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HQ2 - Seshnela Character Creation by Edan Jones (The Brown Book of Zzabur)

This document provides guidance on creating a character for a roleplaying game set in the world of Seshnela. It outlines a 10 step process for choosing character details like homeland, caste, runes, grimoire, abilities and name. Descriptions of homeland keywords, caste keywords and sample grimoires are also included to help with character generation.

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0% found this document useful (0 votes)
113 views38 pages

HQ2 - Seshnela Character Creation by Edan Jones (The Brown Book of Zzabur)

This document provides guidance on creating a character for a roleplaying game set in the world of Seshnela. It outlines a 10 step process for choosing character details like homeland, caste, runes, grimoire, abilities and name. Descriptions of homeland keywords, caste keywords and sample grimoires are also included to help with character generation.

Uploaded by

kenbus
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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;
Seshnela Character Creation

This pdf uses trademarks and/or copyrights owned by Moon Design Publications
LLC, which are used under Moon Design Publications’s Fan Material Policy. We are
expressly prohibited from charging you to use or access this content. pdf is not
published, endorsed, or specifically approved by Moon Design Publishing. For more
information about Moon Design Publications and Moon Design Publications
products, please visit glorantha.com.

By Edan Jones ([email protected])


Character Creation
1. Choose a character concept. This will usually describe some form of occupation
and a personality trait or other distinguishing feature.

2. Choose a Homeland Keyword from those on pages 3 and 4. Your cultural keyword
begins at 13.

3. Choose a Caste Keyword from those on pages 5 and 6, keeping in mind the
occupation described in step 1. Your Caste Keyword starts at 13, and your occupation
is a Breakout Ability within it, starting at +4.
Note: Brithini do not specialise within their caste. Their Caste Keyword starts at 15,
but they do not receive an Occupation as a Breakout Ability.

4. Choose your three starting Runes. As a Malkioni Hero, you select your runes by the
following method:

A: Matter: Choose an Elemental Rune.


This rune indicates your physical self, and often reflects your ancestors' home, or the
types of element they commanded.
Choose One Elemental Rune:
I Darkness, Q Water, ? Earth,  Fire, A Air
B: Energy: Choose a Power Rune.
This rune indicates your essential nature, the emotions that drive you and the desires
that tempt you.
Choose One Power Rune:
= Stasis or M Movement
F Harmony or D Disorder
R Life or N Death
S Truth or C Illusion
C. Combination: Choose a Third Rune.
This rune indicates how your material and energetic selves interact. It is usually either
a Condition Rune or a Form Rune. It may also be a second Power or Elemental Rune,
although this is not as common as it is amongst the pagans.
Choose One Condition or Form Rune:
5 Mastery, 0 Magic, ; Law, B Communication
< Spirit,  Man, J Plant, Beast
D. Assign Initial Ratings to Your Runes
One of your three Runes has an initial rating of 17; the other runes have an initial
rating of 13. You may spend character creation points to raise the starting values of
your Runes just like any other ability or keyword.
Unlike pagans, you do not use these runes innately as affinities; they are used as a
basis for your common magic, and to indicate a correspondence with certain
grimoires.
5. Choose a starting Grimoire.
As a Malkioni hero, you begin play as a member of a magical organization;
depending on your caste (see pages 14-37). This organization, whether it is a school
of wizardry or trade guild, grants access to a grimoire. This grimoire may be taken as
a breakout if you have either the Law Rune or a rune that matches the Rune of the
grimoire, otherwise it starts at a rating of 13.
Instead of this, you may instead gain access to the common grimoire of your sect of
Malkionism (see pages 7-12).

Grimoires
Grimoires are magical texts describing the magical laws by which Glorantha
works. By manipulating these laws in a perfectly performed manner, a magical
effect (known as a spell) can be created.
When a hero gains a grimoire as an ability, their player chooses or creates four
spells relating to the theme or concept the grimoire is based around. It is
recommended that the player only describes two spells, and leaves the others to be
determined in game as needed.

Only the greatest grimoires include more than ten spells within them. When a hero
has learned all the spells within their grimoire, they cannot learn any more until
they have improved their rating with their grimoire to 115

6. Choose up to 3 Charms, Spells or Natural Magic Talents


Not all magic come from learning in an established school. In addition to grimoires,
most Malkioni know petty spells, have some charms, or have natural magical talents.
You are encouraged to take 1 to 3 other magic abilities as charms, spells or talents as
break outs from your Runes.

7. Pick 8 additional abilities which can be specialised "breakout" abilities from a


keyword or Rune, otherwise they start at 13. One of these should be the personality
trait or distinguishing feature mentioned in step 1.

8. Spend up to 20 points to boost any of your various ratings. Each point increases the
rating of any ability (including a keyword of Rune) by 1 point (keep in mind that
raising a keyword or Rune later in play costs 2 points). You cannot spend more than
10 points on any single ability.

9. Give your character a name.


Homeland Keywords

Kingdom of Seshnela
Cultural Keyword: Your settlement. You are a citizen of the Kingdom of Seshnela,
heirs to the oldest civilization in Glorantha. While others may think of you as an
upstart or near-barbaric, you are proud of your origins, and are prepared to defend god
and country with your life.
Only Arolanit concerns itself more about caste and social standing than Seshnela, and
citizens can instinctively determine where others should fit within the caste system,
and how to treat them appropriately.
Malkioni Sect: Rokari
Sample Male Names: Bailifes, Dagobort, Fortinbras, Guilmarn, Heremel, Ioan, Luc,
Macrinus, Maldron, Rickard, Romaine, Salvid, Saval, Trymir, Ulianus.
Sample Female Names: Amelie, Bernaditte, Endria, Illura, Iyuliya, Kateleyn,
Lizametha, Otalora, Svalahyl, Xuzele.

Quinpolic League
Cultural Keyword: Your settlement. You are a citizen of one of the towns of the Sea
Alliance of Old Seshnela, more commonly known as the Quinpolic League. You may
be descended from the ancient Seshnegi families, or one of the dark skinned
Pithdarans who settled here almost a thousand years ago.
You are more accepting of outsiders than many people, and can speak the trade
tongue of foreigners. Your people are expert sailors and you are as comfortable on a
boat as you are on land.
Common Malkioni Sects: Hrestoli, Navigationalist, Rokari
Sample Male Names: Bajenyl, Benalos, Bralak, Celakos, Dagram, Daros, Deliam,
Englos, Feliest, Fioros, Halifor, Hekaos, Kralas, Ilotos, Lofting, Modos, Midos,
Orvansfal, Svalanigos, Sulmat, Svagad, Svalak, Trosos, Tualon, Ulianus, Urfenthos.
Sample Female Names: Adelheid, Beatrice, Cabrylla, Dolyan, Ermasinde, Fressenda,
Gerberya, Isobel, Mathilda, Nonna.
Castle Coast
Cultural Keyword: Your castle. You come from one of the fiefdoms of the Castle
Coast, serving one of the petty princes who built a mighty stronghold out of stones
from a ruined city. The land is ill suited to growing food, and so you are familiar with
the wilderness which covers most of the coast, for you have often accompanied
hunting parties, to feed as many as you can.
Your equipment is better quality than those of other realms, often being based upon
dwarven designs.
Common Malkioni Sect: Hrestoli, Navigationalist
Sample Male Names: Alfros, Bralak, Darangran, Grugen, Gwalor, Morastos, Nrador,
Porthir, Rodrig, Salmel, Thantax, Tragon, Valaf.
Sample Female Names: Fenela, Gwelenor, Lerla, Lyintha, Meila, Pamala, Taryona,
Valastos, Vonania, Wenilane.

Arolanit Exile
Cultural Keyword: Arolanit Exile. You were one of the immortal Brithini of Arolanit,
but for some sin you have become mortal, and been exiled from your homeland.
Unlike other Malkioni, you reject the revelation of the Invisible God, and believe the
universe is composed of impersonal runic forces. Your skin is coloured strangely,
dependent on your caste: workers have a dull brown or green hide, warriors are a
bright red, nobles are golden yellow in complexion, while wizards are a deep blue.
Like all Brithini you fear death as being unnatural, and this has only become worse
since you lost your immortality. You avoid showing this to any you consider a lesser
being, which is everyone except other Brithini.
Common Malkioni Sects: Zzaburite
Sample Male Names: Enroval, Mahlor, Manah, Marilion, Neleos, Ostorious,
Tareniom
Sample Female Names: Datita, Jerica, Kimber, Menena, Somali
Caste Keywords

Worker
Source of Magic: Trade Guild
Living Standard: Poor to Common
Occupations: Crafter, Farmer, Militiaman, Sailor, Scribe, Thief
You are a labourer who makes his living performing one of the manual tasks
essential for society to exist. This gives you a powerful physique and a tanned
complexion.
You may be a farmer who looks after animals or one of the crops growing in the
field, or you might craft raw materials into useful products. In any case, you are often
overlooked and ignored by those of other castes, allowing you go about your job
uninterrupted.
Your equipment is simple but functional, as is your clothing, which will usually be a
simple loincloth of the low colours of brown or green. You carry a weapon adapted
from one of the tools of your occupation, such as a hammer, axe, or spear.
You live in a cramped building with the rest of your family, who share in your
bounty, and provide you with comfort in your sorrow. A son or nephew will often act
as your assistant or apprentice, following you and performing unskilled labour for
you.

Soldier
Source of Magic: Warrior Society
Living Standard: Poor to Common
Occupations: Bandit, Bodyguard, Hunter, Mercenary
You are a professional warrior, who fights either for himself as a sell-sword, or as a
retainer to a noble lord. Despite your loyalty, you are often looked down on by the
nobility, although friendships do emerge between individuals.
When not at war, you know how to make a decent living, hunting down dangerous or
valuable beasts for coin or glory, keeping peace in villages and towns, or collecting
taxes for your lord. The most loyal of soldiers stand by their lord's side as bodyguards,
keeping a close eye on any who might do their master harm.
You belong to one of the ancient War Societies who pattern themselves on the
Martial Beasts. This society provided you with your training and armament, with
individual societies favouring different weapons and fighting styles. Regardless of
your society, you are armed with a sword, as befits a soldier. Your armour was either
provided to you by your lord or acquired at cost by yourself, and consists of a breast
plate or scaled vest, greaves, a helmet and a shield.
As a soldier, you are rarely unarmoured, and carry your sword with you even when
sleeping. Your clothing is of fine work, and doesn't encumber you, or interfere with
the donning of armour. Your War Society maintains chapterhouses in many cities;
when visiting cities where they do not, or villages, you can expect to find shelter in a
communal house run by an elderly veteran. You are followed by a squire who
maintains your equipment. They may be your son or other kinsman.
Noble
Source of Magic: Ascended Master
Living Standard: Prosperous
Occupations: Cataphract, Diplomat, Trader-Prince
You are a scion of one of the noble houses of Seshnela, with access to more wealth
and prestige than many people could dream of, although you share it with your many
siblings who will be angry if you spend their birthright.
You are skilled in the many noble pursuits, such as music and poetry, and can recount
your family history from memory. You can understand the jabbering languages of
foreigners, and can use this to negotiate with them in their native tongue.
As a noble, you are permitted to ride, with horsemanship and racing being popular
pastimes for your kin. When called to war, you and your steed are clad in armour of
bronze scales, and carry a sword, a heavy lance, and crushing maul. You are not
expected to fight either the massed regiments of soldiers, or the peasant rabble, but
instead engage in highly ritualised duels with the lords commanding enemy forces.
When not at war, you dress in finely made clothing showing off the perfection of
your body, and decorated with jewelery made of gold, the metal of the nobility. You
live within one of your family's estates, often along side your rival kinsmen. You are
accompanied everywhere by a personal servant of the worker caste, and are expected
to keep a lover who may or may not be your wife.

Wizard
Source of Magic: School of Wizardry
Living Standard: Prosperous
Occupations: Healer, Priest, Scholar.
You are a member of the Wizard, or "blue caste", and live an ascetic and monastic
lifestyle. You were spirited away as a young child by another Wizard, who acted as
your mentor throughout your life, teaching you to be literate, about the sorcerous
otherworlds, and the great history of the Malkioni.
The life of a wizard is not easy, you must remain untouched by worldly things, and
cannot touch blood or other bodily fluids without becoming spiritually unclean and
unable to work your magic; most wizards are vegetarians for this reason. Despite this,
many wizards act as healers, their knowledge of Runic humours, medicinal substances
and anatomy allowing them to heal others without becoming tainted, or directing
workers to perform the unclean tasks.
To work your magics, and to show your caste, you are clad in uncomfortable long
robes, even in the sweltering summer heat, and wear elevated shoes and a tall hat.
Together with your lengthy beard, your clothes make you the tallest person around.
You either work in a school of wizardry, a temple to the Invisible God, or act as a
retainer to one of the nobility. This provides you with a comfortable standard of
living, a servant, bodyguard or apprentice, and a high level of prestige. Few would
think to question you, and even those who would, will hesitate before doing so to your
face.
Malkioni Magic
Mythology
The Malkioni are the major religion in the west of Genertela. They know that the
world was created by the Invisible God, who created the primal runes and their
manifestations to aid him in the creation of the world.
Malkion was the first and greatest of the manifestations of the Primal Runes, and was
Law incarnate. He taught the earliest peoples how to live, and formed the castes of
Worker, Soldier, Wizard and Noble to perform the roles needed for civilization to
flourish.
When error crept into the world, the ancient Malkioni could no longer perform their
ancient tasks, and became mortal. Malkion then revealed new laws, and showed them
the existence of the Invisible God.
For this, he and his followers were exiled by Malkion's son, Zzabur the first wizard.
This did not stop Malkion, and he spread these new laws to everyone who would
listen.
This angered Zzabur, and he sent death to slay Malkion, which destroyed the world.
Fortunately, Malkion's death enabled him to rejoin the Invisible God, where he was
able to remake the universe in accordance with the laws of the Invisible God,
resulting in Glorantha.

Major Malkioni Sects


Any hero of the Rokari, Hrestoli or Navigationalist sects can being play with a
relationship to the grand grimoire of their sect, instead of one of their usual sources of
magic. These heroes are known as Readers amongst the worker, warrior or noble
castes, and are usually members who are unable to do the normal work of their caste
due to injury or other circumstances. They lead their castes in the worship of the
Invisible God, and perform blessings and other enchantments upon their comrades.
Heroes of the wizard caste who learn the grand grimoire of their sect are called
Knowers, for they delve into the philosophical and magical secrets behind their
grimoire to better understand it. They are of higher status than Readers, and will give
them advice and spiritual leadership.
The Zzaburists have no Readers, believing that castes other than wizards are
unprepared to read the grand grimoire of Zzabur. Their Knowers are called the White
Wizards, due to their snow white mantles worn on top of their robes.
Hrestoli
Hrestol was the son of a King of Seshnela, and heir to its throne. When he was merely
a child, his mother had vanished to try and cure the Black Swelling that plagued her
people, and his father had remarried to the monstrous earth being Seshna Likita. After
the end of the Age of Ice, the young prince Hrestol spent a year meditating on how
best to serve his country as King, and that is when a vision of the Prophet Malkion
appeared to him.
Malkion revealed to Hrestol that his duty was not to serve Seshnela, but the entire
world, by leading it to know the true glory of the Invisible God. He showed Hrestol a
vision of the Pure Land, the world closest to the Invisible God, and Hrestol knew Joy.
Hrestol abdicated his throne, leaving it to the half snake child of his father and Seshna
Likita. Hrestol travelled across all of the world, revealing Joy to all, and showing
them the path of the Man-of-All.
Eventually he was caught by the Brithini, who denied him, tortured him, killed him
and separated him. They could not, however, silence the truths he revealed, and
through Hrestol's message of Joy people came to know the Invisible God.
Like the later Rokari Sect, the great grimoire of the Hrestoli is the Abiding Book (see
page 10).

Joy of the Heart


This is a special blessing revealed by Hrestol, which allows people to experience
the Pure Land of Solace in life, and connect with the Invisible God. This brings a
contradictory state of rapturous bliss and absolute serenity upon the subject, and
this can never be forgotten. The Rokari sect condemns Joy as an illusionary spell
which drains the soul and clouds the mind, rendering the person inflicted with it
mad, and unable to reach Solace after death, but most other schools either support
it, or at least do not condemn Joy.
The most common manifestation of Joy is the awareness of the Invisible God in all
things, enabling those who experience it to shed the strictures of caste and of
contradiction. In game terms, this means that a Joyful hero can ignore caste or
school restrictions, and embody contradictory Runes such as Life and Death.
However, the full scope and ramifications of Joy are too complex to detail here.
A Joyful hero adds the Joy of the Heart ability as a breakout from one of their
Runes, usually but not always the Law Rune.
Rokari
Rokar was a prophet of the third age, who revealed that the disasters that had
destroyed Seshnela at the end of the second age had a deeper cause than most people
thought at the time.
Rokar pointed to the excesses of the God Learners and their empire as proof that the
Malkioni had lost their way, and only by returning to the most ancient form of their
way of life, could the Malkioni avoid disaster and once again achieve unity.
Rokar was murdered for his views, but his message spread across Seshnela, and when
Bailifes united the scattered nobility into a new kingdom, his closest advisors were
wizards of the Rokari sect.
The sect rejects the revelations of Hrestol, claiming he warped Malkion's teachings,
and so they do not allow caste mobility, and do not accept the Men-of-All within their
lands.
Many Rokari view the Ascended Masters as near pagan worship of mankind, and
many of their ancient tombs have been walled up, and their grimoires burned as
blasphemous. Only the Ascended Masters Xemela, Gerlant and Talar are still
accepted, for they are the ancestors of many noble families, and to reject them would
offend too many nobles for the sects own good.

The Abiding Book ;


The Abiding Book is the primary grimoire of the Hrestoli and Rokari sects of
Malkionism, although they disagree on some sections of Apocrypha.
The book miraculously wrote itself into existence a thousand years ago while
witnesses watched, and proved to be the most true history of Malkion the Creator,
and how he became (or made) the Law, the Prophet, the Founder, and finally the
Martyr.

Bless Populace: This spell combines the Man Rune with the Law Rune to augment
the abilities of the reader's community.
Bless Corpse: This spell combines the Death Rune with the Law Rune to properly
bury a corpse, preventing them from being raised in monstrous unlife.
Bless Crops: This spell combines the Plant Rune with the Law Rune to bless local
crops with fertility and bounty.
Bless Herd Animal: This spell combines the Beast Rune with the Law Rune to
bless a herd animal with fertility and bounty.
Curse Sinner: This spell taps the Law Rune of one who has commited crimes
against their caste, removing their ability to work magic.
Forgive Sin: This spell combines the Harmony Rune with the Law Rune to cleanse
a sinner of their crimes against their caste, allowing them to once again work their
magic.
Resist Sorcery: This spell dismisses the Law Rune around the reader, nullifying
enemy sorcery.
Resist Spirit: This spell combines the Spirit Rune with the Law Rune to protect a
target from spirits.
Runic Vision: This spell combines the Truth Rune with the Law Rune to allow the
reader to view the natural runic essences that exist all around them.
Sanctify Oath: This spell commands the Law Rune to sanctify an oath between
two pious Malkioni, binding them both to fulfil their part of it
Navigationalism
Navigationalism dates back to the exile of Malkion from the lands of logic, when the
supreme prophet first spoke of the Invisible God, and he and his followers were
banished by the Brithini for their crime of faith.
Eliavar was one of followers of Malkion, who captained the ship that took Malkion
across the oceans. During the journey, Malkion spoke at length of prophecy to
Eliavar, and when they finally reached where Malkion would build his new home,
Eliavar left to take Malkion's message to the all who would hear it.
For this he was hounded by both the Brithini and the Vadeli, with Eliavar never
finding peace on his sacred mission, until he could sail no longer. Here, upon the land
which would one day be known as Pasos, he was martyred by the Vadeli, and
entombed by his followers. They remained there, telling of his message to all they
could, and Eliavar was once regarded as one of the Ascended Masters.
With the Closing of the Oceans, the sect was forgotten and Eliavar's tomb neglected,
until the coming of Dormal and the Opening. The sect remained small and
insignificant until the newly formed Quinpolic League adopted it as the official sect
of the country.

Infinite Sea Wisdom Q


This book comprises many prophecies and legends of Malkion and Eliavar, many
parts of it are also found in the Abiding book, which has led to many a theological
debate between Navigationalist and Rokari wizards. Alongside these prophecies
are sea charts, many depicting seas and land masses which no longer exist, or have
yet to appear in Glorantha.

Avoid Whirlpool: This spell separates the Movement Rune from the Water Rune,
enabling the reader's ship to avoid whirlpools and other dangerous sea phenomena.
Bless Fish: This spell combines the Beast Rune with the Water Rune to bless a
ship's catch of fish, making them nutritious and healthy.
Bless Ship: This spell combines the Law Rune with the Water Rune to protect a
ship from curses and evil spells.
Call Bad Winds: This spell combines the Air Rune with the Water Rune to bring
forth storms and rain to plague others.
Calm Winds: This spell separates the Air Rune from the Water Rune to dismiss
storms and other bad weather, making sailing possible.
Curse Water-tainter: This spell taps the Water Rune within someone who has
tainted a source of water, making their throat dry, and them unable to slake their
thirst.
Find Way Home: This spell combines the Truth Rune with the Water Rune,
enabling the reader to properly navigate their way back to their home shores.
Give Corpse to the Sea: This spell combines the Death Rune with the Water Rune
to properly bless a corpse and send them down into the depths of the ocean,
preventing them from being raised as undead.
Resist Sea Demon: This spell combines the Spirit Rune with the Water Rune,
enabling the reader to drive off hostile sea demons.
Save Drowner: This spell combines the Life Rune with the Water Rune to rescue
someone who has fallen overboard or been dragged off by merfolk.
Zzaburism
The Zzaburist philosophy is the oldest sect of Malkionism that has been in continual
existence. It existed before the Brithini lost their ancient homelands in the Land of
Logic, and still exists even after Zzabur and Brithos vanished with the Closing.
Zzaburism holds that that Malkion and Zzabur were kin, with Zzabur being the great
sorcerer, and Malkion the great lawgiver, both manifestations of the Primal Runes. Its
practitioners claim that when the forces of entropy attacked the Land of Logic,
Malkion went mad and claimed that a being he named the Invisible God created the
Primal Runes, and that the world could be saved by bowing to this entity.
Zzabur imprisoned Malkion within a tower, to prevent him from spreading this error,
and when this did not work, he banished him from the Land of Logic.
Malkion became mortal and died, showing his logic was flawed, but still people
followed his error, and so Zzabur sent out his followers, who became known as the
White Wizards, to correct them.

Zzabur Says 0
This short text, despite its length, contains many powerful spells for the White
Wizards to memorize, hidden amongst Zzabur's tales of his kin, who claim to be
gods or spirits. Only those who have properly rejected the worship of these
otherworldly beings can find the hidden meaning of this text and derive these
spells from Zzabur's self promotion and patronizing tone.

Apprentice Bonding: This spell combines the Man Rune with the Magic Rune to
bind an apprentice to the wizard's service, forcing them to obey his commands.
Command Beast: This spell combines the Beast Rune with the Magic Rune,
issuing an irresistible order to a beast that crawls, swims, flies or walks.
Dispel Illusion: This spell separates the Illusion Rune from the Magic Rune to
declare what is true, thus making all illusions fade from existence.
Dispel Spirit: This spell separates the Spirit Rune from the Magic Rune, making a
spirit unable to support its existence in this world, and driving it back to its home.
Identify Magic Source: This spell combines the Truth Rune with the Magic Rune,
allowing the wizard to examine a magical effect, and trace it back to its source,
whether wizard, spirit, or pagan.
Mindspeech: This spell combines the Communication Rune with the Magic Rune
enabling the wizard to speak with the minds of their allies, safe from being
overheard by enemies.
Neutralize Magic: This spell dismisses the Magic Rune to neutralize enemy magic,
rendering them powerless to oppose the wizard.
Skin of Life: This spell combines the Life Rune with the Magic Rune allowing the
wizard to breathe through their skin, enabling them to survive drowning or other
attacks.
Resist Emotions: This spell separates the Life Rune from the Magic Rune,
allowing the wizard or their apprentice to resist the urges of their physical body.
Tap Apprentice: This taps the Magic Rune of their apprentice, drawing their
magical energies to fuel the wizard's spells.
Malkioni Sects

Hrestoli Rokari Navigationalist Zzaburite

Amaril’s Band Allowed Allowed Allowed Forbidden

Humble Calligraphers Allowed Allowed Allowed Allowed


Worker Guilds

Order of the Plough Allowed Preferred Allowed Preferred

Order of Shipwrights Allowed Allowed Preferred Forbidden

Redsmith’s Guild Preferred Allowed Allowed Allowed

Tea Growers Guild Allowed Allowed Allowed Forbidden

Bull Society Allowed Allowed Allowed Allowed

Crocodile Society Allowed Allowed Preferred Allowed


Warrior Societies

Horse Society Preferred Allowed Allowed Forbidden

Kraken Society Allowed Allowed Preferred Forbidden

Lion Society Preferred Preferred Allowed Forbidden

Serpent Society Allowed Allowed Preferred Allowed

Barmalan School Allowed Preferred Allowed Preferred


Schools of Wizardry

Debaldan School Allowed Allowed Preferred Preferred

Ekozite School Allowed Allowed Allowed Preferred

Furlandan School Preferred Forbidden Allowed Forbidden

Rokari School Forbidden Preferred Forbidden Forbidden

Xemelan School Preferred Allowed Allowed Forbidden

Arkat the Liberator Allowed Forbidden Allowed Forbidden


Ascended Masters

Dormal the Opener Allowed Allowed Preferred Forbidden

Gerlant Flamesword Preferred Preferred Allowed Forbidden

Hrestol Preferred Forbidden Allowed Forbidden

Mistandar the Fair Allowed Allowed Preferred Forbidden

Talar Allowed Allowed Allowed Preferred


Guilds of the Workers
Since the time of Malkion, the members of the worker caste have separated
themselves by the role they fulfilled within society. These sub-castes evolved over the
centuries to become as secretive as any wizard's school, and are known in the modern
era as guilds.
While any small guilds exist, with members in only one community or another, it is
common practice for the most prosperous and powerful guilds to bring them under
their protection, often absorbing them completely into their structure. Even so, many
workers profess membership to a specific sub-guild, rather than the guild as a whole.

Amaril's Band
This guild was originally founded by the travelling companions of the famous
wandering poet-hero Amaril, who wandered the entire Silver Empire of first age
Seshnela.
The most famous members of Amaril's Band are all wandering poets in the image of
their founder, but entertainers of all sorts seek membership within, for few nobles
would dream of hiring an entertainer who has not studied with the band, despite
rumours that the great guild-master in Ralios has turned the entire band into a spy
network.

Amaril's Anthology B, C
Although few poets are literate, and most of their spells are passed down from
master to apprentice, physical copies of Amaril's poems do exist, for the nobles are
fond of them and will recite them to entertain guests or lovers. However, members
of Amaril's Band are quick to point out that it takes being a poet to truly
understand it's author's verses, and to extract the spells hidden within.

Compel Silence: This spell commands the Communication Rune, forcing tongues
to still and others to listen to the poet.
Distract Bully: This spell combines the Man Rune with the Illusion Rune to fool
and stun a bully, punishing him for acting violent towards the weak.
Harmonizing Voice: This spell combines the Harmony Rune with the
Communication Rune, making those who hear the poets' words stand rapturous
and eager to listen to what he says.
Imitate Voice: This spell combines the Illusion Rune with the Communication
Rune, allowing the poet to sound exactly like another person.
Song of Love: This spell combines the Life Rune with the Communication Rune
to create a song that stirs the hearts of those around the poet.
Song of Unity: This spell combines the Harmony Rune with the Communication
Rune to create a song that brings people together and calms the angry.
Weave Illusion with Words: This spell summons the Illusion Rune, bringing forth
the poet's words into concrete reality for as long as they describe them perfectly.
Humble Calligraphers
This guild of scribes is one of the most widespread and powerful in the entire west,
for their skills are valued by many lords and wizards. They are some of the few
literate members of the worker caste, and so possess a higher standard of living than
their fellows.
While originally from the far off Sog City, scriptorium housing this guild can be
found in most major cities, and members of the guild work for merchant houses and
wizard schools alike.

The Closed Scriptorium S


Each copy of this grimoire is a valuable work of art, being masterpieces of the
guild's craft. The pages of the highest quality paper or parchment, with the letters
being painted with rare inks, and every page decorated with miniature illustrations
and marginalia. While other guilds may view this as wasteful and against good
taste, the Humble Calligraphers know that the wizards and lords who hire them
judge the grimoire's opulence as a sign that the Calligraphers will match their
desires perfectly.

Break Code: This spell separates the Illusion Rune from the Truth Rune, allowing
the scribe to find messages and secrets hidden inside ciphers and other codes.
Compare Documents: This spell commands the Truth Rune to reveal any
differences or similarities between two documents, revealing hidden meanings or
changes in purpose.
Create Code: This spell combines the Illusion and Truth Runes to encode the
scribe's words, rendering what he writes impossible to read by others.
Find Right Text: This spell summons the Truth Rune to reveal to the scribe where
a document is hidden, or a section of a piece of text that he is looking for.
Keep a Secret: This spell dismisses the Truth Rune to allow the scribe to conceal a
truth, preventing others from forcing a secret from their lips or fingers.
Make Exact Copy: This spell combines the Movement Rune with the Truth Rune
to allow the scribe to duplicate a document quickly and perfectly, down to the
smallest flaws.
Protect Document: This spell combines the Stasis Rune with the Truth Rune to
protect a document from the ravages of time.
Order of the Plough
Although never rising to high status, this fraternal order is one of the most ancient
Malkioni societies, said to have been originally formed by Malkion's son, Dronar the
Worker. Indeed, the spells within their sacred grimoire are as restrictive as those used
by wizards, requiring the original scratch plough design used by Dronar. In places
such as Loskalm, where they have abandoned this ancient tool for more modern
designs, this society has been lost.

Plough Benedictions , ?
Despite most of their spells and secrets being passed down by word of mouth, the
order does possess a written version of them in a few grimoires written by Readers
who still belong to the guild. These grimoires are protected by a simple code
where each second line of text is written back to front.

Curse Disobedient Family Member: This spell taps the Man Rune within an errant
member of the worker's family, striking them dumb for their sinful ways.
Fertile Fields: This spell combines the Life Rune with the Earth Rune to make a
field bountiful and perfect for planting crops.
Fertile Marriage: This spell combines the Life Rune with the Man Rune, bringing
bounty to a worker's marriage, and guaranteeing offspring to continue his line.
Ignore Fatigue: This spell combines the Harmony Rune with the Man Rune to
keep working despite the fatigue caused by their hard work.
Preserve Grain: This spell combines the Stasis Rune with the Earth Rune to
protect grains from the forces of decay.
Repair Plough: This spell combines the Harmony Rune with the Earth Rune to
repair the worker's plough, restoring it to peak condition.
Strong as an Ox: This spell combines the Beast Rune with the Man Rune, granting
the worker the fortitude and might of cattle, enabling them to perform impressive
feats of strength.
Order of Shipwrights
During the closing, this guild shrank to almost nothing, and only a handful of
guildhalls still existed. Then Dormal the Opener arrived with his magic to make the
seas navigable again, and the Shipwrights enjoyed a new bounty. The Duke of Nolos
even gifted them with vast wealth in order to build him a fleet of ships, and so the
Shipwrights are the most powerful guild in the Quinpolic League.

The Book of Openwater Sailing Q, A


When the Shipwrights merged with the guilds of fishermen, navigators and sailors,
the different guilds pooled their knowledge to create a singular potent grimoire
that aided them all. The book therefore changes subject quite often, on one page
discussing the proper ways to repair a ship with the next concerning the migration
patterns of Salmon. Those who can find their way through its confusing sequence
will find a great many spells relating to sailing.

Dry Clothing: This spell dismisses the Water Rune, instantly drying the clothing
of the sailor.
Endure Wind: This spell combines the Stasis Rune with the Air Rune to allow the
sailor to keep working through the harshest of winds, and to prevent them being
thrown overboard.
Fix Ship: This spell combines the Harmony Rune with the Water Rune to repair
damage caused to a ship, mending timbers and reweaving sails.
Float in Water: This spell combines the Air Rune with the Water Rune, making
the sailor float on the surface of the ocean, preventing him from being dragged
down by currents.
Predict Weather: This spell combines the Truth Rune with the Air Rune to allow
the sailor to sense incoming changes in weather, from sudden stillness, to
dangerous hurricanes.
See Through Weather: This spell dismisses the Air Rune, allowing the sailor to see
through fog, rain and wind.
See Currents: This spell combines the Truth Rune with the Water Rune, allowing
the sailor to see the currents beneath the surface of the ocean
Redsmith's Guild
The Redsmiths guild long ago folded the guilds of tinkers, jewellers, and other
metalworkers into their midst, becoming even more widespread and powerful. As
respected craftsmen, they have earned a better standard of living than other workers,
and are in constant demand for their services.
Many militiamen amongst the worker caste become members of this guild, for they
prize the ability to maintain their own weapons and armour, leading to the guild-
houses of the Redsmiths being extremely well guarded.

The Metals of Acos 


Originally written in the first age by Bertalor, King of Seshnela, to teach his
subjects about the true logical make up of Acos (an ancient Seshnegi word for the
universe), this work contained many formulas and obscure references which the
different smithing guilds discovered to be spells they could use to aid their craft.

Alloy Metals: This spell commands the Fire Rune to meld two metals together,
creating alloys such as bronze which combine the strengths of each original meta.
Forge Death Weapon: This spell combines the Death Rune with the Fire Rune to
create a weapon containing the essence of death, making it incredibly sharp and
deadly.
Harden Metal: This spell combines the Stasis Rune with the Fire Rune to infuse
metals with strength and hardness which makes them hard to break or bend.
Heat Metal: This spell summons the Fire Rune within metal, making them glow
with heat, and become soft and easily workable.
Purify Metal: This spell separates the Earth Rune from the Fire Rune to purify a
metal, removing imperfections to bring forth a pure Rune Metal.
Repair Tool: This spell combines the Harmony Rune with the Fire Rune to repair
metal tools, restoring them to peak condition.
Resist Heat: This spell dismisses the Fire Rune within the smith, enabling to resist
even the most extreme heat as it instead gently warms them.
Tea Growers' Guild
Tea is a popular drink amongst Seshnela's nobility, with highly ritualized drinking
ceremonies. The patronage of the nobility has granted great power to the Tea
Growers' guild, allowing them to absorb the guild of herbalists and gardeners. Vast
tea plantations are a common sight in the hilled regions of Seshnela.

Work For Good J


This grimoire is of unknown providence, and predates the establishment of the Tea
Growers' guild, and in fact most of the guilds in Seshnela. What is known is that
the oldest existing copies date back to the Silver Empire of the First Age, before it
fell to the armies of the deceiver.
Inside its pages are lists of the different herbs and other plants found across
Glorantha, and what purposes they can be used for. Despite being unknown in
Seshnela until the second age, tea is one of the plants included, which the Tea
Growers claim is a sign of their destiny and purity.

Appease Elf: This spell combines the Communication Rune with the Plant Rune to
placate the elves which would otherwise destroy the tea plantations.
Detoxify Plant: This spell separates the Death Rune from the Plant Rune to
remove any natural toxins within a plant, making them safe to consume.
Find Wild Food: This spell combines the Truth Rune with the Plant Rune to make
edible wild plants obvious to the worker's sight.
Healing Tea: This spell combines the Harmony Rune with the Plant Rune to make
a soothing drink out of tea leaves which aids the body's natural healing.
Kill Pests: This spell combines the Death Rune with the Plant Rune to kill weeds
and vermin which feed upon crops.
Preserve Plants: This spell combines the Stasis Rune with the Plant Rune to
prevent harvested plants from succumbing to rot.
Protect Crops: This spell separates the Air Rune from the Plant Rune to protect
plants from the harsh extremes of weather such as storms or frost.
Warrior Societies
While many Malkioni cultures have divided their soldier caste into many different
warrior societies, nowhere is this more common than in Seshnela, and nowhere is the
rivalry between them as fierce.
Each society takes its heraldry after one of the legendary beasts of Malkioni
mythology and history, and uses a fighting style derived from that beast. Because of
this, each society views themselves as the perfection of the warrior lifestyle, and all
the others are unworthy variations. Even within a single society you will find
variations which give rise to rivalries, and it is not uncommon for different regiments
of the same society to pursue vendettas against each other.

Bull Society
The Malkioni say the first Bull was Bonasus, a huge beast whose size was only
equalled by its foulness. His original children, the Bonnacons, are certainly foul, and
avoided by all other creatures, even as they defile the earth and waters about them.
The cattle and water buffalo commonly used by the worker caste have long been
purified with the aid of man.
The Bull Society are said to be foul smelling and cowardly like their patron, for unlike
other soldiers who fight man to man, the Bull Society specialises in creating and
breaking sieges. Their armour is commonly stained with oil and tar, and their love of
fire worries many watchers and nobles, but none can ignore their effectiveness.

The Sealed Grimoire 


Viewing their secrets as extremely dangerous and valuable, the Bull Society seals
every copy of their grimoire with gold and lead, fearing what others would do with
the magic contained within. While most wizards scoff at the reverence the soldiers
give this tome, the Debaldans and Ekozites claim that the society has studied at
their feet, and know the secret of replicating Tanien's Fire.

Burning Bolt: This spell combines the Death Rune with the Fire Rune to make the
soldier's crossbow bolts burst into flame.
Create Smoke: This spell combines the Darkness Rune with the Fire Rune to bring
forth a dark cloud of burning smoke, blinding others and obscuring sight.
Everburning Torch: This spell summons the Flame Rune to create a torch which
burns without fuel and stays alight even when wet.
Liquid Fire: This spell combines the Water Rune with the Fire Rune to create a
liquid that burns with fire, but flows like water.
Quench Flame: This spell dismisses the Fire Rune to instantly extinguish any
burning fire.
See Through Smoke: This spell combines the Truth Rune with the Fire Rune to
uncloud the soldier's eyes and allow him to see through smoke, no matter how
thick.
Withstand Heat: This spell combines the Stasis Rune with the Fire Rune, allowing
the soldier to ignore the effects of extreme heat.
Crocodile Society
The Crocodile was a child of Jakasal the slitherer, who never moved unless he was
forced to. When the seas crept up upon the land, he floated upon them, acting as a raft
to several survivors, when they receded he stayed waiting in the mud that was left. It
was only when the age of ice occurred that Crocodile finally moved, for prey stopped
coming and he grew legs and walked off to slake his hunger. His children take after
him, never moving when they can help it, lazing by the sides of the Tanier River.
The Crocodile Society claims to be descended from those who rode atop Crocodile
during the flood, and took him as their patron to honour his aid. They believe that like
him, they should provide for others, and so slay the more dangerous beasts that dwell
in Seshnela to protect the workers, and provide food for them. This has led to others
seeing them as no better than the workers they help, especially since the society
favours greens and browns for their armour, and enjoy wrestling their prey, instead of
relying on their swords.

The Scaled Tome ?, =


Despite being bound in crocodile hide, this grimoire is rarely of the highest
quality, for the Crocodile Society favours function over form. The spells within
are written in plain language, with little in the way of mysticism or ritual, and
many explanatory diagrams.

Float in Water: This spell combines the Water Rune with the Stasis Rune,
allowing the soldier to float serenely in the water.
Hide in Earth: This spell combines the Illusion Rune with the Earth Rune to
remain unseen, resembling nothing more than a rock, log or other part of the
terrain.
Preserve Meat: This spell combines the Beast Rune with the Stasis Rune to
preserve meat the soldier has butchered, preventing it from rotting.
Stone Skin: This spell combines the Man Rune with the Earth Rune to make the
soldier's skin as tough as stone.
Track Anything: This spell combines the Truth Rune with the Earth Rune to allow
the soldier to find and follow the tracks of his foes and prey.
Wait for Prey: This spell combines the Man Rune with the Stasis Rune to allow
the soldier to stay perfectly still until his prey appears.
Wrestle Anything: This spell commands the Earth Rune within themself to give
the soldier the strength to wrestle and overpower even the most unlikely of things.
Horse Society
Deluskval was the ancient horse of the original Malkioni, although interbreeding with
the false horses of other peoples has led to his modern descendents being small and
pitiful versions of their patriarch. Since the age of ice, many have tried to breed back
this original strain of horse, although none have succeeded.
The Horse Society is one of the few warrior societies allowed to ride horses, and
know this is a great responsibility. They act as mounted skirmishers and archers,
favouring a shortbow over the mechanical crossbows favoured by other soldiers.

Filipus' Manual M
This grimoire was written by the Talar of Arolanit before he ascended to his
throne, when he bred and trained horses for the Brithini Cataphracts. Despite being
written by a noble, the soldiers of the Horse Society found that within this book
were many spells they could use in relation with their steeds, and adopted it as
their grimoire, despite the disapproval of the manual's author.

Blinding Charge: This spell combines the Fire Rune with the Movement Rune,
allowing the soldier to shine like the sun while charging, blinding all foes.
Deadly Arrow: This spell combines the Death Rune with the Movement Rune to
make the arrows fired by the soldier deadly, striking down whoever they hit.
Ride Backwards: This spell separates the Disorder Rune from the Movement
Rune, allowing the soldier to direct his horse and remain stable, while facing
backwards in the saddle.
Ride Like the Wind: This spell combines the Air Rune with the Movement Rune,
granting the soldier's steed the ability to outrun the wind itself.
Ride on Water: This spell combines the Water Rune with the Movement Rune to
allow the soldier's steed to run across water as if it was solid ground.
Stampede Horses: This spell combines the Beast Rune with the Movement Rune
to drive herds of horses to stampede with fear, running in a random direction.
Unstoppable Charge: This spell combines the Stasis Rune with the Movement
Rune to create a charge that cannot be stopped, diverted, or blocked until it has
reached the enemy.
Kraken Society
The Kraken were the primordial ancestors of octopuses, squid, and nautiloids. They
were immense creatures of the dark ocean abysses, and sailors still claim they exist to
this day, although this speaks more of the imagination of sailors than the hardiness of
the krakens.
The Kraken society favours the net as a weapon, using it to entangle their foes before
finishing them off with their blade. Many other warrior societies look down on them
for being "glorified fishermen", but their fighting style has led to them being used as
black clad guards in port cities, for they can easily capture criminals for questioning.

Revelations from the Depths I, Q


The grimoire of the Kraken Society is written in the tongue of the Waertagi, for
the Malkioni first learned of the Krakens from them. Despite this, few members of
the society are fluent in the tongue, relying on rote memorization of the spells and
secrets passed down from the society's elders.

Create Shadows: This spell summons the Darkness Rune to make an area as dark
as night, rendering light sources useless.
Hungry Net: This spell combines the Movement Rune with the Darkness Rune to
allow the soldier to throw his net and have it home in on a victim with vicious
hunger and entangle them.
Repair Net: This spell combines the Harmony Rune with the Water Rune to fix
tears and snags within a net, rendering it whole once more.
See in Darkness: This spell combines the Truth Rune with the Darkness Rune to
allow the soldier to see in pitch darkness as well as he can in daylight.
Strangling Net: This spell combines the Death Rune with the Darkness Rune to
turn the soldier's net into a deadly weapon which chokes the life out of those
unfortunate to be caught in it.
Strong Net: This spell combines the Stasis Rune with the Water Rune to empower
the soldier's net, making it impossible to break and able to hold heavy prey.
Weaken Victim: This spell combines the Disorder Rune with the Darkness Rune
to drain the strength of those the soldier can hold on to, making them weak and
feeble.
Lion Society
The Lion Society are paragons of loyalty, for they guard the nobles, and other
worthies with their lives, pledging their swords to save the lives of others. They are
famous for their watch over the ruins of the ancient Lion people, for if they were to
stop guarding it, the barbaric remnants of their kind would rise up and strike at
Seshnela once more.
The other warrior societies view the Lions as lazy, for they spend most of the day
standing in one place, surrounded by the opulence of the nobility. Those who have
seen them in action would never dare insult them, for when an assassin or thug strikes
at their lord, the Lions leap into action with a ferocity and speed which is scarcely
believable.

The Book of Swift Justice N, 


Most of this grimoire is written in the format of a lengthy and often allegorical tale
about the first lion and his children. The Lion Society has found spells contained
within the instructions given by the lion, and the laws he dictates to his children.

Eternal Vigil: This spell combines the Stasis Rune with the Fire Rune, allowing
the soldier to stand guard without feeling the need to sleep, eat, or even move.
Find Assassin: This spell combines the Truth Rune with the Death Rune to reveal
those who wish to slay the soldier's master.
Illuminate Darkness: This spell summons the Fire Rune to surround the soldier's
head with a mane of light, banishing the darkness around him.
Leaping Strike: This spell combines the Movement Rune with the Death Rune,
allowing the soldier to move with the speed of a leaping lion, charging into action.
Maiming Strike: This spell combines the Disorder Rune with the Death Rune to
allow the soldier to cause horrifying injuries, breaking bones and blinding eyes of
those who wish to harm his lord.
Sunder Weapon: This spell dismisses the Death Rune within an enemy's weapon,
shattering blades and blunting arrows.
Terrifying Roar: This spell summons the Death Rune within the soldier's voice,
allowing him to terrify all those who hear his roaring bellow.
Serpent Society
Jakasal the Slitherer is the ancestor of all snakes in Glorantha, his offspring crawling
across the entire world, from the frozen north to the burning south. Although many
fear his children, few are dangerous to humanity, and the Malkioni know that the
venom that burns in the fangs of some is the result of vile Vadeli curses.
Despite the Serpent Society's refusal to touch poison, they are distrusted by all but
Seshnela, for that kingdom has long been intertwined with serpents, and their
founding dynasty descended from the serpent mother of the land. The soldiers of the
society are commonly found as skirmishers, armed with a spear and sword, often
undulating in imitation of a snake. They wield these weapons with deadly precision,
making rapid thrusts to break through enemy lines, making impressive feints and
disarming enemies.

Enigmas of the Serpent D, M


Few have ever seen the grimoire of the Serpent Society, lending to its air of
mystery. This has led to many Watchers proclaiming it as tainted by the Vadeli,
just as the serpents were. These proclamations are usually rescinded soon
afterwards, after the Watchers spend nights communing with the Invisible God.

Avoid Blow: This spell summons the Movement Rune, allowing the soldier to
shift their body in sinuous ways to avoid enemy attacks.
Break Weapon: This spell combines the Death Rune with the Disorder Rune to
strike an enemy weapon and shatter it.
Escape Bonds: This spell separates the Stasis Rune from the Movement Rune,
allowing the soldier to dislocate their limbs and slip out of even the tightest
restraints.
False Strike: This spell combines the Illusion Rune with the Disorder Rune to
confuse enemies, making them mistake feints for deadly attacks, and think mortal
blows will be wild swings.
Find Vulnerability: This spell combines the Truth Rune with the Disorder Rune to
reveal weaknesses in enemy formations, fortifications and armour.
Shatter Armour: This spell combines the Death Rune with the Disorder Rune to
strike at the most fragile parts of enemy armour, causing it to break apart.
Unhealing Wound: This spell summons the Disorder Rune to strike a deep and
dangerous wound in an enemy, which resists the forces of harmony, preventing it
from being healed.
Schools of Wizardry
It is the role of wizards to understand the universe. However, the universe is too vast
and glorious for anyone but the Invisible God, Malkion, and Zzabur to understand
entirely. Therefore wizards separate study only one part of the universe, typically
focusing on a single driving concept, usually tied to an individual Rune. When
wizards sharing the same goal get together, they pool their knowledge and create a
school of wizardry devoted to a concept.
Most of the schools of Wizardry were founded by Zzabur's early followers, based on
fragments of their mentor's own grimoires, such as the lengthy lost Blue Book of
Zzabur.

Barmalan School
One of the most ancient schools of wizardry, the Barmalani specialise in controlling
the forces of death and conflict, empowering soldiers and terrifying their foes. Despite
being martial wizards, members of this school must still remain untouched by blood
or bile, and so cast their spells from a distance, or even before a battle begins. Unlike
many other schools, the Barmalani are divided into many smaller schools and orders,
such as the Iron Blood School of Segurane, the Order of Accuracy, or the Company of
the Russet Cross.

Book of Conflict N
The grimoire of the Barmalan School has barely changed since the days of when
Malkion and Zzabur were allies, requiring the wizard to obey the most extreme
versions of his caste's laws. The spells also predate the nobility becoming mounted
warriors, and so the spells contained within work only upon those who are
members of the caste of soldiers.

Command Soldier: This spell commands the Death Rune within a member of the
soldier caste, allowing the wizard to give them irresistible orders.
Grant Soldier Courage: This spell dismisses the Death Rune to make a member of
the soldier caste immune to both natural and magical fear.
Enchant Iron: This spell combines the Earth Rune with the Death Rune to purify
and enchant the metal of death, making it even more deadly.
Remove Wound: This spell combines the Harmony Rune with the Death Rune,
closing wounds and dismissing injuries.
Terrify Enemy Soldiers: This spell summons the Death Rune to make enemy
members of the soldier caste aware of their own mortality, sending them into fits
of terror.
Unstoppable Missile: This spell combines the Movement Rune with the Death
Rune to make an arrow or crossbow bolt able to pierce through even the thickest
armour.
Ward against Inferior Weapon: This spell dismisses the Death Rune, making a
member of the soldier caste immune to the weapons of peasant rabbles.
Debaldan School
Originally founded by the aquatic Waertagi, this school was taught to selected
members of other Malkioni sects. This in turn caused the downfall of the Waertagi, as
the Middle Sea Empire used their secrets to burn the oceans of their fleet. Members of
the Debaldan School are the lords of water, and must vanquish any sea being who
does not bow to their authority. In turn, members must remain respectful of the
powers of air.

Beyond Aquatic Laws Q


During the ages before the dawn, the Waertagi were aided by Zzabur in their wars
against foreign sea powers. This grimoire was based upon Zzabur's enslavement of
the Solkathi Sea, and the spells he used to accomplish it.

Calm Waters: This spell combines the Harmony Rune with the Water Rune to
bring peace and stillness to waters within earshot of the wizards' words, making
them placid.
Command Water Being: This spell commands the Water Rune within creatures of
the waters, enabling the wizard to issue them irresistible orders.
Create Rogue Wave: This spell combines the Disorder Rune with the Water Rune
to bring forth a mighty wave from the ocean to drown his foes and capsize their
vessels.
Freeze Water: This spell combines the Darkness Rune with the Water Rune to
solidify water, turning it into ice.
Move Vessel Quickly Across the Waters: This spell combines the Movement
Rune with the Water Rune to speed the passage of their ship in the waters for as
long as the wizard continues to chant.
Stop Vessel in the Water: This spell combines the Stasis Rune with the Water
Rune to stop a boat in the water for as long as the wizard can chant the spell.
Summon Undine: This spell commands the Water Rune to animate a body out of
water, able to fulfil simple orders for the wizard.
Ekozite School
This school studies the runic make up of matter, and how to change an object's shape
and nature by the manipulation of those runes. This process has been called Alchemy
by outsiders, who distrust the strange and dangerous creations made by the wizards of
this school. The Ekozites themselves claim that this study is vital to understanding the
world, for if you cannot understand the origins of the world, how can you truly
understand your role within it?

The Red Book of Zzabur ?, Q


While not the infamous Blue Book of Zzabur, his lesser book is still a powerful
grimoire, and is bound in leather dyed red, to replicate the original which was
bound in the skin of the Red Vadeli. Within, the grimoire details the origins of the
essential world from the Prima Materia, and the development of the elemental
runes.

Liquefy Solid: This spell combines the Water Rune with the Earth Rune to turn a
solid object into a liquid state.
Purify Mixed Liquid: This spell commands the Water Rune to separate a mixed
liquid into a pure form.
Putrefy Metal: This spell combines the Disorder Rune with the Earth Rune to
corrode and corrupt metals, making them fragile and useless.
Separate Earth from Water: This spell separates the Earth Rune from the Water
Rune to separate a mixture of the two elements into pure concentrations of each.
Solidify Liquid: This spell combines the Earth Rune with the Water Rune to turn a
liquid into a solid form.
Transmute Metal: This spell commands the Earth Rune to change a pure rune
metal into a different one, although neither can be Iron.
Tap Matter: This spell taps the Earth Rune, draining material objects of their
essence to provide power for the wizards' spells.
Furlandan School
This school dates back to the first age, where it was used to study and oppose the foul
bodiless spirits summoned by the Pendali lion-men. Their success at understanding
these entities was essential in the defeat of the Pendali, and ever since then they have
remained a strong presence near the ruins of the lion-men's cities. They again came to
prominence in the reign of the Middle Sea Empire, where they protected the empire
from the magic and demons of other peoples. Unfortunately, the Empire didn't listen
to their warnings, and fell to the corruption of the God Learners.

Against the Demons <


This grimoire consists of lengthy discussions between Hrestol and the ascended
Malkion, in which Malkion explains the nature and source of a myriad of demons,
spirits, and pagan gods. In so doing, he lists their weaknesses, and other ways to
confound them, and these secrets became the spells known by the Furlandan
School.

Banish Spirit: This spell dismisses the Spirit Rune, removing an unbound spirit's
tenuous existence in the material world and banishing it back to their otherworldly
home.
Curse Spirit-talker: This spell taps the Spirit Rune of a spirit worshipper,
hampering their ability to call upon their spirits for magic.
Force Spirit Out of Body: This spell separates the Man Rune from the Spirit Rune
to force out a spirit which is possessing someone regardless of if their vessel is
willing or not.
Identify Spirit's Names: This spell combines the Truth Rune with the Spirit Rune
to reveal a spirit's name and lineage from the primal Runes, enabling the wizard to
understand them.
Invisibility to Spirits: This spell combines the Illusion Rune with the Spirit Rune
so that the wizard may pass by spirits without being detected by them in any way.
Resist Spirit: This spell commands the Spirit Rune within a spirit, rendering it
powerless to affect the wizard by any means.
Summon Spirit: This spell summons the Spirit Rune, bringing forth a spirit which
the wizard knows the name and lineage of.
Rokari School
A small fragment of the larger Rokari Sect, this school of wizardry concerns itself
with the understanding, explanation, and enforcement of the sect's rules and
instructions. The wizards of this school are treated as Knowers in the Kingdom of
Seshnela, for while the Knowers of the Abiding Book concentrate on their flock, the
Rokari School must watch out for the entire Kingdom.

Right and Wrong Reading S, ;


This grimoire was written by Rokar in full preparation for his death, to teach
others of how to apply logic and reasoning to find the truth in the grimoires of
Seshnela, and how to remove the impure when it has crept in. Each member of the
school carries a small replica, for reference when examine Malkioni for signs of
heresy or paganism.

Burn Pagan Writings: This spell combines the Fire Rune with the Truth Rune to
burn away the lies held within pagan writings, leaving nothing but purified ash.
Curse Heretic: This spell taps the Law Rune within a heretic, removing his ability
to work magic with his false laws.
Dispel Magic: This spell dismisses the Law Rune to cancel a spell by removing its
magical energies.
Ignore Impious Words: This spell commands the Truth Rune, enabling the wizard
to remain blissfully ignorant of pagan lies.
Preserve Grimoire: This spell combines the Stasis Rune with the Truth Rune to
preserve a holy grimoire, protecting it from decay or saving it from pagan attacks.
Sense Grimoire: This spell combines the Truth Rune with the Law Rune to reveal
the presence of hidden grimoires to the wizard's sight.
Understand Grimoire: This spell combines the Law Rune with the Truth Rune,
enabling the wizard to understand the words and spells hidden within a grimoire,
regardless of their codes or ciphers.
Xemelan School
Xemela is often counted as the first of the Ascended Masters, although some dispute
this since her great deeds happened before the dawn. She was once the queen of
Seshnela, but left her throne to heal her subjects of the magical plagues which struck
them down. In the end she could not cure them of the greatest of all plagues, and
instead took the plague into herself, allowing her to cure it at the sacrifice of her life.
She was eventually granted solace by her son, Prince Hrestol.

For OthersF
This formulary collects all the medicine Xemela learned and discovered while
going throughout Seshnela and the west. It contains great deal on which herbs heal
and why, and many other methods to heal others through methods like
bloodletting and surgery.

Bring Merciful Sleep: This spell combines the Darkness Rune with the Harmony
Rune to send a patient to a calm and safe sleep, untroubled by nightmares.
Cure Infection: This spell summons the Harmony Rune to force out a disease,
destroying it and restoring health.
Ignore Own Suffering: This spell commands the Harmony Rune within the healer
to enable them to ignore the effects of any disease or injury ravaging their body.
Prevent Spread of Disease: This spell combines the Stasis Rune with the Harmony
Rune to stop diseases from spreading from the ill to the healthy.
Speed Natural Healing: This spell combines the Man Rune with the Harmony
Rune to accelerate the body's own healing processes, letting a patient recover
quickly from illness or injury.
Stay Awake: This spell combines the Fire Rune with the Harmony Rune, allowing
the healer to ignore the effects of exhaustion, and keep working through the night.
Take Sickness onto Self: This spell combines the Movement Rune with the
Harmony Rune to remove a disease from a patient by moving it into the healer.
Ascended Masters
Sometimes a great hero or spiritual leader will achieve perfect spiritual unity with the
Invisible God, usually by discovering a great truth about the world. These people have
become known as Ascended Masters, for on their deaths they leave behind no body,
and instead are taken to Solace to be united with the Invisible God completely.
Many of the Ascended Masters have written grimoires, or had grimoires written about
them, detailing the secret truth they discovered. These grimoires are popular reading
materials for the nobility, for nobles have much free time to attempt to follow in the
footsteps of the Ascended Masters, in hopes of achieving the same state.
Not all Malkioni sects treat the Ascended Masters with reverence. Amongst the
Rokari, the veneration of the Ascended Masters is seen as idolatrous, and near
paganism. Only a handful of the Masters are accepted, most notably Gerlant
Flamesword, for he once ruled Seshnela as a great King.
The Zzaburite sect ignores the Ascended Masters, viewing them as deluded at best.
The nobility of Arolanit instead follows a grimoire said to have been written by Talar,
the first noble, which details the laws and magic by which a noble should rule.
Arkat the Liberator
Arkat was one of the greatest heroes of the first age, who was born amongst the
Brithini but abandoned their laws to fight the great demon Gabaja, who hid as Nybie,
the god of light.
In the end this war led him to abandon the Malkioni way itself, and become a Krjalki
monster, but there are still those Malkioni who remember him as he was when he
liberated Seshnela from the Vampire Kings and Nybie's forces.

Arkat's Bronze Grimoire N


Arkat wrote five grimoires over his long life, each devoted to one of the great
truths he discovered in his war against Gabaja. The first truth he learned was about
mastery over combat and death, which he inscribed in a bronze clad book. Copies
were made and spread to many different Arkat cults, including the Seshnegi
followers of Arkat the Liberator.

Banish Wraith: This spell dismisses the Death Rune to return spirits of the dead to
the underworld.
Command Warriors: This spell commands the Death Rune within a band of
warriors, allowing the noble to issue them irresistible orders.
Deadly Sword: This spell summons the Death Rune to imbue the noble's sword
with the power to strike others dead with a single blow.
Kill Krjalki: This spell combines the Chaos Rune with the Death Rune to slay
Krjalki monsters such as horrors of chaos, dragonewts and trolls.
Right Makes Might: This spell combines the Law Rune with the Death Rune to
imbue the noble's followers with the strength of righteousness, making every blow
struck against a pagan a mortal injury, as long as the noble's followers act
according to the Seshnegi codes of war (see page 407 in the guide).
Slay Vampire: This spell separates the Life Rune from the Death Rune to kill a
Vampire and prevent them from rising again.
Survive Mortal Wound: This spell dismisses the Death Rune from the noble's
body, making him able to survive a wound that would otherwise kill him.
Dormal the Opener
Since the end of the second age, the Closing of the oceans made sea travel impossible,
rendering navies useless and ships scuttled for their valuable wood. However, in
1581, a fleet of ships arrived in the ports of Nolos, bearing with them Dormal, once a
humble ship builder, and now the breaker of the curse which closed the seas. He was
immediately hailed as a hero, who saved Nolos from being conquered by the
Kingdom of Seshnela. The noble captains of the new fleets of the Quinpolic League
revere Dormal as their liberator, and he is the most common Ascended Master
venerated there.

The Seven Voyages of Dormal Q


This text details the rituals and rites Dormal used on his six great voyages which
opened the oceans to all, and the preparations for the seventh and greatest voyage
through the gates of dusk to the other side.

Communicate with Foreigner: This spell combines the Communication Rune with
the Water Rune to allow the noble to speak to and understand foreigners and their
jabbering languages.
Curse Mutineer: This spell taps the Water Rune in a sailor who has committed
mutiny, weakening them while they remain on board a ship.
Never Abandon Ship: This spell combines the Stasis Rune with the Water Rune to
make sailors hold their positions on the ship and never abandon them, regardless
of weather or combat.
Open Seas: This spell commands the Water Rune to open the seas, warding off the
Closing and making it possible to sail.
Propitiate Sea Monster: This spell combines the Harmony Rune with the Water
Rune to placate one of the denizens of the seas; calming their rages and making
them leave the noble's ship unharmed.
Sail in Storm: This spell dismisses the Water Rune within a storm to make a ship
immune to its ravages, and able to sail through it.
Speak with Merfolk: This spell combines the Communication Rune with the
Water Rune to allow the noble to communicate with merfolk and understand their
strange tongue.
Gerlant Flamesword
Gerlant was an ally of Arkat, said by some to be his son. Like him he was originally a
follower of the Brithini way, but unlike the betrayer, he stayed true to the path of
Malkion and became the great and wise king of Seshnela, founding a dynasty in his
name.
On the sacred war to defeat Nybie, Gerlant discovered the Flamesword, a perfect
blade of pure essential fire, which went on to become part of the regalia of the kings
of Seshnela. While the original blade was lost when Seshnela was shattered, those
nobles who follow Gerlant's teachings learn how to call forth a fragment of its power,
transforming their own blades into fiery weapons of law.

The Flamesword Book 


After discovering the secret of the Flamesword, and using it to liberate Seshnela,
Gerlant himself penned this text, detailing the secrets he had learned from the
book, along with a record of his campaign. When he led his followers against
Gabaja, he had them read from the book, learning the exercises to call a fragment
of the Flamesword's power to their own blades, and commanding the fire to do
miraculous things.

Burn Away Pagan Magic: This spell separates the Magic Rune from the Fire
Rune, allowing the noble to burn the magic of pagan spirits and demons, leaving
them unable to work their magic.
Burning Blade: This spell combines the Death Rune with the Fire Rune to cause
the noble's sword to burst into flame.
Burn Pagan: This spell summons the Fire Rune to manifest and incinerate those
who worship spirits and pagan gods.
Burn Wound Closed: This spell combines the Harmony Rune with the Fire Rune
to sear their wounds closed, cauterizing them and warding off infection.
Flaming Lance: This spell combines the Death Rune with the Fire Rune to send a
stream of flame from the end of the noble's lance.
Keep Me Warm: This spell summons the Fire Rune to warm the noble, warding
off the cold and the darkness.
Light Fire: This spell combines the Plant Rune with the Fire Rune to ignite wood,
creating a roaring fire instantly.
Hrestol
While many Malkioni revere Hrestol as a prophet who brought new understanding to
Malkion's laws, some of the noble caste view him as an archetype to follow. Hrestol
sacrificed much in his journey, giving up his throne, his people, and even his life in
the end. Those nobles who follow in his footsteps often give up any claim on their
family's lands, in the hopes of achieving oneness with the Invisible God. The Men-of-
All are often chosen from amongst the ranks of these paragons of men.

The Book of Glorious Joy 


A relatively short grimoire, the Book of Glorious Joy was dictated by Hrestol to
his early followers. In it describes the rituals, personal sacrifices and meditation
needed to achieve oneness with the Invisible God. Many Hrestoli use it as a guide
to experiencing joy.

Aid Soldier: This spell combines the Death Rune with the Man Rune, allowing the
noble to strengthen a soldier, and grant him magical assistance in combat.
Aid Wizard: This spell combines the Law Rune with the Man Rune, allowing the
noble to grant raw magical power to a wizard, assisting with the wizard's studies
and magic.
Aid Worker: This spell combines the Earth Rune with the Man Rune, allowing the
noble to grant magical assistance to a worker, easing his sorrows and helping with
his labour.
Heal Self: This spell combines the Harmony Rune with the Man Rune to heal the
noble’s wounds and restore his body to perfect condition.
Reveal Glimpse of Solace: This spell combines the Law Rune with the Man Rune
to grant a follower of the noble a glimpse of what awaits him in Solace after death,
removing all fear from them.
Speak with Anyone: This spell combines the Communication Rune with the Man
Rune to enable mutual understanding with foreigners, whether they're Malkioni,
pagans, or even inhuman creatures.
Tap Self: This spell taps the Man Rune within the noble, draining his own magic
and sacrificing a part of himself to provide a short term enhancement of his spells.
Mistandar the Fair
At the start of the first age, the Malkioni were scattered, huddled into cities and tiny
settlements and hiding from the world outside their walls. Even when Hrestol united
the people spiritually, few would risk the long journey to meet with others physically.
Mistandar was one of these, a noble who had been robbed of his birthright, he feared
nothing, and so set out from his home to win back his titles and honours. He recruited
workers who had lost their master, soldiers with nothing to fight for and wizards who
had no homes, and built them into an empire based on trade.

The Ledgers of Credit B


Originally simply Mistandar's own diary and ledgers, after his ascension to solace
his followers picked through these pages for meaning and knowledge. Within
them they found records and accounts which proved to function as spells, ways of
manipulating and understanding the ever-present force of exchange.

Convincing Offer: This spell combines the Mastery Rune with the Communication
Rune to allow the merchant to make an offer that is beneficial to both parties while
enriching himself.
Curse Thief: This spell taps the Communication Rune of a thief, rendering them
insensate and stunned.
Detect Rune Metal: This spell combines the Truth Rune with the Communication
Rune to allow the merchant to detect the presence of pure runic metals, such as
gold or silver.
Hide Money: This spell combines the Illusion Rune with the Communication
Rune to hide the merchant's wealth from the prying eyes of others.
Preserve Goods: This spell combines the Stasis Rune with the Communication
Rune to preserve the merchant's goods and other valuables from the forces of
decay.
See Through Counterfeit: This spell separates the Illusion Rune from the
Communication Rune to reveal counterfeit coins and goods as obvious fakes.
Sense Others' Wealth: This spell combines the Truth Rune with the
Communication Rune to grant the merchant the ability to know how wealthy
others are with a glance.
Talar
Talar was one of the sons of Malkion, and was the first member of the noble caste. As
such he is not an Ascended Master, but is often venerated as one by the Hrestoli. He
was given the task of mediating between his brothers and descendents when they had
disputes, and over time this role became one of enlightened leadership. The Brithini
of Arolanit see him as the perfect example of a noble, and all of Arolanit's noble caste
use his grimoire to rule their subjects wisely.

The Talar 5
This grimoire takes its name from its apparent author Talar, whose name means
"noble" in the ancient language of Brithos. It proclaims itself to be a set of
instructions for those who follow in his footsteps and seek to rule wisely over
Malkioni peoples. While its origin is unproven, the advice within has been found
useful over centuries of practice.

Commanding Shout: This spell summons the Mastery Rune in one mighty shout,
allowing the noble to issue an irresistible command to all who can hear him.
Curse Rival: This spell taps the Mastery Rune of another noble, destroying the
loyalty of their followers and rendering them unable to command them.
Heart Stirring Oration: This spell combines the Communication Rune with the
Mastery Rune to issue speeches to appeal to the emotions of those who hear it.
Induce Fealty: This spell commands the Mastery Rune within another noble of
lower rank, asserting the noble's authority over them.
Inspire Loyalty: This spell combines the Man Rune with the Mastery Rune,
allowing the noble to win the loyalty and approval of workers, soldiers and
wizards.
Protect Me: This spell commands the Mastery Rune to convince soldiers to protect
the noble, even risking their lives to defend him.
Rally Followers: This spell combines the Harmony Rune with the Mastery Rune,
allowing the noble to remove fear and terror from his followers, and restore their
courage.

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