be a member of the tin dwarf caste.

Churches: Mostal.

Abilities: Craft Mechanism, Create Portal of Power, Know Mostal, Repair Mechanism, Rule of the Tin Mostali, Symbolic Sight, Tin Lore.

Relationships: Member of [Tin Dwarf Craft Guild].

Grimoires: 

    Automaton Directive Methods Part 1 (Control Earth Essence, Command [Automaton], Forge [Automaton] ritual, Deactivate Automaton, Dismiss Earth Essence, Summon Earth Essence ritual)

    Greatway Maintenance Manual 31X ver. 3.0 (Assess Automaton Needs ritual, Enchant Tin ritual, Manufacture Tin [Limb/Organ], Repair Tin Mechanism, Stabilize Life ritual, Tin Food ritual).

Talismans: All talismans are tools or replacement limbs or organs, each specially crafted to match the spell.

Other Side: The tin dwarf grimoires draw power from a node known as the Tin Dipper, constructed on the Magic Plane. It is connected only to the other Mostali nodes.

Notes: The Repair Tin Mechanism spell can be used to heal wounded tin dwarves. The Stabilize Life ritual prevents the subject creature from actually dying; so long as the enchantment lasts, the subject creature remains in a Dying state. The Tin Food ritual preserves food for years. Earth Essences are typically termed “gnomes.”

Brass Dwarves

Brass dwarves are alloyists and metallurgists. They create new metals from combinations of old ones. They are also in charge of heating the forges and keeping the necessary heat channeled to appropriate spots and at the correct temperature for the job at hand. 

The portal of power created by the Brass Dwarves is called the Polymorphic Pod.

Entry Requirements: Be a member of the brass dwarf caste.

Churches: Mostal.

Abilities: Brass Lore, Create Portal of Power, Know Mostal, Rule of the Brass Mostali, Symbolic Sight.

Relationships: Member of [Brass Dwarf Forge Guild].

Grimoires:

    Metallurgical Procedures Greatway-B13 (Alloy [Metal] and [Metal], Analyze Metal ritual, Enchant [Metal] ritual, Produce Flame, Purify [Metal], Reform Alloy, Stabilize Heat ritual)

    Greatway Maintenance Manual 31B25-4/G ver. 21.2 (Analyze Heat Requirements ritual, Increase Heat Produced, Prepare Heat Source ritual, Stabilize Heat Conduit ritual, Transfer Heat).

Talismans: All talismans are tools or mechanisms, each specially crafted to match the spell.

Other Side: The brass dwarf grimoires draw power from a node known as the Brass Cauldron, constructed on the Magic Plane. It is connected only to the other Mostali nodes.

Notes: The Reform Alloy spell can be used to heal wounded brass dwarves, and the Purify [Metal] spell can be used to cure poisoned or diseased brass dwarves. The Stabilize Heat ritual prevents the enchanted fire from going out for the duration, even if the fuel source is exhausted.

Silver Dwarves

Silver dwarves are enchanters and sorcerers. All dwarves learn sorcery appropriate to their subtype, but these specialize in working with magic power. Some silver dwarves construct great enchantments taking centuries to complete. They say they made the Red Moon.

The portal of power created by the Silver Dwarves is called the Devised Diagram.

Entry Requirements: Be a member of the silver dwarf caste.

Churches: Mostal.

Abilities: Create Portal of Power, Know Mostal, Rule of the Silver Mostali, Silver Lore, Symbolic Sight.

Relationships: Member of [Silver Dwarf Magical Unit].

Grimoires: 

    Arcane Operations Manual 7M11-21 (Analyze Enchantment ritual, Block Ritual [D+5 to D+30], Coordinate Magic, Dismiss Feat, Dismiss Spirit, Divert Spell, Reflect Magic, Store Spell ritual, Understand Ritual [D+5 to D+30])

    Greatway Maintenance Manual 31S+X (Control Essence, Dismiss Essence, Enchant Silver ritual, Identify Essence, Repair Enchantment, Stabilize Magic ritual).

Talismans: All talismans are tools, each specially crafted to match the spell.

Other Side: The silver dwarf grimoires draw power from a node known as the Silver Pan, constructed on the Magic Plane. It is connected only to the other Mostali nodes.

Notes: The Repair Enchantment spell can be used to heal wounded silver dwarves. The Stabilize Magic ritual causes the affected magic to remain in effect for as long as the spell lasts. The Store Spell ritual allows the storage of any other sorcery, which may be released by the wielder at will. Most silver dwarves have one or more unique enchantments whose purpose (and even effects) are unfathomable to non-dwarves.

Gold Dwarves

Gold dwarves represent the mind of Mostal. They are teachers, and maintain the continuity of dwarf society through correct education and indoctrination. They keep the lore of the dwarves.

The portal of power created by the Gold Dwarves is called the Consecrated Concourse.

Entry Requirements: Be a member of the gold dwarf caste.

Churches: Mostal.

Abilities: Create Portal of Power, Gold Lore, Identify Heresy, Instructor, Know Mostal, Know Mostali Culture, Mathematics, Rule of the Gold Mostali, Symbolic Sight.

Relationships: Member of [Gold Dwarf Council].

Grimoires: 

    Instructional Primer and Conditioning Manual 37W (Cast Out Daimon, Cast Out Spirit, Draw Clear Diagrams, Give Clear Instructions, Inspire Dwarf, Perfect Recall, Reach Consensus, Restore Memory, Stop Argument)

    Great Plan Assessment and Continuation Strategy Alpha-36/R (Enchant Gold ritual, Find Error in Mathematics, Heal Injury, Heal Dying, Predict Possibilities ritual, Stabilize Mind ritual).

    Openhandist Circular Cycle 1612/303 (Communicate with Anyone, Dispel Suspicion, Find Compromise, Perceive Meaning, Prepare Body for Challenges Ahead, Prepare Mind for Challenges Ahead)

Talismans: All talismans are tools or books, each specially crafted to match the spell.

Other Side: The gold dwarf grimoires draw power from a node known as the Gold Ewer, constructed on the Magic Plane. It is connected only to the other Mostali nodes.

Notes: The Stabilize Mind ritual causes the enchanted individual to learn and process information twice as fast as normal.

Iron Dwarves

Iron dwarves, the blacksmiths, are devoted to the science of war. They forge iron armor and weapons, and are assisted by a variety of weird artifacts created to help them on the battlefield. Their special magic is dedicated only to maintaining and improving their arms and armor, or effecting the use of special tools of battle.

The portal of power created by the Iron Dwarves is called the Incised Inscription.

Entry Requirements: Be a member of the iron dwarf caste.

Churches: Mostal.

Abilities: Create Portal of Power, Iron Lore, Know Mostal, Rule of the Iron Mostali, Symbolic Sight.

Relationships: Member of [Iron Dwarf Military Unit].

Grimoires:

    Tactical Guidelines Primer Greatway-313A (Chop Trees, Coordinate Unit, Discern Foe’s Tactics, Incandescent Hammer, Multishot Firearm, No Retreat, See Enemy Weakness, Shred Darkness, Stand Against Many, Steady Battleline, Strike [Otherworld Being], Unavoidable Volley, Unstoppable Advance)

    Greatway Security Manual 18R3-12/42 ver. 314.2 (Bond Unit ritual, Enchant Iron ritual, Fend Blow ritual, Immovable Body, Mold Iron, Repair Armor, Repair Weapon, Stabilize [Weapon] ritual).

Talismans: All talismans are weapons or armor pieces, each specially crafted to match the spell.

Other Side: The iron dwarf grimoires draw power from a node known as the Iron Crucible, constructed on the Magic Plane. It is connected only to the other Mostali nodes.

Notes: The Mold Iron spell can be used to heal wounded iron dwarves. The Stabilize [Weapon] ritual enchants the weapon so that it cannot break so long as the enchantment lasts. The Fend Blow ritual magically reinforces a piece of armor.

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