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About this blog

This blog discusses and explains decisions made in the process of creating the BRP/Questworlds/Pendragon mashup game system, or glorified house rules that I call Rivers of Sartar.

All images are from wikimedia, diagrams are by the author.

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Entries in this blog

Cults of Runequest: Creating Subcults

As covered in previous blog posts, the Cults of Runequest series provides rules for virtually all widespread cults of the wider Dragon Pass region. However, even when all 11 volumes are finally published, there will still be room for more player-facing options. Sometimes none of the existing cults match a character or setting concept, or the requirements of a plot. Unfortunately, adding major new cults to Glorantha can be as problematic as adding a new major city; you are either deliberatel

Cults of Runequest: Tribes

The previous blog entry described how clans work in the Runequest rules. However, in Dragon Pass, almost all clans are organised into tribes and tribal federations, which add an extra level of complexity and options. As such, to a clan member, being part of a tribe offers opportunities that a clan by itself could not support. In Runequest a tribe is an alliance or federation of clans. Tribes typically number in the thousands or more, so it is unlikely for anyone to know everyone. Unlike a c

Cults of Runequest

For Rune and Spirit Magic,Rivers of Sartar uses a lightly modified version of the RQ:G cult rules that underlay the supplements in the Cults of Runequest (CoR) line. So in order to explain these rules, and justify their existence, it is necessary to first explain how the official rules work. Hopefully this will also prove useful to those who want to stick with the Rules As Written (RAW), or make their own preferred tweaks. RQ:G RAW A PC is born into a clan, which is normally

radmonger

radmonger in Runequest

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