Runequest/Legend: Malazan Empire Project

Apologies for forgetting about this. I seem to be getting very distracted lately.

Some comments for you.

Barghast are decendants of the Imass that did not participate in the Ritual of Tellann. As far as I remember, they also tend to use a lot of different weapons, it could be based on Tribal preference. I believe they are also found on all continents.

Jaghut looks good. More is revealed about them in one of the later books.

Moranth looks good, although I'd replace references to T'lan Imass to just Imass (that Ritual of Tellann again). Imass and T'lan Imass being two very different things.

Otataral more is revealed in later books. Not sure how far you have read in the series.
 
Mage said:
Assuming people are still following the thread, I have a suggestion for the provision of Otataral. Namely, that it be given out at GM discression. I mean, being immune to magic is pretty good. How much would it cost? I unsderstand it's pretty rare. Just wondering what people's thoughts are.

Still following with interest but work keeps interfering with life !!

IIRc Otatarel only grants immunity to the magic geneated by the newer Warrens but not the Eldar Holds?

I think you are right - its not something you can normally buy - only be granted access to by people like the Empress. I'll have to have a look at the second book as IIRC that talks a bit about the Oratarel mines?
 
Yep still following with interest here :)

Re: Otataral, perhaps include also an option for partial physical immunity that, for example, Karsa Orlong had due to years of intimate exposure.
 
Thanks guys!

I will ammend above posts with your suggestions, and take them all into note.

Real moral boost with yout encouragement! Thanks!
 
I have tweaked a few of the above posts by myself. I will add a piece on equipment unique to the setting over the next few days. In the long term I'll try to do a few proffessions, as well as a few regional backgrounds
 
Da Boss said:
IIRc Otatarel only grants immunity to the magic geneated by the newer Warrens but not the Eldar Holds?

Yes, a T'lan Imass uses his magic in the presence of a drawn otataral sword in the first book.

Da Boss said:
I'll have to have a look at the second book as IIRC that talks a bit about the Oratarel mines?

Yes, the mines are mentioned in the second book, there may also be some relationship between the Jade Statues and the Otataral. There are also hints in later books relating to the fall of the Crippled God. And an Otataral dragon.

DramaticExit said:
Re: Otataral, perhaps include also an option for partial physical immunity that, for example, Karsa Orlong had due to years of intimate exposure.

I'd forgotten about that. There was clues that the Toblokai's Blood Oil contained Otataral.
 
Otataral
=====


This is an ore, reddish in colour, that has the ability to negate magic in an area around it. One of its uses is by the Malazan Empire for mage-killing purposes.

Null Zone

Magic does not affect Otataral. If someone is holding it on their person, hodling a weapon infused with it, or has an item (say armour or jewellry) on them made with Otataral ore, the bearer is not affected either.

Rare Commodity:

Otataral cannot be normally purchased. It is to be given out to players at the Games Masters discression, or to be an award for quests, or used in a scenario where appropriate.

Unknown Origin

Though valuable and sought after, the history behind Otataral is not fully known. Magic from Elder Warrens is not affected in any way by Otataral.

Valuable

Should a player decide to sell Otataral, varying depending on where they go, they should receive 100,000 silver per kilogram of Otataral.



Questions:

What is the currency in the setting? Or should I just continue to use silver as per standard Runequest?

Is there anything I am leaving out? Such as long term exposure effects or anything?
 
Moranth Munitions
============


Moranth munitions are explosive devices that were introduced to the Malazan Empire after their alliance with the Moranth. It revolutionized the role of sappers amongst the Malazan military structure.

Moranth munitions are alchemical munitions. In all other respects they are mundane weapons. Opened Warrens draw their explosive force.

Types:

There are several types:

> Cusser (the big one, the one nobody should ever throw)
> Sharpers (shrapnel grenades)
> Burners (incendiary)
> Smokers (smoke)
> Sharpers (shaped charge).

Later variations of the munitions were created via the demands of the Malaz sappers, such as the sharper.

Use in the Malazan Army:

Generally, exposure to air ignites the contents of each munition. The challenge in using them, and indeed the main job of Malaz sappers, lies in devising means of piercing the clay shell* (or spike, in the case of a sharper). While throwing them is simple, it is not completely safe, but slow-fuse munitions can also be hit and miss.

In the Malazan Empire, sabotage had become an art, the precise equation of clay thickness and acid strength is tricky, and few sappers have survived to learn from their mistakes.

*Applying a slow-working acid worm-hole to the unfired clay shells.

Use by the Moranth

The Moranth liked dropping them from high overhead in their Quorls. Originally, before the dominance of the Silver caste among the Moranth, the munitions existed to counter sorcery, or, rather, to kill sorcerors. Now, since the Silver are mages, the munitions are strictly export items only, and it seems supply is drying up .

Availability

Moranth Munitions are powerful and dangerous. They should not be normally allowed to certain types of player characters. That is not to say use of them should be banned entirely from play.

Malaz army Sapper characters s should be able to be supplied by their army's quatermaster with an abundant supply.

Likewise, Moranth characters part of military units specialising in their use should have similar access.

Characters who have links, either personally or otherwise with Moranth Clans should be able to trade with them for it, but at an increased cost of 20%, as most of their exports are going to the Malazan army.


Note: This piece is not finished, I will add to it as much as I can when I can.
 
Rules for Moranth Munitions
++++++++++++++++++++++++++

Please note you can buy small or large munitions. Not all types are available in small or large, but these will be detailed in the individual entries below.


Grenades can be thrown and have ENC 1 for all types.

Placed bomb require two people to throw, and do not go very far. However, they can be carried in two hands easily, or in one hand but with difficulty. They are ENC 5 for all types.


> Cusser (the big one, the one nobody should ever throw)

Cussers are only available in Large and are a placed bombs. Anyone within point blank (2 metres) range of a detonation is killed instantly. The blast zone radius is d6X10 metres. Targets netween 3 metres and 60 metres take 6d10 damage each. After the blast, smoke will affect the area for a number a Yx10 minutes, Y being the result of the d6 rolled for radius of the blast.

> Sharpers (shrapnel grenades)

Small sharpers are grenades. Larger ones are placed bombs. Damage is decreased the further from the blast.

Small/Large

3 metres 6d6/6d10
6 metres 3d6/3d10
9 metres d6/d10

> Smokers (smoke)

These munitions make a thick cloud of smoke 6 metres in radius (for a small Smoker) and 12 metres (for larger ones) Small ones are grenades and smoke lasts for d3 minutes. Large are placed and smoke lasts for d6 minutes.


> Burners (Incendary)

Watch this space.

> Sharpers (shaped charge).

Not exactly sure how they would work.


Any suggestions on prices and costs?
 
Nice work

They also fire some munitions by using crossbows as launch platfroms , can't recall if they use catapults/ ballista but certainly be possible?

Would you make the use of the munitions a Combat Style or a skill? - could do both so

Combat Style - Sapper - the use of Moranth Munitions in battle, for siege work etc

Advanced Skill - Moranth Munitons - the care and preperation of munitons in battle or for seiges. This skill may be used to augment a characters Combat Style - Sapper - as described on p33 of the main rulebook.
 
Thanks! :D

Both could be done. I mean anyone could throw it, but it would be a useful advance skill. Maybe a specialist one, or would 'Alchemy' cover it? Doing both is starting to make more and more sense the more I think of it.

I'm gonna have fun with the crossbow stuff. Could do ones for larger hand held crossbows (imagine a big angry Barghast carrying an arbalest with moranth ammo).

I'll have to look at the BRB and see how it can be applied.

If they were used as a style and an advancd skill then maybe points spent in one would be the same in the other at generation, to represent training, and from then onward it would be seperate.
 
I get the impression that using the munitions is pretty dangerous even for those who know what you are doing so maybe a reasonable chance of something going horribly wrong if you don't have the style / Skill?

I think the ability to use would be part of your Proffession so a Malazan Legion sapper would be something like this: Otherwise have to pick up seperately?

Sapper,
Cultural background: Malazan,
Skill Bonuses: Combat Style: Sapper +10, First Aid +5, Lore (Alchemy), Lore (Moranth Munitions)+10, Perception +5, Resilience +5,
 
There could be something like a critical failure range. For instance, you have Sapper 62. Add 50% of your skill, rounding up. This gives you a 93% critical range.

So, using the Munitions skill (like priming them) only (or maybe include the combat style) take another check when you fail, if you fail a check against your critical range, something seriously bad happens. Maybe the munition your using or working on goes off in your face, doing ridiculous damage (or maybe instantly killing) to the character.
 
For unskilled use I'd say if you fail the first test it just blows up, end of story. If somehow you survive the first use, you get the related skills for free. Steep learning curve.
 
So, what would be an interesting Warren to start with (I'd rather not do an Elder Warren). Any suggestions?

The Paths (Warrens accessible by humans)

Denul: The Path of Healing (done)

D'riss: The Path of the Earth (done)


Hood's Path: The Path of Death (done)

Meanas: The Path of Shadow and Illusion (done)


Mockra: The Path of the Mind (done)

Rashan: The Path of Darkness (done)

Ruse: The Path of the Sea (done)

Serc: The Path of the Sky

Telas: The Path of Fire (done)

Tennes: The Path of the Land (done)

Thyr: The Path of Light (done)

Question: I have not got too many RQ2 products. Would spells from MRQ1 be compatible to use with RQ2?
 
Ok, I am going to work on the path of Fire, Telas.

I could really use help with this, as I find the magic mentioned in the book a little confusing (not so much the spells as the Warren concepts).
 
I can understand that - its one of the more cool elements of the narative in my opinion but perhaps the most difficult to bring across. I'll try and hlep but its been some time since I read the early books....

The warrens themselves are both a source of power and a realm which can be entered - some more dangerous than others? So the chosen Telas realm is likely not easily navigable (I think) by human mages?
They each seem to have their own "native" inhabitants - ranging from the dead to Dragons to elementals...........

Likely inhabited by fire elementals, beings of fire and heat in the main. In the last book, a least one human enters the Eldar Warren /Hold of the Jaghut and encounters creatures that dwell in that icy world.

Which Magic system (Common, Divine, Sorcery) are you going for those who draw on the warrens? I don't think Sorcery as written fits?
 
Thanks for the help.

As for the type of magic, I am seriously contmplating something simliar to Runecasting from 1st edition Mongoose Runequest.

For instance, for the Warren of Fire, it would be Warren Fire. A check would be appropriate to 'open the warren' and then cast spells. Depending on the Magnitude of the Warren you would have to draw more energy from the warren, or open it more to cast higher magnitude spells, with some further gaming effect to reflect that.

As for going into individual warren 'dimensions' I would seriously steer clear of writing rules for that until I have done more 'rules' for the setting in general. It seems like a lot to get bogged down.
 
Thanks for the help.

As for the type of magic, I am seriously contmplating something simliar to Runecasting from 1st edition Mongoose Runequest.

For instance, for the Warren of Fire, it would be Warren Fire. A check would be appropriate to 'open the warren' and then cast spells. Depending on the Magnitude of the Warren you would have to draw more energy from the warren, or open it more to cast higher magnitude spells, with some further gaming effect to reflect that.

Sorry I don't know anything about that system but it sounds appropriate

As for going into individual warren 'dimensions' I would seriously steer clear of writing rules for that until I have done more 'rules' for the setting in general. It seems like a lot to get bogged down.

Agree - you could just put a paragraph saying soemthing like:

Extremely quick travel can be accomplished by using the Warrens as a "short cut". However this is only usuually attempted by hightly trained and skilled individuals or organisations - (there is a very exclusive Coaching company that uses the Warrens as a highway in later books). The warrens nature will fit the the pimary theme of their power - so the Telas Warren will be a hot and firery place filled with creatures and entaties that would inhabit such a world.
 
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