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  1. 26 points
    I thought I'd post some working notes from some work we've been doing on cities in Dragon Pass (this ultimately is not going to be part of any book, but rather informs our art direction and map making). -------- Many of the cities in Dragon Pass are built atop the remnants of God Time settlements of the Vingkotlings. Now most of these ruins are some 5,000 years old, making them the equivalent of Neolithic ruins as seen by Alexander's Greeks. BTW, that's how I tend to try to understand Glorantha's history - I position myself at the time of Alexander the Greek and look backwards. Present year 162710 years ago - Lunar Empire invades Hendrikiland25 years ago - Boldhome falls to the Lunar Empire50 years ago - Battle of Grizzly Peak100 years ago - Apotheosis of Sartar300 years ago - Belintar unites Holy Country500 years ago - the Dragonkill War (1120)1000 years ago- the Kingdom of Dragon Pass. After this came the EWF.1500 years ago - the Second Council. The Theyalans dominate Genertela and war with the Pelorian horse people.2000 years ago - I Fought, We Won, and the Unity Battle. After this, came the Heortling kingdom, which lasted about 800 years (until Gbaji destroyed it).2500 years ago - The Chaos Age, which lasted until the Unity Battle.3000 years ago - the Ice Age5000 years ago - the Vingkotlings10,000 years ago - Orlanth kills YelmCompare this to a Greek at the time of Alexander (330 BC)10 years ago - Philip founds Philippopolis 25 years ago - the Sacred War50 years ago - Battle of Leuctra (371 BC)100 years ago - start of the Peloponnesian War300 years ago - fall of the Neo-Assyrian Empire500 years ago - the neo-Assyrian Empire1000 years ago - the Trojan War1500 years ago - height of Babylon2000 years ago - Sargon and the Akkadian Empire2500 years ago - Gilgamesh is king of Uruk3000 years ago - Menes units Egypt (first dynasty)5000 years ago - Neolithic cities like Catal Huyuk and Jericho10,000 years ago - beginning of Neolithic age The Vingkotling settlements had great walls of stone or earth and the more important were built with something of a spiral shape. The Vingkotlings enslaved dwarfs or used great magics to build these settlements. They ranged in size from 2 or 3 hectares to nearly 500 hectares (Nochet was the capital of the Vingkotlings). Most were between 2 and 40 hectares. As the God Time became more and more destructive, these settlements tended to be rebuild as smaller and more fortified. Many of these Vingkotling citadels survived the Great Darkness. During the Great Darkness, the surviving peoples of Dragon Pass eked out an existence in a few of these citadels, and after I Fought We Won they became the centers of the new Theyalan civilization. Old ruins were the first to be resettled. Broken walls were cannibalized to build new walls. In the early First Age, the Theyalans were allied with the dwarfs of Greatway (in the Rockwood Mountains), and some later settlements (such as the City of Miracles in Dorastor) were architectural wonders. This civilization was destroyed in the Gbaji Wars that ended the age. In the later Second Age, Dragon Pass was again the center of an urbane empire, best known as the EWF. The EWF ruled much of the continent and could command masons and builders from far and wide, particularly from Dara Happa, but also from dwarf allies and subjects. Population levels recovered and many of the old cities were rebuilt, sometimes to realign with mystic experiments of the ruling EWF. The EWF collapsed in the 12th century and then all human life in Dragon Pass was exterminated overnight in 1120 with the Dragonkill War. For two centuries Dragon Pass was largely abandoned by humans. Some of the ruins were occupied by the dominant trolls as strongholds and bases, but most were just left empty. Dragon Pass was resettled by humans after 1300 or so.The old ruins were often the first to be resettled. So places like Clearwine, Bagnot, Dunstop, Jonstown, Two Ridge, and so on, all incorporate citadel walls built by older, richer civilizations. Until Sartar's arrival, these settlers were dramatically inferior builders to those who came before, but thanks to Sartar's friendship with the dwarves, his cities tend to be as impressive as anything from the previous ages. Saronil taught the dwarf secrets to his followers; although this ended the dwarf friendship, it began a tradition of impressive stonemasonry among the Sartarites. So in lots of these cities, there is going to be a "citadel" (or "acropolis") that is maybe 2 to 10 hectares in size built within the old Vingkotling citadel. Then a later city that incorporates earlier and later defensive walls, and then later rebuilds them. The previous names and history are generally lost (the settlers weren't scholars!), although places of obvious power became cult centers. What might have been a Second Age temple to the Diamond Storm Dragon gets rebuilt as a temple to Orlanth Adventurous. The tombs of Theyalan kings became shrines of Orlanth Thunderous or Ernalda. And so on. The city of Furthest is something of an exception. The Lunars laid out a planned city, built along the lines they developed in the Fifth Wane to resettle their own Heartlands, which had been destroyed by the nomadic hordes of Sheng Seleris. Furthest is built on a grid, and was built largely by and for foreigners.
  2. 25 points
    As author of a fair chunk of GtSA books, here's a little history and background from me. Canon was definitely ignored in the earliest releases. The writers at the time weren't familiar with either RQ or Glorantha and suddenly found they had to become very familiar with decades-worth of information even to get a rudimentary grip on the subject matter. It was easier for some more than others. Given the overwhelming amount of information one needed to absorb, even just on the Second Age and events leading up to it, one was faced with a truly daunting task. Couple that with a book-in-a-month timetable (standard for Mongoose at the time), and it was a fraught exercise. I was brought on because I had a reasonable grasp of Glorantha and exercised that from the start. My second book for Mongoose was the Dragonewt book, and so I went to the two authorities on Gloranthan lore that I knew well; Greg and Jeff. This continued with each Glorantha book I tackled, with both being consulted widely and deeply before I set pen to paper. 'Dara Happa Stirs' saw me spending a weekend with Jeff brainstorming and immersing ourselves in the Pergammon Museum's incredible exhibition on Babylon, the two of us formulating the Karvanyar campaign arc, understanding the Ten Tests and ensuring that texts such as Glorious ReAscent of Yelm were adhered to as precisely as possible. Despite the brutal deadline, which I managed to get extended to 6 weeks, it was a fun book to write and one that I remain proud of. Every Glorantha book thereafter I was involved in followed a similar pattern. Unfortunately, 'Pavis Rises' was handed to an author utterly unfamiliar with the canon who didn't liaise with Jeff despite my insistence that he do so. The original draft of 'Pavis Rises' (I still have the manuscript) is.... well, best I not say too much. I therefore rewrote it, from scratch, with Pete, Jeff and Greg's help, in about three weeks. That was the level of challenge I had working at Mongoose, and I'm still staggered I managed to write to the standard I did. There were a couple of misses for me, Glorantha-wise: I wasn't happy with Fronela, again due to the massive amount of information that needed to be conveyed; and there are elements of 'The Abiding Book' that I simply had to rush to meet the deadline. But 'Dragonewts', 'Mostali' and 'Darra Happa Stirs' I'm proud of and enjoyed. Even some parts of 'Pavis Rises' I really like - the Giant scenario was fun. I think Mongoose tried its best. I really do. The problem, aside from the deadlines and post-writing processes, was that it's production approach simply didn't mesh with the deep complexity of the subject, and was compounded by having writers unfamiliar with the canon having to rapidly assimilate it. I actually don't think Matthew (Sprange) was prepared for the huge amount of lore that surrounds Glorantha, and the vast wealth of understanding its fans have. Consequently, Glorantha was treated as a property with a relatively straightforward canon and background, like some of the other tittles Mongoose had, when it needed a very different approach from the start. And, irrespective of one's feelings for MRQ1, Mongoose did bring RuneQuest back to a wider gaming awareness after spending about a decade as a moribund, half-forgotten system. They got a lot wrong, but they also got quite a bit right, and so while criticism is justified, there are some things that do have merit.
  3. 20 points
    I know I've been pushing hard against the text of the new book. I know I've been asking a lot of questions. I know sometimes my own frustration has made me phrase things in ways that don't make me happy -- and those phrasings can't be sugar whispers to the ears of everyone who worked on this new book and this new line of an RPG classic. So I wanted to make something clear: I know how hard you guys have worked on this game. I know how hard you worked on this book. I know how hard it is to write RPG text. (Like, really, I know.) You have produced a new version of a game that has existed since the start of the hobby. And has gone through a half-dozen variations over those four decades. You've obviously put a lot of work and love into the book and the plans for the line. If there is frustration in my posts on occasion (and I suspect this might be true for others as well) it is because I sense there is a lot lot joy and wonder in these pages and there is a lot of work on my part to pull it out. I want to make sure to get what everyone else is talking about, and has been talking about for years. I want to get all the terrific details and magic and culture resting in the book and waiting for me to bring them to my friends. And if I have desire to do this it is only because the game system is rich, the setting is rich, and you have built a book that brings both of these things closer together than they ever have in any previous edition of RuneQuest. So, I want you to know I appreciate all the work. I appreciate all the effort you are making now to get the game released in print, to answer our question, to ponder our questions, and work diligently to make the best game and game line you can. Wanted to say that. Thanks.
  4. 20 points

    Version 1.1.0

    971 downloads

    Big Damn Book of Monsters A conversion of most of the critters from an old school Monster Manual I, Monster Manual II, and Fiend Folio to be playable in my favorite Roleplaying System. I did use characteristics (that I agreed with) from current sources as well, to try to maintain some consistency, but this was not always agreeable. These are not meant to replace creatures presented in the Magic World book, but as supplements and additions. While it did take some long and tedious work, it is my love for the system that brings me to share the work. I hope it makes your next adventure creations session or your spontaneous encounter easier, smoother, and more enjoyable. My ultimate goal is to make it easier to run fantasy games using the BRP/MW/CF systems, which means more people play, which means more people BUY products associated with such a great system. I recommend this book over my other monster manual conversions! While I did incorporate many spells from CF and Psychic powers from BGB, this work has been used with my own MW campaign using CF for spells alone. What this means is that the Chronicler may need to do very light editing to some entries if only using MW spells. 80.2 Mb. 448 pages.
  5. 20 points
  6. 18 points
    Chaosium is pleased to announce award-winning RPG designer Chris Spivey will be developing a new BRP-based science fiction line to add to the company's suite of roleplaying game brands. Last year Spivey's Darker Hue Studios produced the licensed Call of Cthulhu/Trail of Cthulhu supplement Harlem Unboundwhich has received critical acclaim for its groundbreaking treatment of issues of race and the Lovecraft Mythos, and is a nominee for the 2018 Diana Jones Award. "I am excited and honored to be brought on by Chaosium. I grew up playing Call of Cthulhu, Stormbringer, Nephilim and more. Now the chance to fully manage a science fiction line that only previously existed in my own mind has left me speechless, but let's hope not wordless.”—Diana Jones Award nominee Chris Spivey https://www.chaosium.com/blogchris-spivey-to-develop-scifi-rpg-game-setting-for-chaosium
  7. 18 points
    So I took a few notes from the Chaosium seminar at Chimeriades convention in the beautiful South of France countryside. There was some discussion on Runequest core book- which they hope to open pre-orders later this month- which is as detailed a date they were willing to commit to; with the aim of a Gen Con launch. A black and white print out of the laid out book was circulated at the con and it does look beautiful and evocative. The core book will have a conversion guide as an annex for previous edition adventures to be adapted and run under the new rules. Jeff believes that the RQG core book looks more beautiful than the Guide, and that there were more artists available with a feel for Glorantha. The art is designed to reflect and enhance the uniqueness of Glorantha. The Bestiary is entering layout- it is a simpler layout than the core book, so it will go to production at a faster pace. One challenge is making stat blocks more interesting The Bestiary will allow you to play a number of different Gloranthan races including Trolls, elves, Telemori, and the most noble of all Gloranthan races- the ducks. (Hoorah!) Some 150 different RQ creatures are covered including dinosaurs & mega-fauna Next up is the GM pack- which is really a setting pack- a Colymar sandbox setting with 3 adventures which can be linked or play separately. Some 100 pages with lots of stated NPCs which can give GMs template for what a Clan Chief may look like stat wise. An impressive map of Clearwine by Oliver Sanfilippo was circulated to help GMs and players visualise locations. Boldhome appears in Dragon Pass campaign pack. No rolled maps will be produced by Chaosium- shipping costs to blame Apple Lane will be a default base for players for post 1625 setting, reflecting the power vacuums following Dragonrise. Apple Lane buildings have housing maps to help give the feel of a base for players. 12 books in advanced production to support RQG- reflecting the work of the past 2 years. The new edition will be well supported to help time pressed GMs to run adventures for groups. Source books are likely to be statted for RQ, as it will be easier for Heroquest Glorantha GMs to adapt than the other way round. GM book magic items, treasures guidance- Heroquest & hero rules Gods of Glorantha will feature 50 gods with 8-12 page write ups of each cult. Orlanth will be expanded in coverage. The Red Goddess will be featured, with new Lunar magic. It will be a very God Learner book and designed for GM to use. Issaries is a god/ cult which will see little expansion. The invisible God will be covered in a separate project. More regional gods will be covered in regional sourcebooks- such as Pavis- Jeff ran a Big Rubble scenario at the convention. Art is being ordered for the book. Jeff explains that he goes back to the oldest Greg sources & then work out what to keep & reject. Keen for returning players feel comfortable with Glorantha. Chaos gods are not PC gods so not in the upcoming book - A separate gods of chaos pack with scenarios being worked upon. Therefore GM only. Default 1625 early 1626 setting for the line Sarah Newton is at the advanced draft stage for Barbarian Town - Wild West themed bronze age- opens up mixed group of PCs.. Another project by Sarah will be announced when it is further along. Steve Perrin is writing old school feel scenarios to contrast with Sarah’s more modern approac And finally on RQG, Jeff opened up a little on the heroquest rules- Getting the feel.. River of Cradles campaign is a Heroquest- they are looking to get a toolkit of myth structure/ special effects to reflect hero-questing REWARD- Guidance how to handle that hq gifts & Levels wider than a cult... needs a Mythic restriction power with obligations. The hero should be embarrassed to use the power outside of the key needs. (Ken Rolston was animated on this point) Building package of rules after Heroquesting & becomes Hero with capital H. The Hero not super skilled not always effective- eg various Greek myths. Developing immortal self- 2 different things. Hero & shaman archtypes. Two different stat blocks. Fetches are always on hero plane. Gifts & powers come from that. Depletable resource- that be recovered through GM tasks & they have to develop cult to be worshiped. Develop a community eg Harrek is worshipped by communities who don’t want a visit from the Beserker(!) Switch of perspective Dragonewts don’t want the obligations.... Finally, Q-Workshop will be producing official Runequest dice- which look both stylish and legible- even on the mobile phone pictures I saw.
  8. 18 points
    I didn't get to the Chaosium panel due to exhaustion, but did attend the Runequest one immediately prior to it. Some of this info would be familiar to people reading this forum and following the developer blogs, but I will do a recap from my notes (any errors are mine, I just got back to New Zealand this morning and have only had about three hours sleep over the last two days). The PDF of Runequest is expected around November 2017, the print version in early 2018. No kickstarter for RQ, but there will be one for Gloranthan coins from Campaign Coins in February 2018. There will be an RQ colouring book, like the recent Cthulhu one.The first wave of books will include the core rule book, a bestiary, and a GM pack that includes a Return to Apple Lane scenario. The Bestiary has about 12 playable races. Broo are not a playable race, but Ducks are. Setting wise its not 1621 anymore, the Braveheart era is over and the Lunars are no longer an occupying power - mixed Lunar/Lightbringer parties could be the norm, not the exception. Power level is for extraordinary characters. Time scale is expected to be one scenario per season. Cult Books will have stories like Cults of Prax.The second wave of books will include The Heroes Book to provide support for heroquesting, Trollpack, a second quickstart, Cults of Dragon Pass (the first of several cult focused books) and a Glorantha quickstart (short setting introduction). A good game getting better: core rules are the same, good backwards compatibility weapons damaged more often additions to improve immersion, rune associations and passions that provide augmentations spirit combat overhauled so that it didn't split the party so much sorcery a logical process, not a superpower, less maths requirred avoiding the initiate trap of sacrificing POW for rune spells, rules to support progression to rune level, not to provide barriers. Heroquesting: some discussion about how this is a narrative problem, not a power problem stations approach in HQ was too formulaic, railroady, required too much upfront knowledge, too many deus ex machine HQs based on obscure lore Greg - have fun with mythic narrative, rules provide framework to extrapolate from, don't bother with canon if it gets in the way of fun. Greg also said something like "Two hearts for all the GMs out there". I enjoyed the demo game I played, and it was my partner's first ever tabletop roleplaying game. She was happily telling people about delivering the killing blow to the giant statue for hours afterwards.
  9. 18 points
    After going through the rules closely, and with the help of Lawrence and Pete created a simplified version of the combat rules, I have decided to use Mythras Imperative as the core ruleset for BRP Space. Or rather, what used to be BRP Space. The new title is M-SPACE. M as in Mythras, mythic (no, not the solo RPG engine) and modular. See the newish cover below. I think this will be a very good engine for running sci-fi scenarios and campaigns. It's a quick, flexible and creative ruleset, and with the additions brought with the book, I'm very happy with the result. And I am, as always, very grateful for the input I have gotten from all of you here on the forums. Thank you. I've already started adding the Mythras Imperative rules to the book, and I believe it will be a quite smooth process. I don't have an ETA yet though. Changing the core will result in a few rewrites throughout the book, and I'm not certain yet how extensive these will be (not breaking any compatibilties with other BRP engines though). I will keep you updated on my progress!
  10. 18 points
    Mythras is the new name for RuneQuest 6th Edition, the acclaimed roleplaying system developed by The Design Mechanism. From July 2016, the name Mythras takes over from the previous trademark, but the same great rules continue, bringing you d100-based roleplaying adventure centred on logical, consistent, straightforward mechanics, coupled with innovative approaches to character creation, combat, magic and monsters. The name may have changed, but the song remains the same. Why did we choose Mythras as a name?First of all, the game has always been about adventuring in mythic landscapes, with characters shaping their own stories, creating their legends and forging their own myths. It comes from the authors’ deep love of real world myths and ancient stories and so is the natural starting point for a new name. Next comes Mithra or Mithras, a deity found in Persian, Greek, Roman, and Celtic mythologies. Mithras is a god of warriors, a divine protector of oaths and covenants, a protector of cattle and of waters. In the Zoroastrian Avestas, he is described as Mithra of Wide Pastures, of the Thousand Ears, and of the Myriad Eyes. Bringing these two sources together gives us Mythras, a game concerned with myths, protectors, oaths, great deeds and wonderful stories: the perfect name for our game system.
  11. 17 points
    The depiction of women in this book is in celebration of the divine feminine. The breasts aren't there for the sexual excitement of men. They are there in celebration and acceptance of womanhood. Glorantha has no shame and no guilt about woman's bodies or in the varied ways, women can be women. Heck the book puts the sisters Vasana and Yanioth front and center showing women in both very feminine and very unfeminine rolls and depicts both as something to be celebrated. With RQ:G you don't have to play a generic fighter or a priest that just happens to be female you can play fully fleshed out female characters that are unapologetic in their femaleness. That is why I love Glorantha. I have made that exact pitch to women more than once in a busy convention hall, and shown them this art (yes topless ones) and sold them this book based on how it treats women. I can't think of any women I know that would be scandalized and upset by this art (we know what breasts look like), and frankly, I don't think I would get on well with them in any game, RQ or otherwise. I am right there with Jeff Jerwin. While my daughter is still too young to understand the art (2.5) she has seen it and will absolutely be allowed to see it as she grows up. Because there is nothing wrong or shameful about breasts and they don't need to be hidden. Not everything is the right fit for every workplace. So be it. Painted nails and dyed hair aren't ok in every workplace either. But I want a gaming experience that celebrates women as women and doesn't act like a woman's body are something to be ashamed of. I want my daughter to grow up with those experiences too. If the book isn't a good fit for work, don't bring it to work but please also recognize that Glorantha is very important to many people for many different reasons. I would find such a removal of the celebration of womanhood to be tragic.
  12. 17 points
    Hello All Yes, MAR and I met several times at conventions. We got along famously. I once challenged him to a miniatures battle, the Lunar Army versus whatever Tekumel army he wished. All in good fun of course. Alas, he never took me up on it. I did once have a friend who would spend every summer in an ashram. He looked at Tekumel for three minutes or so and said, "Oh, this is SE Asian mythology." I used to think it was strange that someone would have gone to India and come home a muslim, but have since learned that India is the third largest muslim countries in the world, coming in right after Indonesia and Pakistan. I've spoken to many people who played in his campaign, and they all said he was one of the greatest gamemaster they had ever gamed with.
  13. 16 points
    The [House Rules] Yes, but... thread taught me a lesson. I put some work in my gaming aids and I should share them because they could be useful to someone else. Let's start by a summary of the character creation rules of HQ2 and HQG: HQ2G_Character_Creation_Summary.docx The basic contest rules: HQG_Basic_Contest_Rules.docx My three panel screen (from left to right): The first two files are for those that prefer separated Simple Contest Results and Extended Contest Resolution Points tables: HQG_SCREEN_01_CONTEST_TABLES.docx HQG_SCREEN_01_CONTEST_TABLES.pdf The two following files (V02) are for those that prefer a single table for Simple Contest Results and Extended Contest Resolution Points: HQG_SCREEN_01_CONTEST_TABLES_V02.docx HQG_SCREEN_01_CONTEST_TABLES_V02.pdf HQG_SCREEN_02_CONTEST_PROCEDURES_V04.docx HQG_SCREEN_02_CONTEST_PROCEDURES_V04.pdf HQG_SCREEN_03_OTHER_TABLES.docx HQG_SCREEN_03_OTHER_TABLES.pdf Next is what I call my gaming aid booklet. References that complement the screen and informations I like to have on hand (the last four files are the French and English versions of the same two files): HQG_REFBOOKLET_01_Spot_Rules_Summary_v06.docx HQG_REFBOOKLET_02_Magic_Abilities_V02.docx HQG_REFBOOKLET_03_Runes_and_Personality_Traits.docx HQG_REFBOOKLET_03_Runes_and_Personality_Traits_English.docx HQG_REFBOOKLET_04_Calendar_HolyDays_v00.docx HQG_REFBOOKLET_04_Calendar_HolyDays_v00_English.docx Note: the text in french in the "Spot_Rules_Summary" file (beginning of the first page) is the translation of "The HeroQuest game system doesn't simply tell you how well you succeeded at a particular task: it tells you whether or not you achieved your entire goal. What is the goal? What is the expected reward? Combat (conflict) is often the mean... not the goal!" My alternate contest results table coming from the [House Rules] Yes, but... thread: HQ2G_ALTERNATE_CONTEST_RESULTS_TABLE.docx A two in one gaming aid that is a smaller size "alternate contest results table" should I decide to use this option (it's very likely) and a cheat sheet for setting narrative difficulties should I need some kind of safety net. I fold the sheet in half so it can be put into a plastic sleeve. Thus, I can take it in my hand if needed or the gaming aid can lie against the screen so I can throw an eye at it from time to time. The cheat sheet is based on David Scott (the sample difficulties) and jajagappa (the middle and final climaxes) posts in the Setting Narrative Difficulty thread. Unfortunately, I don't remember whom the tension bit is coming from. Please, let me know and I will edit my post accordingly: HQ2G_ALT_CONTEST_RESULTS_TABLE_and_DIFF_IN_HQ2_English.docx Another gaming aid with difficulties and pregenerated rolls. When it is extended conflict time, especially with group extended conflicts, there can be a lot of rolls to make behind the screen. Rolling dice when I am running a game is not something I enjoy, it can be more of a distraction than anything else for me. Here is a gaming aid with pregenerated rolls and the difficulties and augment values that can be updated as the number of sessions grows. The D20 results can be copied and pasted before a session from a random dice generator. Each A5 side holds 350 rolls or so with the current font: HQ2G_DIFF_AND_PREGEN_ROLLS.docx Feel free to use and change those files as you see fit, they are here for that.
  14. 16 points
    The Guide entry Dwarf Knoll and the Copper Caves tells us it was a former Dwarf city in the God time full of Mostali Ghosts. It's not marked as an oasis (but YGMV). Flintnail met Pavis there and there may still be Dwarves within. Otherwise its a 5 mile wide rise on the plains of Prax. Looking at my master Prax map reveals one oddity about the place: This map overlays the water demesnes (yes spelled wrong on the map!) of Prax on to the grazings. The water demesnes are the hidden extent of various water spirits in Prax (we'd call them catchments). Every water demesne in Prax but one has an associated oasis or serpent. There are four grazing colours on the map. Light green (The Long Dry & East Zola Fel) these provide Grazing 1 in 2 Years, Green (Eiritha Hills) Best grazing all year round, Darker Green (Prax) and Brown (Dead Place, Zola Fel Bogs) None or Poor Grazing. The Dwarf Knoll demesne is the only one that has no oasis or serpent. Also the land above is drier - The Long Dry! an anomaly in Prax. So where does the water go? It's my belief that the Copper Caves being an old Mostali Mine drain the water into some unnatural fracture in the land below. Countless shifts of dwarves have perished trying to patch the problem. Their deaths in this unnatural situation cause their ghosts to populate the complex rather than enter the recycling phase. The crack likely originates in the Great Darkness and could go to an Underworld or the Chaos Void. It's deep enough that it's Dwarves fight alone. Although a normal water demesne in Prax isn't a large amount of water, once you get deep enough, you are on the otherside. The flood is a huge Maelstrom whirling into a giant sinkhole. Dwarves in specialist equipment hang from the ceiling in iron roped rigs lowering enchanted structures into the void to form the basis for a plug. Every so often a monster rises up from the sinkhole and smashes the work. Exterminator crews scramble to save the structure, diving in with specialist underwater combat gear. Many never return from this endless battle. (Think Das Boot, A Perfect Storm, meets Pacific Rim). They are so deep underground that no one can hear them scream.
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  16. 16 points
    Here are some other recent doodles.
  17. 15 points
    Wotcher, warblers! I've been posting these to the Glorantha Google+ page so far, but while that format is brilliant for quickly displaying visual things like these, it isn't that great for keeping stuff collated. As I'm working on a few more at the moment, I thought I'd start a thread here, with all the links 'n' stuff. Attached at the bottom of this post (at least, I bloody hope so) are the first four in the series. Below is a list of all current entries, with links to high-quality PDFs. ***** Famous Ducks of the Hero Wars 1. Runk Squallheart, Basmoli Duck Gladiator 2. Rudepebble the Streamlord, Rune Lord of the River Gods 3. Buy-one-get-one-free Bronzebill, Rune Priest of Issaries/Etyries 4. Sir Montgomery Quackholy, Duck of (Not Quite) All 5. Mildred Keenwarble, Vingan Adventurer 6. Sungobble, Ptyrant of the Sorns 7. Esmerelda Wildwarble, Torch Singer 8. Snipbeak, Duck Bandit Bonus Deviance a. In the Duck Corners of the Earth b. Elf-finger c. An Illustrated Duckopedia of Durulz Helmets d. The Sord Sage e. Holiday Glorantha: Stormwalk Mountain f. The Parade of the Bloomers
  18. 15 points
    I thought it be fun to Replicate some of the items out of RQG. My kids will be will be using them As part of their outfits at GenCon. Still have a lot of work to do but I think they look pretty neet when they’re done.
  19. 15 points
    The photographer was a jack-o-bear.
  20. 15 points
    Chaosium's Designing the New RuneQuest blog articles, in one convenient list. 2016-02-08 . Part 1 . goals . character sheet 2016-02-10 . Part 2 . combat . 90/10 rule . RQ3 . source material 2016-02-13 . Part 3 . RQ6 2016-02-28 . Part 4 . rune magic 2016-04-27 . Part 5 . deadly combat 2016-04-30 . Part 6 . changes from RQ2 2016-05-24 . Part 7 . character start with background and personality 2016-06-12 . Part 8 . family history 2016-06-17 . Part 9 . just plain RuneQuest . setting scope 2016-06-25 . Part 10 . core rule book . Glorantha Bestiary . Gamemaster Book 2016-08-23 . Part 11 . sorcery 2017-01-09 . Part 12 . progress report . Quick Start . bestiary concept art . Dragon Pass Campaign Book 2017-04-05 . Part 13 . progress report . schedule . book list update 2017-04-06 . news . RuneQuest: Roleplaying in Glorantha (RQG) 2017-04-07 . Part 14 . runes 2017-04-11 . Part 15 . design team . design vision 2017-04-17 . Part 16 . reusable rune magic 2017-06-24 . Part 17 . changes from Free RPG Day playtest 2017-08-13 . Part 18 . preview edition 2017-08-13 . Part 19 . art sample 2017-11-25 . Part 20 . progress report 2018-02-09 . Part 21 . progress report . character sheet 2018-03-21 . Part 22 . logo 2018-03-22 . Part 23 . final progress report
  21. 15 points
    @Jason Durall's design notes are excellent and leads us through the complex array of historical design and current thinking. I look forward to the complete cover as currently this has the feeling of watching someone choosing a hat to wear. You'd look better in that old hat, new hat, a different hat, a hat my mother had, a different material, it looks like this hat, you don't want a hat you want a scarf, my hat is nicer than your hat, etc. The complete outfit is what I want (at some point). It will undoubtedly be eye catching, have a name badge identifying the authors and a Chaosium brooch and most will buy it anyway even if it had a unicorn hat. (apologies for not using the new logo, it didn't fit in with my unicorn theme and I couldn't find a pink Chaosium logo)
  22. 15 points
    "Hill Country" by Andrey Fetisov. New art for the new RuneQuest.
  23. 15 points
    We just posted the full finished pic in the latest update over on the 13th Age in Glorantha Kickstarter, so here are the Monkey Ruins in all their glory:
  24. 14 points
    Belgath's girls back for more awesome RQG cosplay at Gen Con this year:
  25. 14 points
    Something we announced at our RuneQuest panel at UK Games Expo on the weekend: we're bringing out a GLORANTHA QUICKSTART to go along with the RuneQuest Quickstart. It will be a user-friendly introduction to Greg Stafford's epic campaign world, ideal for newcomers to the wonders of Glorantha. This is an excerpt of the cover (still a work-in-progress). It's by the amazingly talented Andre Fetisov, who also did the RQ Quickstart cover. It depicts the storm god Orlanth and his thanes, an assemblage of heroes and heroquesters (our warrior on the right has graduated from killing rock lizards...)
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