256 lines
14 KiB
Plaintext
256 lines
14 KiB
Plaintext
THE LORE OF GLORANTHAN GEMS
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AND NEAR-GEMS
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Copyright þ 1992 Martin R. Crim
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INTRODUCTION
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Most sages try to ignore the thorny riddle of gloranthan gem
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lore. They complain that the lore is complex and inconsistent.
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The well-known system of runes and myths does not explain gems'
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traits or runic links.
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In fact, the Godlearners gave up the search for a unified
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theory of gems, according to one legend. The many problems
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baffled them. Two gems that look the same can have different
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traits and runic links. Gods who are linked in myth often hold
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very different gems sacred. Gods with nothing in common hold the
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same gem sacred. (Jet is a good example, being holy to both Al-
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drya and Zorak Zoran.) Worse than that, local myths differ
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widely in explaining the origin of a gem.
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CLASSIFICATION
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Despite the difficulties, one can organize gem lore
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according to natural groups. Each magical detect spell works on
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some stones and not on others. (By detect spell, we mean the
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spirit magic Detect, the divine magic Find, and the sorcerous
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Sense.) Sages in different parts of the world can group gems the
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same way by applying logic and a variety of detect spells. They
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find that local gem traders apply single terms to gems from more
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than one magical group. Early steps in magical research show
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that the natural group, not the local term, fixes a gem's magical
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traits. These findings sound like Godlearner teaching to many
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people, so the finding has not gone far. Confusion reigns in
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sorting gems in most parts of the world today.
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There are many detect spells for gems and other stones, and
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no one but Zzabur has a complete list. For each of the gems
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below, there is a detect spell that detects it but no other gems
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on the list. Organic material must be dead to trigger the
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perception spell. Although most of the names parallel Earth
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gems, Glorantha's gems are not identical to Earth's.
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For many gems, detect spells exist only in one or two of the
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systems of magic (spirit, divine, and sorcerous). As a rule of
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thumb, if there is a Sense (substance) for a gem, there are also
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Animate (substance) and Form/Set (substance) spells for it.
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Even the word "gem" confuses many. The Teshnans mislead the
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rest of the world by applying their term for gem to coral, pearl,
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and ivory. Ordinary folk and even many sages believe that those
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gems come from Teshnan mines. Pedants quibble that coral, pearl,
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ivory, and jet are not gems, because the dwarfs do not consider
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them to be minerals. Added confusion comes from classifying
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truestones with the gems that most closely resemble them. Spells
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that affect non-truestone gems do not affect similar truestone.
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The truestone will not trigger Detect/Find/Sense, Animate will
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not animate it, and Form/Set will not mold it.
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This document uses the word "gem" to refer to things that
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one group of people or another considers highly valuable and
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pretty. It applies the term "near-gem" to any hard valuable
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substance that has some of the traits of gems, such as being
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pretty, magical, or valuable. "Near-gems" include amber, bezoar,
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coral, echostone, glass, ironstone, ivory, jet, jewelflor, and
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pearl. Both terms leave out many hard things used in decora-
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tions, such as sea shells, tortoise shell, and rhino horn.
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MAGICAL GEMS
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Many gems have magical power. The so-called crystals are gems of
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various colors. Most "dead crystals" have no link to a religion
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or a rune. Living crystals usually belong to a god, however, and
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the popular name notes this. By gazing deep into a living
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crystal, one can learn its nature. A living crystal has an
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unmistakable inner fire that charms the eye and the mind.
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"Attuning" a gem is actually a means of learning, in which one
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comes near to the divine.
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Gems that lack divine qualities may still have magical
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powers. Some stones make spells easier to cast. Many gems bear
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the mystical stamp of a rune or cult (see below).
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IDENTIFYING GEMS
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Many of the gems below resemble one another. They also may
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resemble non-precious stones. Identifying a gem requires a
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successful use of Mineral Lore.
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Anyone green at identification (25% or less, but above base
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skill plus bonus) knows the colors of the best-known stones
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(Diamond, Emerald, Ruby, Sapphire). He or she knows the color
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correlation table, below, and the sacred stones of his or her
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cult. He or she knows that there are many fake gems, and that
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there are ways of testing gems.
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Anyone intermediate in identification (26%-50%) can test
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gems using the scratch test. This can narrow down the
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possibilities and allow the identifier to make an educated guess.
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The scratch test can distinguish glass from other minerals, if
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done right.
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Anyone veteran in identification (51-75%) can identify the
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gems on this list with a successful roll. He or she can uncover
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fakes on a successful roll, modified for the cleverness of the
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forgery.
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Any expert in identification (76%+) can accurately grade and
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value gemstones. He or she has most of the information in this
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article (the major exception being the notes on Grow Stone). An
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expert can tell where a gem came from if he or she succeeds in
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another skill roll, with a modifier for how well he or she knows
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the gem and region.
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GEMCUTTING
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Faceted gems are rare in Glorantha. The most common way to
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prepare gems is to smooth off the rough edges and polish the
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surfaces. This yields irregular gems with very little
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brilliance. The next most common method is to cut gems en
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cabochon. That method creates a flat or rounded base and a
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rounded top.
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Teshnans mine and cut many of Glorantha's gems, often using
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the point cut and table cut. The former is merely a regular
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eight-sided solid, like a D8. The latter is a point cut with one
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point cut off.
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Some gemcutters in Seshnela now experiment with larger
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numbers of facets, working with Form/Set Quartz. Humans have a
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few ancient stones with many facets, cut in the time of legend.
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Crafters use soft gems for cameos, talismans, and seals.
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They sometimes carve letters or runes into hard gems. Crafters
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carve pictures and designs into the surface of a flat piece,
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using Craft (Gemcutting) or the proper Form/Set. The designs
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hold both religious and magical power. Spell-teachers weave
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spirit spell foci into their designs. Enchanters work the runes
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of enchantment into the designs they make. The designs
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themselves have magic power, especially when they build on the
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gem's sympathy for particular runes.
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ATTITUDES OF THE SENTIENT SPECIES
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Human attitudes about gems depend on cult and culture.
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Primitives view all shiny objects as magical, and especially
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revere any transparent stones. Nomads are more sophisticated
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than primitives, but often get fooled by traders. Barbarians
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have many folk beliefs about the magical qualities of gems. The
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notes on each gem below give these, without distinguishing the
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true from the false. Civilized peoples often have the same
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superstitions, but also view gems as very precious treasure.
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They have the attitude needed for wide-scale trading.
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Within culture types, individual cultures have different
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feelings toward gems. Malkioni link their castes to particular
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gems: Ruler--diamond, Wizard--ruby, Knight--sapphire, Farmer--
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quartz, Woman--emerald. The Teshnans consider gems a
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particularly fun part of life, worth the tedium of mining and
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polishing--so long as there is time for fun every day.
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The elder races group gems in their own ways, quite
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different from human labels. Almost every species has an
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attitude toward gems different from all other species. Some
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elder races value a particular mineral, as Dragonewts prize
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obsidian. Some appreciate all shiny objects, as Windchildren and
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Beastmen do. Ducks and Morokanth value the same stones that
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humans value, for they are close to humans in outlook. However,
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Ducks value blue stones above all others, and Morokanth prize
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large gems. Broos and Scorpionmen never value gems except as
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magic items and traps for their victims. Jelmre do not mine,
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cut, or polish gems. They appreciate gifts of gems, however,
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especially ones that look like their missing emotions. The many
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kinds of Timinit see nothing of value in gems. The major elder
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races have attitudes that reflect their general points of view.
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Dwarfs group gems entirely by their physical traits, and cut
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them for specific uses. They often work in complete darkness, so
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prettiness is not important to orthodox Mostali. They do not
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group gems as gem-quality or not gem-quality. This is a rational
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custom in light of the way spells work. Their names for gems
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include poetry like "hardness 140,000 perfect cleavage isometric
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stone" (which humans call diamond). Dwarfs occasionally produce
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a beautiful gem, as incidental to a particular use. All castes
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use gems, but the Lead caste has a special relationship with
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glass and mirrors. (Of all orthodox Mostali, they come closest
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to having an aesthetic sense.) Rock caste gem-workers have
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several ways, including spells, to measure a mineral sample's
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traits and see what it is. Dwarfs trade gemstones to humans at
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certain places, include Bad Deal in the High Llama Pass and Gem-
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borg in the Holy Country. Most are rough, but some are cut and
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polished.
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Trolls group gems according to their sonic properties, which
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they examine with their Darksense (sonar). Like dwarves, trolls
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spend much of their time in complete darkness. Trolls value
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visual traits much less than sonic traits. Thus, they have a
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different grouping system from humans. Some terms match human
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ones, like jade and opal. Others are completely different. The
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term "warm-timbre rough-stone" refers to stones which humans put
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in more than one group, and it excludes stones which humans place
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in those same groups.
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Trolls prize some mundane stones which humans find plain and
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drab. Echostone is set forth in detail below. Deadstone mutes
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darksense, making it hard to "see." It is sacred to Zorak Zoran,
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whose cultists make maul- and mace-heads from it. Waterstone
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sends back echoes that "look" like a water surface. Hollowstone
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and squeakystone have the darksense traits suggested by their
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names.
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Brown and Green Elves enjoy all pretty stones, but only
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prize those intimately associated with plants. The most common
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of these are amber, grow stone, jet, jewelflor, and petrified
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wood. Yellow elves are similar in attitude, but grow almost all
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of their gems. They grow jewelflor, glass vine, gem orchid,
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sapphire violet, and some rarer varieties. Humans know nothing
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about Red, Blue, and Black Elf attitudes. Elves have three terms
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which they use to group all minerals. Noble, as a gem term,
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means unfathomable, powerful, and pure. Common, as a gem term,
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means ordinary, weak, and mixed. Profane, as a gem term, refers
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to made things. Within the common class, the elves classify
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minerals by their effect on plants growing in or near them.
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Thus, they talk about the veins and ores in which gems occur more
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than they talk about the gems themselves.
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Mermen prize coral, ivory, and pearls. They trade with
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surface dwellers for polished aquamarines, the only surface gem
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they honor. They link each gem to a caste: aquamarines with
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rulers, pearls with shamans, and coral with gatherers. The
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warriors' gem is ivory, which they take from narwhals and sea
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lions.
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MAGICAL CORRELATIONS
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Gloranthan stones roughly follow a color scheme linking them
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to the runes. The following table applies to gems and also to
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other stones. It is not complete, nor even adequate. It only
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indicates some links between runes and gems.
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Working the runes into the right gem often makes an enchant-
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ment easier to create or stronger when it is done. Light spells,
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in particular, work well with transparent gems. Hard gems make
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stasis spells stronger.
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Most gems have special links with one or more deities or
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spirits, or with particular runes. Where these do not follow
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from the color association, a myth explains the origin of the gem
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from the acts of the associated deity. Gods with the common
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divine spell of Find (substance) provide Find spells for all
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their sacred materials. See the list below, at the end.
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In addition to their sacred gems, many deities also hold
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certain gems blessed, but not divine. These are always less
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valuable stones.
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The Teshnans do not link particular gem types to individual
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gods. Teshnans present gifts of cut and polished stones to
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temples and temple-complexes. They base the gift on obscure dis-
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tinctions, which outsiders find inscrutable.
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Chaotic gems come in all colors. They may appear "wrong" in
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some way, or they may not. Some are so tainted with chaos that
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they infect those who handle them. Most just have an affinity
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for chaos. Chaotic enchanters prize both kinds.
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Associations
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Color Primary Secondary
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Black Darkness Death, Illusion, Dark Earth
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Blue Water Moon, Mastery, Fertility
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Brown Earth Fertility, Disorder
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Clear Magic Light, Ice, Infinity
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Gray Air Movement, Shadow, Undead
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Green Plant Earth, Harmony, Stasis
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Orange Spirit Air, Heat, Death
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Pink, Red Moon Illusion, Death
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Variegated Man Disorder, Trade, Luck
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Violet Beast Water, Fertility
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White Law Truth, Fate, Cold
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Yellow Sky Truth, Harmony
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[This is part 1 of 4; email me at Argrath if you want to see
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more.] |