metalTHE MAGICAL GEOLOGY OF GLORANTHA 
    MYTHOLOGY FORMS THE BASIS for all Gloranthan reality, and its importance can 
be seen in this Sartar legend: 
Baranwolf, a Lhankor Mhy  scholar, proved that the amount of a precious metal in 
the world indicated the fatality rate of the various tribes of gods in olden 
times. Baranwolf was executed by Frithorf the Magnificent, an astonishingly 
superstitious king who could not accept the resultant conclusion: that the storm 
gods died the most. Baranwolf s student, who continued his papers (and began 
using Baranwolf s name,) subsequently proved that bronze is also the product of 
mixed sky and earth, showing where Orlanth's parents once loved each other 
before the illustrious son was born, preparing the way by making places where 
future weapons would be sown to glorify Orlanth. 
    The Gloranthan world is constructed from stuff which was once divine and 
living. Some parts of the world have retained more of their original nature and 
are recognized by humans as being magical. Many pieces of magic originate from 
mythical conflicts whose remains litter the earth, perhaps dead and undiscovered 
for centuries. 
    Bones (metal) and blood (crystals) supply the majority of magic items. Some 
other items, more unusual or unique, are recognized as well. 
Bones of the Gods: Gloranthan Metals 
    All metal is from the bones of gods, some dead and some (like the Earth 
Mother) still living. Political statements notwithstanding, bronze is the most 
common metal, mined right from the earth in many places, which is why most of 
Glorantha lives in a bronze age. 
   Glorantha is not Earth, and the metals named in print as "bronze," "iron, 
"gold," and so forth, are analogues, not duplicates, of earthly metals. 
   The earthly, mundane, equivalents to Gloranthan metals are given below: 
ur-metal na-metal sa-metal                  ga-metal ze-metal lo-metal           
       ul-metal el-metal hu-metal 
iron        lead        mercury (aluminum) copper   tin          aluminum 
(mercury) silver     gold      bronze 
Game Rules for Enchanted Metals 
    All the metals of Glorantha can be enchanted, giving them special magic 
properties. All exceptional metals are often titled Rune Metals, to distinguish 
them from ordinary bronze. Many cults know the common divine spell of Enchant 
(Metal). The exact metal(s) enchanted vary from cult to cult. 
   Some enchanted rune metal weapons work against magical creatures, and thus 
would harm physical things which are immune to normal metals (werecreatures, for 
instance). Silver, bronze, and iron do this. 
Nominal Values For Raw (unenchanted) Metals 
Aluminum: 40 per ENC Bronze: 7 per ENC Copper: 5 per ENC Gold: 600 per ENC Iron: 
700 per ENC Lead: I per ENC Quicksilver: 40 per ENC Silver: 50 per ENC Tin: 15 
per ENC 
    The prices given for the various metals are only a rough approximation for 
Glorantha as a whole, and differ greatly from place to place. Seshnela, for 
instance, historically has had the world's greatest concentration of iron, and 
this wonderful metal is less expensive there. On the other hand, the barbaric 
inhabitants of the Wastes do not even smelt bronze; iron to them is unbelievably 
rare and costly, so everything is more costly. 
Magic Properties of Gloranthan Metals 
ALUMINUM; see under Quicksilver. 
BRONZE (hu-metal) is the most important metal of Glorantha. It can be mined in 
its own right, or made by alloying ga-metal and ze-metal. No Enchant rituals for 
it are common, but normal non-magic forging makes perfectly serviceable weapons, 
tools, and armor. Bronze originates from the bones of storm deities slain in the 
Gods War. On rare occasions, a piece of bronze is still found that retains its 
former bone-like shape. These are highly prized and sometimes have magic 
properties. Unfortunately, they are also easily faked. 
COPPER (ga-metal) has the same ENC as normal bronze. When mixed with a bit of 
tin (ze-metal), Gloranthan bronze is created. Unenchanted copper armor and 
weapons are sometimes made. Raw copper armor has equal armor points to bronze, 
but loses an armor point each time it is penetrated. Raw copper weapons have 
equal armor points to bronze, but cannot damage bronze weapons. Enchanted copper 
armor and weapons are especially solid, and such weapons only lose armor points 
damage in combat when penetrated for over twice their value. For instance, over 
16 points of damage would be needed before an enchanted copper buckler would 
lose any armor points. However, all damage over 8 points would go through to the 
wielder. Enchanted copper armor can be hammered very thin and still retain some 
solidity. This reduces the armor's defensive value by 2 points, but halves its 
ENC. Thus, a medium suit of plate armor would have 6 armor points and weigh 12.5 
ENC. 
GOLD (el-metal) has twice the ENC of bronze. When enchanted, it glows softly in 
the dark and doubles the effectiveness of light-producing spells cast on it. 
Thus, a Light spell cast on golden armor would fill an area 20 meters in 
diameter. Since gold is so heavy and costly, most people wishing to make use of 
gold's special properties simply gild bronze armor. 
IRON (ur-metal) has supernatural properties even unenchanted. When enchanted, 
iron weapons are tempered to steel. They have half again the armor points of 
bronze. A bronze broadsword has 10 armor points, but a tempered iron broadsword 
15 armor points. Iron armor also has half again the protection of bronze armor, 
rounding fractions down, so that an 8-point plate helmet is worth 12 points of 
protection at no increase in ENC. 
   Unenchanted iron has the same physical qualities as bronze. However, it also 
affects magic. Untempered iron reduces the chance of both casting and being 
affected by a spell by 5 percentiles per point of ENC. Thus a person wearing a 
complete suit of unenchanted iron (25 ENC for a medium-sized person) would be 
impervious to magic cast at him, and also unable to cast any spells, either on 
himself or at others, unless a 01-05 was rolled. 
   Certain of the elder races are vulnerable to iron. Any damage from an iron 
weapon to an elf or troll (and some of their kindred races) that penetrates 
armor is doubled. 
   Unenchanted iron is also good against creatures immune to normal weapons, but 
subject to magical weapons, such as werewolves. 
LEAD (na-metal) has half-again the ENC of bronze. Even in its unenchanted form 
this soft, dull metal neither clanks or reflects, so lead armor never detracts 
from the user's Stealth skills. Enchanted lead formed into crushing weapons 
(only) does +2 damage. Thus, a light mace made of enchanted lead would do ld8+2 
damage. A war maul would do ldl0+4. 
    Karrg Son's have access to specialy smithed lead armour. This is no heavier 
than bronze and absorbs one extra point of damage. Also their lead weapons have 
2 extra hit points. 
QUICKSILVER (sa-metal) and ALUMINUM (lo-metal) are actually the same metal in 
two forms, despite Bertalor's speculations and metallurgy. A successful Craft 
Quicksilver skill roll can transform either form into the other. When enchanted, 
this metal gains the property that it does not sink in water. The Swim skill of 
an individual wearing quicksilver armor is not decreased at all. The metal's ENC 
is equal to bronze; its affinity for water is supernatural. 
SILVER (ul-metal) enchanted or unenchanted, has the special property that it can 
damage creatures normally affected only by magic, such as werewolves and 
wraiths. Unenchanted silver is quite soft, and as a weapon is only suitable for 
bludgeons or sling pellets. 
TIN (ze-metal) is not often enchanted. When a small quantity of ze-metal is 
alloyed with ga-metal, Gloranthan bronze is produced. Most ze-metal is used for 
this purpose. 
DIVINE MAGIC 
Enchant (metal) I point ritual Enchant, reusable 
    This ritual must be performed over the specific Rune metal it is designed 
for, and I point of POW sacrificed for each 10 ENC or fraction thereof of the 
metal enchanted. The metal should be forged (with a Craft/Smith skill roll) into 
the desired form before this spell is cast, for reforging enchanted metal 
cancels the enchantment The metal always gains armor points equal to those of 
bronze (except in the case of iron), and may gain other special abilities, 
depending on the metal. 
   If an enchanted item is broken, it may be fixed with the Repair spell, or 
reforged. In either case the enchantment will be lost, and the item must be 
reenchanted. 
SORCERY MAGIC 
Enchant (metal) ritual Enchant 
    This ritual must be performed over the specific Rune metal it is designed 
for, and a point ofPOW sacrificed for each 10 ENC or fraction thereof of the 
metal. The Intensity of the spell must equal or exceed the metal's total ENC. 
The metal should be forged (with a Craft/Smith skill roll) into the desired form 
before this spell is cast, for reforging cancels the enchantment. The metal 
always gains armor points equal to those of bronze (except in the case of iron), 
and may gain other special abilities, depending on the metal. 
   If an enchanted item is broken, it may be fixed with the Repair spell, or 
reforged. In either case the enchantment will be lost, and the item must be 
reenchanted. 
  
  
The Metals of Acos 
The following is a First Age document written by the Seshnegi sorcerer-prince 
Bertalor, later Duke of Fromalwal. Inserts by a later commentator  the early 
God Learner Tojarinor of lsefwal  are signified by italics. 
LIKE EVERYTHING ELSE on Acos (an old Seshnegi term for the universe), the metals 
of the worid depend for their quality upon the Nine. Each of the Nine has his 
own representative metal, with the qualities of that metal being the same as the 
god's personality-functions, with some changes due to the presence of all these 
metals within the body of Gata (the Seshnegi used this term both for the primal 
earth-goddess and the physical substance of the earth itself). 
   Ur-metal is the metal of Urtiam (Seshnegi name for Mostal). The metal is hard 
to master, being subject only to the most complicated and difficult spells. 
Possession of an artifact of this metal among those not possessing everyday 
intercourse with the immortals is rare, and no mortal can consistently forge the 
metal. 
   Na-metal is the metal of Nakala (darkness). In color, it is  black to gray,  
depending  on its purity.  It is easy to work, just as it is easy to get help 
from Nakala, although the price for help is greater than the price of na-metal. 
   Sa-metal is Sramak's metal. Just as Sramak is the god of the sea, Sa-metal is 
liquid, flowing. In color it is green, Sramak's color. Among the surface 
dwellers it has little use, except among the magicians. 
   Gata's metal, ga-metal, is shiny brown and Is the most common metal widely 
used in Acos. Soft in its common state, it can be charmed into hardness like 
other metals. (Stone Is also called Gata's metal, although It is more akin to 
her bones.) 
   Ze-metal is the metal of Zrethus (Seshnegi term for Dayzatar). It is 
blue-silver in color, the shade depending on Its purity, the more blue the 
purer. It is soft and pliable in Its natural state. 
   Lo-metal is the metal of Lodril, the fire- god. Just as fire is the lightest 
element, this too is the lightest metal. It is red in color, like fire. This is 
a much coveted metal for weapons, being light but firm, second in desirability 
only to ur-metal. This stems from Lodril's purity. 
   Uleria's metal is called Ul-metal. It is pliable and soft, like a lover I 
suppose. (Poor lonely bastard.) It is white in color, and like the other metals 
can be charmed into hardness. It is very hard to tame, like ur-metal, its 
brother (this nfars to the Seshnegi belief that Ulen'a and Mostal were brother 
and sister), and may unexpectedly change back to soft. 
  Umath's metal is a cross between Gata's and Zrethus'. It is a heavy and 
dependable metal, strong and warlike. It wields itself better into weapons, just 
as Umath Is an excellent war-god. It rivals, may even surpass, ga-metal as the 
predominant metal of Acos. It is called hu-metal. 
   Ehilm's metal is yellow in color, it is soft and pliable at first, and strong 
charms are necessary for it to be suitable for arms or armor. The only people to 
successfully use the el-metal in great amounts for weapons are the Galanini, the 
descendants and devout worshipers of Ehilm. (They ware a Ratios people. I 
believe they are now extinct.) 
   These metals are used for many purposes, the first and most important being 
the making of arms and armor. (Here Bertalor's own predilections show through.) 
Secondly is the making of tools to help people live welt, like saddle buckles, 
bits, plow, scissors, and needles. The value of the metals as money varies 
widely in different areas, depending as much upon the major deity in the area as 
upon the relative scarcity of the metal. 
GLORANTHAN DEITIES POSSESSING ENCHANT (METAL) 
Aldrya: Enchant Copper Argan Argar: Enchant Lead Asrelia: Enchant Copper 
Babeester Gor: Enchant Copper, Enchant Iron City Gods: varies with cult, usually 
none. East Isles Gods: varies with cult, usually none. Ernalda: Enchant Copper 
Gorgorma: Enchant Iron Humakt: Enchant Iron Invisible God: sorcerons Enchant 
Iron Kyger Litor: Enchant Lead Lhankor Mhy: Enchant Iron Lodril: Enchant Copper, 
Enchant Gold, Enchant Iron, Enchant Lead, Enchant Tin Magasta: Enchant 
Quicksilver Maran Gor: Enchant Iron Mostal: all sorcerous Enchant (Metal) spells 
Orlanth: Enchant Iron, Enchant Silver Red Goddess: Enchant Iron and Enchant 
Silver from associate cults River Gods: Enchant Quicksilver Seven Mothers: 
Enchant Iron and Enchant Silver from associate cults Storm Bull: Enchant Iron 
Subere: Enchant Lead Tsankth: Enchant Iron Ty Kora Tek: Enchant Copper Uleria: 
Enchant Silver Wachaza: Enchant Iron, Enchant Quicksilver Yelm: Enchant Gold, 
Enchant Iron Yelmalio: Enchant Gold, Enchant Iron Zorak Zoran: Enchant Lead 
Blood of the Gods: Magical Crystals 
JUST AS THE BONES of dead gods provided Glorantha with metal, the petrified 
blood of dead and wounded gods has provided magic crystals. 
   Baranwolf the Imposter, one of the most methodical and skilled investigators 
of Gloranthan geology, said it best. We include an excerpt from one of his most 
important reports. See the second boxed section. 
RUNEQUEST RULES FOR CRYSTALS 
Crystals are of two types: living or dead. Living crystals, often called Powered 
Crystals, have a POW of their own and must be attuned to be used. To attune a 
powered crystal, the individual matches his POW vs. the POW of the crystal in a 
concentrated effort taking almost a whole day. If he overcomes the crystal, it 
is attuned to him. If he fails to overcome the crystal, he suffers the serious 
loses of ld3 POW, but can try again. As soon as a crystal is attuned, it glows. 
Unfortunately, it is normally only possible to be attuned to one powered crystal 
at a time. Shamans can use two such crystals by attuning one to their fetch. 
   A crystal can be unattuned at any time by the user by simply concentrating on 
it for a minute or so. Crystals are also unattuned immediately upon the death of 
their owner. 
   Dead crystals are much more numerous, with no intrinsic power of their own. 
These crystals can be used to store magic points for their user, in exactly the 
same manner as an ordinary magic point matrix. Each of these crystals has a 
limit to the magic points it can contain, normally figured by rolling 2d6+3, 
though both larger and smaller crystals can be found. 
  
