My last post was on the
Barguests, the ghostly black dogs of Britain, and +PT on Google+ asked me do do
a Runequest version.
It just so happens that I
had already had the basics done, there being a lot of spooky dogs in
Glorantha. They come in a wide variety of sizes; some are spirits,
some are daimones there might even be essences that manifest as dogs.
In
Balazar black dogs are usually nothing to be scared of. As I mentioned
in the post back in August 2012
(http://expanduniver.blogspot.co.uk/2012/08/dogs-in-balazar.html),
there are a number of dog breeds with a variety of skills.
In Balazar it is extremely
common for a shaman's fetch to manifest as a dog, but dogs can also
be shamen in their own right. Dogs kept by Brother Dog shamen can
become 'awakened' and achieve human levels of sentience, and even
become heroes.
Awakened Dog
A dog that gets the maximum
score in INT, POW and CHA is considered enlightened and among the
approximate 1% of Gloranthan animals that can talk. It will gain a
further 1d6 in each of these stats.
Balazaring Dogs will be
Primitive, gaining 100 cultural skill points. They may take Folk Magic as an
addition to the Primitive Professional Skill list.
Professions available are:
Hunter, Physician, Scholar, Scout, Shaman, Thief, Warrior, and dogs
owned by the White Goat clan have the option of being a Herder as
well.
All Balazaring Dogs may
spend Bonus skill points on Binding (Brother Dog Tradition) and
Trance.
Awakened Dogs do not need
to use fetishes, their spirits will inhabit their teeth, which will
magically acquire tiny carvings when so inhabited.
Awakened Dogs who live
independently of humans will spend their time caring for stray dogs
and human children, and may help a tribesman who has become lost in
the wilds. They also patrol the plains looking for creatures of
chaos, and will band together in a pack to hunt them down, or seek
out a human tribe to inform of the danger. They are often able to
smell out criminals and will hunt down those who have murdered their
kin. They gather on the perimeter of tribal camps to howl when a
notably evil member of a tribe dies and will pursue and hunt down his
spirit in the spirit world as it flees his body. They also gather to
honour great shamen, and guard their mortal remains during sky
burial, at least until the funerary rites to inter the naked bones in
a burial mound.
Awakened dogs do not learn
the skill Obey Orders, they may follow any order they have the
language skill to understand of any complexity and quite frequently
come up with plans and issue orders to the humans in their hunting
party.
Spirit Cult of Brother Dog
Follower
Any Balazaring, human or
dog, may be a follower of Brother Dog, and bind up to ¼ of their CHA
in Dog Spirits. Being a member is simple, look after your own dog (if
you are a human) or look after your own human (if you are a dog). May
learn Train Dog or Obey Orders, Dogspeech and Speak Balazaring. Dogs
are limited to INT+POW %age in Speak Balazaring unless they are
awakened.
Spirit Worshipper
Must have 50% in five of
the following skills: Train Dog, Obey Orders, Dogspeech (if a human)
Speak Balazaring (if a dog), Survival, Athletics, Bite attack, Track
by Scent, Endurance, Folk Magic, Binding (Brother Dog). They may bind
up to half their CHA in dog spirits.
Shaman
Must have 70% in four
skills which must include Binding (Brother Dog) and either Dogspeech
or Speak Balazaring, depending on species. A Shaman may summon a
Brother Dog fetch. This will always have Manifestation as one of its
abilities, appearing as a dog. If it has the shape change ability in
addition it will enable a dog shaman to temporarily appear as a
human. They may bind up to ¾ of their CHA in Dog Spirits, and they
may go on a spirit quest to bind one of the heroic powered spirits
noted below.
High Shaman
A High Shaman needs 90% in
three skills, one of which must be Binding (Brother Dog). A High
Shaman may summon Dog Ancestor spirits, which can be bound into their
living descendants to create Awakened Dogs. This is no easy task, as
an ancestor powerful enough to do this is at least Intensity 4, and
must be willing to lose a good part of its Power in order to become
mortal again. They may bind all of the CHA in Dog Spirits.
Special Spirits of Brother Dog
These spirits may be found
after quests into the spirit realm and bound there if the Shaman has
the skill and the standing in the Brother Dog tradition. Most may be
used by humans as well as dogs.
Detect Kinslayer, Intensity
4, Geas: Never let a kinsman down, dog or human.
This Truth rune spirit
enables a shaman to detect the odour of guilt on a person who has
slain a member of their own tribe. There is no obligation to take the
person to task for this, though independent dog shamen often do.
Spirit Hunt, Intensity 4,
Geas: Never let prey escape.
Makes Trance skill rolls
one step easier when hunting down a specific spirit in the
otherworld, enables the hunter to add their Trance critical range to
their tracking skill as they can follow the prey's spiritual traces
as well as is scent and can allow a spirit hunter to enter a trance
and follow a trail as a disembodied spirit for up to 1km per point of
POW. Linked to the Spirit rune.
Giant size, Intensity 2 + 2
per d6 SIZ+STR gain, Geas: Never obey a smaller creature or one with
less CHA.
Can only be used by dogs,
this spirit is linked to the Earth rune and enables them to grow to
sizes comparable to or even larger than humans adding at least 1d6 to
STR and SIZ and 1d3 to CHA. Dogs with this spirit become very
assertive and will not obey anyone smaller than it is, regarding
itself as a free agent and perhaps the master of any human it comes
across.
Howl of Darkness, Intensity
4, Geas: Only hunt at night
This spirit is linked to
the Darkness rune and makes the fur (or hair) of the shaman go jet
black giving it +10% Stealth at night. It allows use of the Theist
miracle Fear at an intensity equal to the Binding (Brother Dog)/10.
At night the spell has +25% intensity, and if a pack of dogs joins in
they add their Binding (Brother Dog) crit range to the intensity as
well.
Eyes of Light, Intensity 3,
Geas: Only hunt by day
This
spirit is linked to the Sky rune and makes the fur (or hair) of the
shaman go yellow. It enables the shaman to see twice as far with
clarity by day, makes all visual perception rolls one step easier,
and gives use of the Folk Magic power Witchsight at will for no mp
cost. Only shamen descended from the Golden Legion of Balazar or one
of their loyal guard dogs may use this spirit; roll (Cha+Pow+Str+10)
or less to be such a descendant.
Telmor's Foe, Intensity 4, Geas: Never let a wolf escape
This spirit embodies Brother Dog's enmity for Telmor the Wolf. Dogs with this spirit develop a white patch somewhere on their body, since this is the colour of the sky spirits and this spirit is linked to the sky. The dog gains 4 AP vs any attack by a wolf or werewolf, reduces any dmage from attack by a wolf spirit by 4mp, may attack a wolf with its normal bite as if a magical weapon, may try and sniff out werewolves in human form using perception and gains one step easier in any task to track a wolf. Needless to say the Grey Wolf tribe of Balazar do not use this spirit, as its powers work equally well against their totem spirits. They insist that Telmor was Brother Dog's father and that Brother Dog spared the wolf after he and Foundchild hunted him down so as not to kill kin.
Two
Stone spirit, Intensity 3, Geas: Hunt one reptile a month
This spirit is associated
with the Storm rune and makes the fur or hair of the Shaman turn
orange-red. The shaman becomes able to smell the winds and, if the
wind is strong enough, tell what lies miles away upwind. The shaman
also does once dice step greater bite damage to reptiles and
dragonkind, any any bite against such a target has a chance of
paralysing the location hit for one round. This manifests as sparks
of lightning.
This spirits can only be
gained by visiting the shrine at Two Stone and starting a quest from
there into the frozen land of the hurricane giants of the Three Little Giant Mountains where gales mutter and curse forever through the canyons and glacier carved glens, resenting their banishment from the lowlands by Balazar.
Approaching Two Stone across Balazar's East Plain (Albert Bierstadt) |
Two Stone
This sacred site is in the
Brothers Hills, where the three sons of Balazar took refuge while
their father went with the True Golden Horde to Dragon Pass to kill
the Dragonewts. It consisted of three stones, one for each brother,
but one, to the south, has fallen and shattered.
The ground within is marshy
and wet and lies a couple of feet below the surrounding hill top.
Above it is a permanent thundercloud, and the whole area feels tense
with electricity, as if a thunderstorm is about to be unleashed. The
area is closed off by carved wooden posts strung with painted bison
hides to make a sacred enclosure, and is only entered by a wooden
gateway to the west. Just outside this gate are a few stone beehive
huts where two shamen and their families dwell, with an enclosure for
a small herd of goats (the local White Goat clan are unusual in
herding these animals), and shelters for a pack of red mastiffs.
The shamen warn people not
to venture within the sacred enclosure beyond the stone step they
have built just inside the gate. Those with Trance or Spirit Sight
will be able to see why, a huge red mastiff paces beneath the ominous
cloud and if anyone gets too close it will bark a warning and then
savage the trespasser.
Legend has it that this
spirit is Grozak, Balazar's own personal guard dog that he took to
Dragon Pass with him, and the only Balazaring spirit to return from
the Dragonkill war with news of the disaster. The stones represent
Trilus, Elkoi and Dykene. Elkoi's is fallen; he was the first to fall
out with his elder brother Trilus and was banished into the Elder
Wilds, from whence he returned with a group of giants who built him a
citadel of his own. The storm cloud represents the enmity of the three
citadels, prophets say that when the storm finally breaks, Balazar will be
plunged into its worst war yet, and when it clears there will be
peace between the three citadels forever.
Scholars will note that the
stones bear a remarkable resemblance to the Dragonewt plinths of Dragon Pass, though far
more weathered and battered and miraculously one has actually broken;
they are commonly thought to be indestructible. Getting close enough
to confirm this with the bloody great dog there won't be easy though.
Grozak, huge Red Mastiff
Wraith-Shaman
STR 48
CON 18
SIZ 35
DEX 10
INT 18
POW 42
CHA 12
AP 3 SR 14 Armour 3 points
Brawn 166%, Willpower 120%,
Evade 20%, Endurance 128%, Howl 126%, Bite 116%, Binding (Brother
Dog) 126%, Trance 128%, Perception 120%
Attacks
Spirit damage 1d8+1d6
Bite 1d10+2d8
Howl – Willpower save or
flee in panic, Brawn or Evade save or fall over.
Spirits
Great Bite Intensity 4 Int
7 Pow 25, Dog Spirit, +20% Bite attack
Crusher Intensity 4 Int 5
Pow 30, Dog Spirit, Special Effect – Break weapon
Greyhound Intensity 4 Int 7
Pow 25, Dog Spirit, Boost Action Points +2
The Loper Intenisty 4 int
11, Pow 28, Cha 7, Guardian spirit, Spectral Combat 85%, Willpower
106%
Yipper Intensity 3 int 10,
Pow 19, Cha 10, Guardian spirit, Spectral Combat 79%, Willpower 88%
Blaster Intensity 3 Wind
elemental spirit
Howler Intensity 3 Wind
Elemental spirit
Requires a magic weapon to
affect in the same manner as a Wraith, and all wounds it causes are
permanent and will not heal.
It has the abilities of a
Two Stone Spirit – its bite damage is enhanced against reptiles and
can paralyse and it can smell approaching enemies on the wind from
almost anywhere in Balazar.