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  1. 32 points
    Available now as PDFs and via Print on Demand. A couple of covers are not shown because they didn't fit in well and were, in a word, bland. Individual PDFs will be $2.49 each. The PDF bundle price for all 14 issues will be $24.99. We have not figured out the POD prices, but they would be a fair bit more.
  2. 31 points
    Hey all, it's Ellie, your friendly neighborhood Chaosium convention coordinator. At conventions a lot of my job is talking to new people about Glorantha and introducing them into the world. Helping new people fall in love with Glorantha is a passion of mine but it wasn't that long ago that I knew next to nothing about the setting either. Glorantha has a massive learning curve. The amount of material available is daunting and that means being a newbie to Glorantha is a tough gig. I know first hand! Not only do you have to navigate all the massive amount of both current and out of date setting information you also have to learn how the Glorantha community aka the Tribe works. We are all here because we love Glorantha but sometimes we love it a little too hard. Sometimes the way the setting gets talked about is pretty unwelcoming to new members. We at Chaosium want to make sure Glorantha is accessible to everyone and hope you want to see it grow and thrive as well. What helps new people? Keep it RQG focused. Ask yourself if a new player actually needs to know this to play before hitting post. If it’s not in the main RQG book the answer is almost always no. (Or HeroQuest book given the circumstances.) The old stuff might have been great, but new players don’t have it, so it’s not helpful to tell them about it. Don’t argue semantics. If it is not a direct answer to something they asked, it probably is not helpful to post. Keep deep lore out of newbie threads. If you can’t say it in one paragraph it’s not appropriate for a new user post. Deep lore threads are awesome places to learn, but only when you are ready for them. Help new members by linking to existing deep lore posts with “Here is some more information if you are interested.” Have more in depth info to add? Make a new thread and link to it. Remind your fellow experienced members to continue the conversation there. Keep it upbeat. This is a game and should be fun. General negativity brings the whole Tribe down. Say hi! Being the new kid can be lonely and everyone wants to feel welcome. ____ The biggest take away here is to keep your answers simple. If you have more to say put it in its own dedicated deep lore thread. The big essay responses really drive new members away. I personally found them overwhelming and they made me not want to participate in the forum. It’s the responsibility of all Tribe members to make sure this is an inviting place. Let’s work together to keep Glorantha around for another 40+ years by helping new people fall in love with it just like we did.
  3. 30 points
    I've been a fan of Glorantha for a very long time. I bought a copy of RQ2 way back in 1983 (just in time for everything to go OOP!) and just the little hints in that made me fall in love with the world. That and a copy of Griffin Mountain. But I never got to play it. One of the players in my school gaming group skimmed the book, took against it and that was it. Whenever the choice came up, it was "no" to Runequest. Sure, we had lots of good games. But never Runequest. After I left school, it was similar. Yeah, we played good games but I never managed to sell a group on playing Runequest. When Hero Wars came out, I finally got to play and run games in Glorantha. We did a lot of Hero Wars and HeroQuest. So I got my Glorantha fix in the end. But it still wasn't my first love, Runequest. Not until a few evenings ago. The runes were finally right and I ran a game of RQG for a couple of friends. I don't think the scenario itself was anything special. An encounter on the road leading to Apple Lane, a little skirmish. But when the PCs rode into Apple Lane with Gringle - who they had met on the road - and went to stay at the Tin Inn, where they met a troll trader? I have wanted to take some Runequest characters to that place for a very long time. 36 years. That's how long it took. I couldn't be happier. We had a beautiful new map of Apple Lane to show them (though my game is set when the pawnshop is still there). I'm a little surprised by how emotional I felt about it. Not right at the time, but when I was thinking about it the day after. As much as I liked the HW/HQ games I played, it was Runequest that introduced me to Glorantha. That carries some weight. To finally get to play in Apple Lane after all these years made my heart young again. It took me right back to the moment I opened the box and read about dark trolls and newtlings and runes for the first time. It took me right back to when I fell in love with the world that has given me so much pleasure down the years. Pleasure that sometimes came from playing, sometimes from chatting about it with friends, sometimes from reading and musing. What a wonderful creation it is and how grateful I am that people worked so hard over so many years to show it to us. And one of the best things about this current game is, these players are new to Glorantha. I get to see it be new again through their eyes, like it was for me all those years ago. There are rumours of trouble at the Rainbow Mounds. I can't wait to see the PCs go there.
  4. 29 points
    Exciting news: later this month we're going to be launching the Jonstown Compendium on DriveThruRPG. Here is a preview of what it is all about: The JONSTOWN COMPENDIUM is an official online collection of user-made content, allowing creators to sell their own original RuneQuest and HeroQuest Glorantha (Questworlds) material set in Greg Stafford's mythic universe of Glorantha. Creators can make money from their published community content, or make it freely available – it is entirely up to the creator. Jonstown Compendium content can include original scenarios, background material, cults, mythology, stats for NPCs and monsters, and your own versions of handouts for official RuneQuest and HeroQuest Glorantha campaigns. Material must be set in Greg Stafford’s World of Glorantha – although YGWV ("Your Glorantha Will Vary") applies, and nothing published in the Jonstown Compendium should be regarded as "canon". Jonstown Compendium creations must be in English. We may add other languages later. Your content can use any any rules and setting materials from the books and materials published by Chaosium including RuneQuest Roleplaying in Glorantha, RuneQuest Classic (RQ2), and HeroQuest Glorantha or the forthcoming QuestWorlds SRD. We hope to be able to include 13th Age Glorantha in the Jonstown Compendium at a later date. Rules from the Mongoose or Design Mechanism editions of RuneQuest, or other variant d100 rulesets (e.g. Mythras, OpenQuest, Revolution D100, etc) are not permitted. Other prohibited content includes comics or fiction (unless short vignettes in roleplaying game materials), software or apps, crowd-funded content, or products that infringe on the intellectual property of others (obviously). Creator resources include Word and Indesign templates will be made available for Jonstown Compendium creators. The program is very similar to our existing Miskatonic Repository for Call of Cthulhu and Explorer's Society for 7th Sea. BRP Central folks: If you are interested in contributing to the Jonstown Compendium, and would like your creation to feature on launch or soon after, contact me at mob@chaosium.com and I can forward you the User Guidelines and templates etc so you can get started. nb we're not posting this material publicly yet in case we or DTRPG/OneBookShelf need to make any alterations.
  5. 27 points
    Great news! DriveThruRPG have let us know The Jonstown Compendium is going live this Friday (29th)! Here are the five initial releases from community creators - the first of many, exploring Greg Stafford's world of Glorantha:
  6. 26 points
    I've been running games since the late eighties, and I can't remember the last time I felt so excited about my biweekly session. From stone woman to a trip to Greydog lands to return the corpses before the seven days are up, to today's session where the party has committed to go with Vostor (the one player who decided to use a pregen) on a Humakt pilgrimage to break his bonds to the Seven Mothers. The Battle of the Queens looms on the horizon. 2 players are new to RPGs, the other four have varying degrees of experience. Every single session has been a joy for everyone involved. I'm not sure why I'm gushing long form here, but I guess I might as well post before the game high passes.
  7. 23 points
    Greg once told tell me that to keep the goddess Glorantha alive and eternally youthful, he needed to be an Arkati Trickster Shaman. Now that that duty has fallen to me, I've donned my coyote mask and taken on the role. It is fitting that I've decided to revisit Greg's heroquest to discover Elmal, only this time to reject that god in favour of restoring the god he had supplanted - Yelmalio. Elmal was discovered to answer an important question for Greg's Harmast novel, a book that he worked on fitfully from 1989 until 2009 or so. Harmast was set in the late First Age, some 400 years after the Dawn. Greg posed himself the question - who was the Orlanthi Sun God before the Orlanthi encountered the Yelm-worshipers of Peloria? In the early drafts of the novel, the answer to that question was Yelmalio. Yelmalio was the last light that survived the Darkness. He held out throughout the Greater Darkness, although he became weaker and weaker, after being robbed by Orlanth, Inora, and Zorak Zoran, and then savaged by Chaos. But he endured and was not extinguished and was there to greet the Dawn. But that's the Third Age myth - what was the story at the Dawn? Greg concluded that the Orlanthi recognised this god as Elmal, who loyally protected the people of Dragon Pass throughout the Greater Darkness. When Orlanth left on his Lightbringers Quest, Elmal remained behind, "the loyal thane". At the Dawn, Elmal took the Sun Disk and carried it through the sky as the Sun God. Presumably, he is also Lightfore, the "little sun" that appeared in the Grey Age and who rises when the Sun sets, and sets when the Sun rises. This might mean that Elmal never died - he is always in the Sky. When he sets in the West with the Sun Disk, he immediately rises as Lightfore in the East, and vice versa. Let's fast forward to the late Third Age. We know that there is Yelmalio all over the place. Sun Domes in Sartar, Prax, and all over Genertela. We know he is the main Fire/Sky god worshiped in Dragon Pass - heck, he is in White Bear Red Moon and his most famous initiate Is Rurik Runespear. So where did Yelmalio come from? Greg's answers were properly contradictory, as is the nature of such things. He came from the elves. He came from Monrogh's Vision of the Many Suns. He was revealed by Nysalor at the Battle of fNight and Day. All are correct, all are partially false. Or least not entirely true. But equally, all contain some truth. Then came the real tough question - what is the status of Elmal in the late Third Age? And by that I mean Hero Wars Sartar. Greg let others answer that question as his interest was in the First Age. He didn't know. David Dunham tried to answer it in his amazing computer game, King of Dragon Pass. Elmal is one off the main gods in that game, and Yelmalio is nowhere to be seen. But like a number of elements in that game, that never seemed right to me. And later Greg let me know that he agreed with my doubts. Note: that is not a dig at KoDP which I consider to be the best introduction to Glorantha ever made. But there are elements of the game that never set right with me. Elmal. Anglo-Saxon clothing and skin colour. Etc. These are tiny critiques of a master piece, and pertinent only in an essay like this. As I worked on the Guide to Glorantha with Greg back in 2012, Greg hinted that we should be reconsidering Elmal. Vinga had already been revealed to be the female incarnation of Orlanth, and not merely another Thunder Brother. Yelmalio, Greg suggested, was the main Sun God of the Third Age Orlanthi. And so Yelmalio got much more attention in the Guide to Glorantha than Elmal did. As I started putting together RuneQuest, Greg and I talked about the player character cults. "Gotta have Yelmalio," Greg said. "We've always had Yelmalio in RuneQuest." The elemental progression wheel and the conflict between Air and Fire are hard-wired into the rules. The Storm fights with the Sun. That's a driving theme in the setting and the game mechanics reflect that. But where does that put Elmal? We didn't even include poor Elmal in the book. In the Cults Book, the time to evade the question is over. This is a game book, not a speculative collection off essays. So here's the answer: Yelmalio is the Sun God of Dragon Pass and the Lunar Provinces. The Yelm cult among the Grazelander Pure Horse People is the exception that proves the rule. Since the 1550s or so, even most of the solar worshipers among the Sartarites have agreed that Yelmalio is the god of the Cold Sun. Elmal is still present - as a subcult of Yelmalio. If you want to have your Elmal cultist who is allied to Orlanth and the loyal defender of the Orlanthi clan, you can. He just has the ignominy of being treated as a member of a special Yelmalio subcult. And the even greater insult of being largely ignored by the Sartarite Orlanth cult. But Elmal can endure. And who knows, he might endure long enough for Arkat to need to betray his gods and become a passionate devotee of something old, something new. Who knows - I mean it has happened before!
  8. 21 points
    Coming soon to the Chaosium’s Jonstown Compendium webstore: the revised and expanded Rough Guide to Glamour. A Rough Guide to Glamour is your indispensible companion for any visit to the capital city of the greatest empire the world of Glorantha has ever known! This book contains: • A comprehensive map, gazetteer and guidebook detailing the capital of the Lunar Empire; • Portraits and descriptions of eleven Very Important People who can be encountered there, including Moonson, the Red Emperor, and the Lunar hero Jar-eel the Razoress; • A description and map of the Sultanate of the Silver Shadow, the throbbing heart of the Lunar Empire; • Sweeping overviews of the geography and history of the Lunar Empire; • RuneQuest writeups for the cults of the Red Emperor, immortal wizard-ruler of the Lunar Empire, and the goddess Glamour, the humble nymph who became the First Inspiration of Moonson; • Insights into the secrets of Kalikos Icebreaker, the Lunar College of Magic and the Imperial Monopolies of the Etyries cult; • Never republished supporting material from the legendary fanzine Tales of the Reaching Moon; • Rumours, fiction, poetry, and more besides! This is a thoroughly revised and expanded edition of the original Rough Guide to Glamour, written by Chris Gidlow, Mike Hagen, Nick Brooke, Michael O’Brien, Jeff Richard, Greg Stafford and friends, lavishly illustrated by Dario Corallo, Simon Bray, Julie Hudson and other artists. Foreword by Jeff Richard, Chair and Creative Director of Chaosium Inc. A Rough Guide to Glamour was first published as a players’ background book supporting Reaching Moon Megacorp’s Life of Moonson, a 50-player live-action role-playing game that debuted in 1997 and ran in the United States, Europe and Australia.
  9. 21 points
    All of the current answers from Jason's RuneQuest Core Rules Questions thread have been added to three Q&A pages: RuneQuest: Roleplaying in Glorantha – Q&A by Chapter RuneQuest Gamemaster Screen Pack – Q&A RuneQuest Glorantha Bestiary – Q&A They are organised by Chapter and in page number order. You can search them: minimum of three characters - eg Q&A use quotes to find an exact reference eg "page 54" It not only contains Jason's thread, but : Rune Fixes 3rd July 2018,Second Printing Clarifications, Corrections and Additions 1.0.0. and clarifications from a translation document. Due to the limitations of this site, answers by Jason outside of his main thread have not been added as I can't search easily for them. If you know of any please add the link below. If there are any relevent answers by Jeff I will also include them them. This is a growing resource and further answers will be added when available.
  10. 21 points
    Some notes on Heortland: Heortland This plateau occupies most of the eastern part of the land around the Mirrorsea Bay. There is a narrow coastal strip which quickly gives way to thousand foot high cliffs ending at the plateau. Five rivers have cut gorges from the plateau top to the sea and these fjords form the only access from shore to the upland farms. Only in the northern part, around the Marzeel River, does the land sink into Volsaxiland. Little remains of the once great woodlands that once covered most of this plateau in the First and Second Ages. East of the farmlands rise low wooded hills, then a steep, snow-covered mountain range called the Storm Mountains, inhabited by Wind Children and other beings of the Air. Most prominent among them is Stormwalk, where Storm Bull resides at times. The rugged nature of the land prevents easy passage between Heortland and Prax, which lies on the far side of the Storm Mountains. Short History When Belintar defeated the king of the Hendrikings in 1317, he broke that ancient tribe and bound its spirit to his service. As long as the God-King ruled, the Hendriking tribe did not exist. Instead, the God-King appointed a governor to rule the Heortland region. The clans loyal to the God-King were called the Vandari ("loyalists"); in the north of Heortland, the Volsaxi tribe of the lands between the Shadow Plateau and the Marzeel River (the heart of the old Hendriking tribal lands) refused to acknowledge the authority of the God-King. In the 15th century, as the southern third of Heortland came under the domination of Aeolings, that region became known as Esvular. In Vandarland, the threat of Chaos from the Footprint resulted in a peculiar institution. Bands of chariot-riding (and sometimes horse-riding) armoured warriors are supported by nobles who are in turn chosen from within certain families and approved by all free members of the community. As a result, central Heortland become known as Gardufar ("People of the Watch"). In Esvular (also called Bandori after the Aeoling tribe), the Aeolians are divided into three hereditary castes: free, noble, and wizard. These castes are hereditary and endogamous: the free and noble castes use Rune and spirit magic; the wizard caste uses sorcery. For nearly three hundred years, the God-King kept peace in Heortland, broken only by the occasional rebellion among the northern hill tribes and the rarer Chaotic eruptions from the Footprint. When the God-King disappeared in 1616 and did not return, the land quickly fell into disorder.In the north, an Orlanthi holy man proclaimed himself the High King and resurrected the long-dead Hendriking tribe. In Vandarland, a Western adventurer seized power with the support of his Esvular allies, calling himself the King of Malkonwal. In 1619, the Lunar Empire invaded Heortland, capturing Karse. The following year, they conquered Malkonwal, while the Hendrikings held out at Whitewall, defeating everything the Lunars threw at it, including the Crimson Bat. Whitewall finally fell in 1621, at a terrible cost, but the Lunar triumph was short-lived. In 1622, Broyan reappeared with a new army and raised the hill clans in rebellion. He defeated the Lunar army at the Battle of Auroch Hills. Scorpion Men erupted from the Footprint, forming the Queendom of Jab in Gardufar. After forcing the Scorpion Men back into the Footprint, in 1623 Broyan left for Nochet with a small army. The High King returned to Whitewall late the following year with a new army of adventurers, mercenaries, pirates, and devotees, preparing to invade Dragon Pass, but in 1625 the High King was assassinated by Lunar sorcery. Heortland is now in turmoil. Although much of Broyan's army has drifted away, the core of it is still there, dominating the local temples, claiming land and herds. Without Broyan, they have no single established leader. Some look to Kallyr, some to Harrek, others to Argrath, and still others think about making themselves kings or warlords in their own right. Meanwhile, Scorpion Men reemerge from the Footprint, raiding ever deeper into the former Vandarland and Bandori. Stereotype Bronze-armored clans of Orlanth-worshipers, herders famous for their quarrels and feuds. Men are emotional, often violently passionate, with swiftly shifting opinions and feelings. Women are cunning, practical and vengeful. The Vandari are mostly loyal to the God-King, while the Volsaxi are inveterate rebels. In comparison to the Vandari and Volsaxi, the Esvular are seen as comparatively prudent and less adventurous. They all hate Chaos. Common Attitudes Heortlanders are loyal to their clan above all, and are devoted to their gods. They are open to foreigners and foreign ideas, particular from Esrolia, whom they have much contact with through cult, trade, and marriage. Religion They worship the Lightbringer gods and Esrolian goddesses. Storm Bull is an important war god, and the bull god resides atop Stormwalk Mountain. The Invisible God is revered as the Creator by the Aeolians of Esvular. Climate Heortland is wetter than either Esrolia or the Shadow Plateau and is the only part of the Holy Country that regular gets snowfalls in winter. Durengard Temperature and Precipitation Season Temp (low/high) Rainfall (cm/days) Prevailing Winds Snow (cm) Sea-Early 6/22 15/20 Southwesterly — Sea-Late 11/23 15/18 Southwesterly — Fire-Early 16/26 8/8 Southwesterly — Fire-Late 22/32 5/6 Southwesterly — Earth-Early 13/26 2/3 Southwesterly — Earth-Late 9/19 3/4 Southwesterly — Dark-Early 2/13 6/6 Northerly — Dark-Late –4/6 12/11 Northerly 40 Storm-Early -3/7 15/18 Northerly 45 Storm-Late -2/13 7/18 Northerly 1 Sacred Time 3/22 6/9 Southwesterly — Total Precipitation: 94 cm rain, with 86 cm snow. REGIONS Esvular Culture/Religion: Esvularing/Aeolian Bandori: This Esvularing tribe has an ancient alliance with the sorcerers who rule the city of Refuge. The Lunar conquest of Heortland did not extend to the Bandori, who maintain a tenuous independence from the Empire. Duchamp (small city): This city, surrounded by fertile countryside, sits along the main road down from the Heortland Plateau. It is governed by a council of guilds and temples. Duchamp is the location of the Jelenkev School, famous for its copying of manuscripts from all over Glorantha. Mount Passant (large city):The largest settlement of the Esvularing people was built with the aid of Belintar after the old capital, Bensval, was razed. It has the largest Aeolian temple in the Holy Country. The actual name of the city is Demthal, but everyone calls it Mount Passant after the hill that stride forward to defend this area in the God Time. Vizel (small city): This city is squeezed between the Vizel Inlet and the high cliffs of the Heortland Plateau. The inhabitants are mostly Aeolian fishermen, who nonetheless offer sacrifices to Pelaskos and Choralinthor, and a surprising number of scholars and sages have been attracted to the city by its protection of Free Inquiry. Gardufar Culture/Religion: Heortling/Orlanthi Backford (small city):This fortified city is the safest crossing of the cursed Syphon River. Backford was the center of the God-King’s cult in Heortland, and was connected to the City of Wonders by a magical bridge. The magical Fish Road still stops here on its run from Deeper up the Syphon River. Durengard (large city): This was once the tribal center of the Hurlant tribe, and later the capital of the Sixth of Heortland. Located on the Bullflood River, Durengard is the main port for Heortland and its political center. The massive fortress-palace was built in the Nochet style by Belintar for the rulers of the Sixth of Heortland after the Volsaxi rebellion. Jab Hills: These wooded hills are currently infested with scorpion men from the Footprint. The Chaos Queen claims this area as part of her “Queendom of Jab”. Jansholm (large city): This fortified river island was the tribal center for the Jondalaring tribe and is now the capital of Karhend Province. The Lunar army took this city by treachery in 1620; it was reclaimed by rebels in 1622. Karse (small city):Karse is the most important port for offloading goods destined for Sartar, or through Sartar to Prax and Tarsh. The locals are expert boat makers. Temples to Diros, Pelaskos, Poverri, and Choralinthor stand near the harbor. Despite its strong fortifications, the city fell to the Lunars in 1619 after a dramatic assault by land and sea. Since the collapse of Lunar rule, the city now alternates between Esrolian and Wolf Pirate rule. Larnste’s Footprint: This large, unnatural, Chaos-tainted valley is surrounded by steep cliffs. The unnatural Syphon River flows up backwards into the Footprint. Larnste the Changer once saw the squirming thing Krarsht and sought to eliminate that Chaos evil from the world. When Larnste tried to step on the foulness, Krarsht sprang to bite the god. Where Larnste bled, there rose up a foul and evil forest, a perfect nesting place for all things chaotic. A forest made entirely of stone trees grows at the edge of the Foulblood Woods and halts the spread of the Chaos within. Leskos (small city): This seaside city lies at the mouth of a steep ravine leading up to the Heortland Plateau and is surrounded by thousand foot high cliffs. It is defended by an ancient fortification; most of the inhabitants are Esvularing. It serves as the port for Durengard and is ruled by a ring of local merchants. Lylket (ruin): These are the ruins of a port city founded by the God Learners near the mouth of the Marzeel River. It grew rich off trade between the Middle Sea Empire and Dragon Pass, and contained a major Lhankor Mhy Temple, famed for its troll lore. The city was destroyed when trolls entered in by secret tunnels known only to them. Malkonwal, Kingdom of: The southern half of the Heortland Plateau is divided by several fast-moving rivers that flow down from the snow-capped Storm Mountains. It is a hilly land of farms and woods. The farmers are mostly Orlanthi, but the southernmost area is Esvularing, as are most of the city folk. When the governor of Heortland died in 1617, the Western adventurer Rikard the Tiger-Hearted seized power in Gardufar and Esvular as the “King of Malkonwal”. However, he was defeated by the Lunar Empire in 1620. Stonewood: A forest made entirely of stone trees “grows” in the Footprint, halting the spread of Chaos from the Foulblood Woods. Everything here is made of living stone, even the animals (which move incredibly slowly). Sklar (small city): This city is squeezed between the mouth of the Solthi River and the cliffs of the Heortland Plateau. The people are fishermen and boatwrights, best known for their colorful houses. The city boasts shrines to Orlanth, Pelaskos, and Poverri. Storm Mountains:These formidable crags rise abruptly from the Heortland Plateau, separating it from Prax. Forests cover their upper slopes. Several clans of Wind Children live in aeries which cluster about the steep peaks and cliff faces of these mountains. Stormwalk Mountain:The largest peak of the Storm Mountains, Stormwalk is one of the Great Sacred Mountains of the Orlanthi. Urox the Storm Bull took a mountain god and twisted its head off, and the mountain is the body. It has a discernable spiral pathway rising around its sides, seven times around to reach the ice-covered top. Some say that the temple there can call winds which lead upward to the inner temple of Orlanth and beyond, to other celestial realms. Like many geographic features of the Holy Country it is colossal: some 10,000 feet in height. Herds of sky bulls can always be found nearby. Syphon River: This evil river flows backward from Choralinthor Bay some 80 miles uphill into Larnste’s Footprint, and then down a deep hole into the Underworld. The Syphon River has always flowed into this hole, for it alone of all the waters of the world refused the call of Magasta. Volsaxar Culture/Religion: Heortling/Orlanthi Tribes: Volsaxi, Kultain, Sylangi, Bacofi Derensev: This Great Library of Lhankor Mhy is located in the tribal lands of the Kultain, who are sworn to defend it. The sages are famed for their oratorical prowess. Hendrikiland:This rugged land between the Storm Mountains and the Shadow Plateau is the ancient homeland of the Hendriking tribe. Whitewall is its capital. It is populated largely by herders and their livestock of cattle and sheep. The Hendrikings were famed as fierce bandits and magicians, and that reputation continues with their Volsaxing heirs. Ancient tombs of kings and heroes litter the landscape. Marzeel River: This river flows 140 miles from its headwaters in the Storm Mountains to Choralinthor Bay. Its upper reaches are fierce and rushing, but the lower river is wide and slow near its mouth. The Marzeel used to join the Creek-Stream River before Belintar diverted that great river’s course. Sen Senrenen: This is the ancient homeland of the Hendrikings, a rugged land of hills and valleys populated by herders of sheep and cattle. The locals have a reputation as fierce bandits and powerful magicians. The tombs of ancient kings litter the landscape. Smithstone (small city): This city is wealthy from its abundant bronze and from its many redsmiths, considered the finest in the Holy Country. The Redsmith Guild dominates the city’s affairs. The city was built around the anvil stone of the smithing god Gustbran. Volsaxiland: This rich valley is home to a stubbornly proud people who harvest barley and raise dairy cattle. Bronze is very common here. The Volsaxi successfully rebelled against Belintar in 1340 and established an independent kingdom here that on occasion ruled most of Heortland. After over a century of rebellion, Belintar aided the Kitori to defeat the Volsaxi and they imposed a harsh tribute on the tribe. In 1550, Tarkalor of the Royal House of Sartar defeated the Kitori with his Yelmalio allies and forced the half-trolls back to the Troll Woods. In 1617, King Broyan of the Volsaxi magically resurrected the Hendriking kingdom and proved himself heir to the demigod Vingkot who once ruled all of Dragon Pass and Kethaela. Whitewall (small city):Capital city of the Volsaxi and ancient religious center for the Hendrikings. An impregnable fortress built atop solid rock, it is surrounded by high gleaming white stone walls some 50 feet high and 30 feet thick, and the city is well-provided with granaries and wells. Within the walls are temples to Orlanth and Ernalda, and their pantheon. A star god has defended the city since the Darkness.
  11. 21 points
    A young Vingan runelord has stopped to ask the way from a settler of Sartarian heritage from Zola Fel valley.
  12. 20 points
    Nochet ba-doom-tish...
  13. 20 points
    So I have been working on a master map of Dragon Pass, Kethaela, and Prax, as part of the RQ Campaign. The map is two A0 posters in size and consists of four A2 maps each. Here's some drafts of the A2s, complete with labels and vegetation layers. Some explanation of the colors: Dark green: heavy forest Light green: mixed woods and grassland Yellow: Either rich grasslands or SPECIAL (in the case of the print) White: Grasslands or cultivated land. Or areas that we haven't figured out a color for, like the top of the Shadow Plateau. Square with a dot: large city Square: city Circle with a dot: tribal center or other fortified settlement Circle: Settlement Dot: Place of interest Three dots (Illusion Rune): Ruins Enjoy!
  14. 19 points
    The rumours provided here are spurs to adventure. The Game master should take care to present the rumours in an interesting manner, often with the intent of provoking actions by the players. Each rumour is prefaced by a single letter code dealing with the veracity of that rumour – but, ultimately, any rumour can used in whatever manner that best suits the campaign! Rumor Indicators: (T) Indicates that the rumour is true. (F) Indicates that the rumour is false. (M) Indicates that the rumour is meaningless. (R) Indicates that the rumour may or may not be true at the GM’s discretion. (B) Indicates that the rumour is generally true but it also has a substantial false component. (A) Indicates that the rumour is too awful to contemplate. The rules of Casino Town are simple: No Killing, No Cheating, Everyone Makes a Wager. (T) There's a metallic statue in a special niche at the town gate. Who it originally was is uncertain – perhaps Zzabur himself – but over many centuries the punters have worn its features so smooth it has taken on the generic appearance of a woman. It is now colloquially known as “Lady Luck”. (T) Touching “Lady Luck” is like a Tap spell, only in reverse! (F) Everyone residing within the walls of Casino Town pays a weekly vigourish. To ensure the Great House receives what it is due, each year the Talar appoints the Synod of Visitors. This is a committee of Ingareen citizens from Refuge, selected for their highest moral probity. (B) Argil Arcry, the current head of the Synod of Visitors, is said to have a “wide stance”. (M) Brithini age if they lose at gambling. (T) Despite the Brithini prohibition, the Ingareens' obsession with abstract numbers has led them to be inveterate and superstitious gamblers — "It’s not gambling if you always end up ahead", is one rationalization they often use, though on the whole Ingareen punters appear to be no luckier than others. (T — certainly there are few Ingareen professional gamblers of advanced age.) Talar Barat and the Brithini appear relatively indifferent as to who controls the different gambling concerns in Casino Town, provided the weekly vigourish is remitted in full. (T — even the Vadeli have recently been allowed to set up an establishment.) The new Vadeli establishment, known as the Vadotto, has a secret basement, where all manner of depraved and forbidden pleasures may be indulged. (B – the Vadotto doesn’t have a basement; such activities actually take place on the building’s exclusive top floor.) All the casinos and gaming parlours in Casino Town set their own table limits (what minimum and maximum bets permitted). They also set a house edge (a factored-in mathematical advantage) on all games, which varies from establishment to establishment. (T) The Faro Wheel itself has no table limit. (B — this is qualified by the fact Belintar the Stranger did actually “break the bank” when the Talar finally blinked after the house lost a 60x or nothing bet.) The odds offered by the Vadotto are subtly different to those offered elsewhere in Casino Town. (T — the Vadeli claim it is their practice to pay on odds “for”, rather than “to”. For example, on a successful bet at 5 silvers for 1 on a roulette table at the Vadotto, the winner receives 5 silvers but the Vadotto keeps the initial silver piece. At establishments offering “to” odds, the winner would also receive back the original 1 silver wagered. The Vadeli do not make this distinction clear to new patrons.) Longstanding Light and Illusion spells make many of the buildings on Casino Town's Main Strip look more impressive than they really are, especially at night. (T) 'Hangers' on the Main Strip is part of the famous Esrolian restaurant chain catering to the elite. It can often get very rowdy. A key attraction is the cock-fighting pit (T — although this has nothing to do with poultry.) Dayzatar’s Casino & Revue is the premier show venue in Casino Town (though some headline acts have recently defected to The Vadotto). A stalwart of the stage here is the seemingly ageless entertainer Unkle Shine, “the hardest-working horal in show business”. (B) Red’s Globster offers an all-new “Vormaino sushi” platter, but it is advisable to at least stun each piece before attempting to swallow, or preferably use the Disrupt spell. (R) The Lupenar is Casino Town’s largest and most notorious bawdyhouse, said to be able to cater to any carnal desire. As vividly remembered in a series of erotic wall friezes, Harrek singlehandedly engaged the Lupenar’s entire company during his 1618 visit; such was his amatory enthusiasm, the building had to be completely rebuilt afterwards. (T — fortunately he left a tremendous tip.) Tombolar’s Bingo Hall is a rather drab establishment, but is very popular among the Ingareens (T — they use various arcane theological justifications from Zzabur’s Abiding Book to rationalize why Bingo should not be considered gambling.) The blue-skinned perfumer who operates The House of Hemrehana is from distant Garguna. (F — he is actually from equally distant Polostan, the fragrant city of a thousand delights in Fonrit.) Silvermane the Shaman’s game with betting sticks enables you to wager against the living and the dead. (T) Gorp-wrestling is much harder than it looks. (B) The only thing Basmoli have to lose when they gamble is their pride. (M) Talar Barat actually died decades ago but the Brithini maintain the pretense their leader is still alive. (F) Talar Barat’s beard turned gray that day Belintar "broke the bank" on the Faro Wheel. (B) The Faro Wheel literally fuels the Brithinis’ ongoing way of life here, but a curious side effect is its ability to produce random combinations determined by Luck and Fate. (T) Because wagers on the Faro Wheel can be made with intangible concepts (runic affinities, mana, life-force, perception etc), Ingareen statisticians have long disputed what the Great House’s house edge actually is – hotly argued estimates range from 2.70% – 5.26%, but the mathematics remain elusive. (M) The Tournament of Luck and Death is about to start again – this time for sure the God-King Belintar will return to save us all! (R) The Talar stopped paying back Belintar’s massive Faro winnings after he disappeared. (F) The circular outer walls of Casino Town are actually the foundations of a much larger Faro Wheel, but Belintar’s massive jackpot put an end to Talar Barat’s grand plan. (F — the outer walls were raised after Belintar broke the bank.) On the fall of the Clanking City the Talar stole away the machine god Zistor. To this day it lies chained up under the Faro Wheel! (F) The glow of the Faro Wheel can be seen for great distances and serves as a helpful navigational beacon, drawing in ships through the Troll Straits and from across the Mirrorsea Bay. (T) Although he won (and lost) big on the Faro Wheel during his soujourn in Casino Town, Harrek's favourite sport was the crude but entertaining betting game from the Shadow Plateau, “Pull my Finger”. This is offered every evening at the troll eatery Thunderbreath Gobbleguts. (R) The only reliable source of fresh water in Casino Town is a well at the Talar’s Great House, which is generously piped to the nearby Pool Hall (T —about the only thing in the city that’s free, some people joke.) The so-called put-put barges used by the Ingareens are foul Zistorite abominations. (M) Don Duras is actually Duke Raus of Rone, an exiled Lunar nobleman. (R) Jammy the Beak's off-sider Bluster is the only Wind Child in the world with a five o’clock shadow. (M) Mock Wing notably has several other keets working for him as collectors and enforcers, including Big Bill (a pelican keet) and the voracious Bluefoot Brothers (booby keets). (T) Grand Master Shamat claims to be the greatest ouranekki player in the world. An émigré from the Lunar Empire, he confides to anyone that he lives in constant fear of Yolanela the Taloned Countess of Spol, who he long ago once offended. (R) Professor Artingale is a fallen Ingareen who styles himself “the Wizard of Odds”. He can be found at the Pool Hall, where he claims he knows various “foolproof” systems for winning, which he’ll share for a price. (F — The Professor’s “surefire” strategies are dressed up with all sorts of complicated mathematical flim-flam, but essentially center around increasing bets after each loss in the hopes that an eventual win will recover all previous losses.) Despite dressing like an archetypal Western wizard, Professor Artingale actually comes from the dronar caste. (T) The Lounge Lizard is a very unusual crested dragonewt that has resided in different gaming establishments for well over a century, and is fondly considered a sort of mascot. Rubbing its scales is said to give good luck. (M) Leonardo the Scientist regularly infiltrates the Clanking Ruins. (T) Leonardo the Scientist and Talar Barat are one in the same person. (F) Leonardo the Scientist belongs to the zzaburi caste. (F) A fire breathing metallic turtle keeps the curious away from Leonardo the Scientist’s island hideaway at Crab Key. (T) Woe betides anyone mistreating the fisherfolk of Fishertown, for they are under the protection of the Ludoch. (B — technically, their protection comes from the High Admiral of the Boats.) A Trollball match is planned for the Squeaky Sands – the bookies are looking for a human side to go up against the Uz! (R) Small groups of Wolf Pirates have been seen in various establishments around the city, but they say they are just on “shore leave”. (R) Talar Barat has concluded a secret deal with the Wolf Pirates for them to stay away from God Forgot, but who’s going to pay for it? – the punters of course! (R) Beware - the Lunars are preparing to invade God Forgot by land and sea! (R) Why did the God King have his magic bridge terminate at the Clanking Ruins instead of Talar Hold or Casino Town? (M) It’s said there’s a tunnel under the Troll Strait, connecting the old God Learner fortresses at the tips of the Rightarm and Leftarm Islands. Could this be a way to get into the Iron Fort, which has been sealed since the Second Age? (R) A secret passage leads into the Machine Ruins from the deserted Jrusteli fort at the southern tip of Kostern Island. (B) At low tide it is possible to walk across from Thoxos Island to Tosk Island, and thence even to Refuge on the mainland, if one knows the way and can avoid the giant cranes, swarming were-crabs, and other perils. (T) The Machine Ruins are guarded by fiendish traps and curses, but these are designed to keep the mechanical horrors locked inside from escaping, rather than preventing anyone getting in. (B) Foreigners are forbidden from visiting Talar Hold because the inhabitants there still brazenly use forbidden Zistorite technology! Abominations include staircases that move, machines that dispense hot cooked food, and tiny boxes that play music as if there is an orchestra trapped inside. (B — true enough, but Talar Barat has other reasons why outsiders are not welcome at his capital…) Because the traditionally ordained agricultural practices of the Brithini are better suited to humid Old Brithos than rain-sodden Heortland, the Bandori who come to God Forgot to work on the Talar's farms keep one field for show, and do things their own way on the rest. Just before harvest-time, they will surreptitiously "dress" the show field with the finest produce from the back fields. (T) Porthomekan cigars clear the mind and aid concentration. (R) Attempting to skip town without settling the gate wager invokes swift retribution. Swarming metallic creatures nicknamed One-Armed Bandits hunt deadbeats down and drag them to the Clanking Ruins, never to be seen again. The superstitious say they are Our Lady of Credit’s spirits of reprisal. (B — defaulters must face and defeat one, then seven, then fifteen, then thirty and finally sixty of the One Armed Bandits before their debt is written off. The other option is to return to Casino Town and pay up!) The tables at [choose any gaming establishment] are rigged. (M) The tables at [choose any gaming establishment] are running hot! (M) The tables at [choose any gaming establishment] are cold. (M) The tables at [choose any gaming establishment] are easy etc. (M) While it might seem incompatible with the Brithini law that utterly forbids gambling, the Talar’s view is "he doesn’t gamble, he invests". (R — though Talar Barat's enduring immortality and the success of Casino Town seems to prove the case.) Red’s Globster on the Main Strip is a cheap and popular “all you can eat” buffet (provided you’re happy eating endless portions of vaguely fish-like material cut into various shapes then deep-fried or boiled). The proprietor “Red” hearkens from the Lunar Empire, and keeps a live walktapus out the back. Pieces are continuously hacked off for the pot. His first walktapus apparently escaped in the confusion during Harrek’s visit, and he’s only recently been able to import a replacement. Just what was Red serving up in the intervening time? (A)
  15. 19 points
    THE ARMIES AND ENEMIES OF DRAGON PASS is one of the initial releases for the Jonstown Compendium. Within 24 hours it was the #2 best-selling title on DriveThruRPG and shortly after reached Silver Seller status. The work is magnum opus of Martin Helsdon. After meeting Martin at Dragonmeet late last month, we spoke to him about the book: https://www.chaosium.com/blogtalking-to-martin-helsdon-author-of-the-armies-and-enemies-of-dragon-pass-jonstown-compendium Martin Helsdon (L) presenting Chaosium's Jeff Richard with a pre-release copy of The Armies and Enemies of Dragon Pass at Dragonmeet, London UK on November 30.
  16. 19 points
    The definitive list of cults and spirit cults in the Cults of Glorantha are: 1. Kyger Litor 2. Anilla 3. Aranea 4. Argan Argar 5. Gorakiki 6. Himile 7. Subere 8. Xentha 9. Xiola Umbar 10. Zorak Zoran 11. Magasta 12. Choralinthor 13. Dormal 14. Engizi 15. Oslira 16. Ernalda 17. Aldrya 18. Asrelia 19. Babeester Gor 20. Caladra & Aurelion 21. Donandar 22. Eiritha 23. Flamal 24. The Grain Goddesses 25. Hykim & Mykih 26. Maran Gor 27. Mostal 28. Ty Kora Tek 29. Uleria 30. Voria 31. Yelm 32. Dayzatar 33. Dendara 34. Gorgorma 35. Lodril 36. Lokarnos 37. The Lowfires 38. Polaris 39. Shargash 40. Yelmalio 41. Yelorna 42. Orlanth 43. Chalana Arroy 44. Eurmal 45. Issaries 46. Lhankor Mhy 47. Barntar 48. Daka Fal 49. Foundchild 50. Heler 51. Humakt 52. Lanbril 53. Mastakos 54. Odayla 55. Storm Bull 56. Valind 57. Waha 58. Ygg 59. Yinkin 60. Horned Man 61. Earth Witch 62. Evening Star 63. Frog Woman 64. Kolat 65. Morning Star 66. Rainbow Girl 67. Raven 68. Six Sisters 69. Sun Hawk 70. Thunder Bird 71. Traveling Stone 72. Twin Sisters 73. White Princess 74. Robber 75. Sky River Titan 76. Oakfed 77. Seven Mothers 78. Danfive Xaron 79. Deezola 80. Etyries 81. Hon-eel 82. Hwarin Dalthippa 83. Irrippi Ontor 84. Jakaleel 85. Nysalor 86. Red Goddess 87. Teelo Norri 88. Yanafal Tarnils 89. Yara Aranis 90. Primal Chaos 91. Bagog 92. Cacodemon 93. Crimson Bat 94. Krarsht 95. Krjalk 96. Mallia 97. Pocharngo 98. Thanatar 99. Thed 100. Vivamort
  17. 19 points
    Nah, I am done. But while adding the Starting As An Initiate of XXXX sections for each cult, I managed to unblock what I wanted to write about Yara Aranis. It also brings us to 100 cults and spirit cults.
  18. 18 points
    RPGs elevated to fine art: sculptor Eric Vanel has cast Gloranthan hero Jar Eel the Razoress in bronze, in the 'heroic nude' style of classical antiquity. This magnificent work is for sale.
  19. 18 points
    Coming by Christmas Eve - The Smoking Ruins and Other Tales - a collection of scenarios and background material set in the South Wilds of Dragon Pass. Available in PDF (with the print edition coming later). Includes: The South Wilds The Wild Temple The Smoking Ruin (a multi-session scenario by Chris Klug of James Bond 007 and Dragonquest fame) The Lost Valley and Urvantan's Tower (the triumphant return of Steve Perrin!) The Grove of Green Rock Over 190 pages of Gloranthan gold! Available by Christmas Eve!
  20. 18 points
    There are a number of interesting social conclusions you can draw from tables and math in the game. 1. Child mortality before age 15 is 54% under Free Living conditions. This seems fairly reasonable. It's 96% under Poor living conditions, which seems extreme. Even if you received a mere -5% to child survival from Poor living condition, child mortality would be 80%, which seems high. Children of Nobles are immortal. (Calculated from living standards text and child survival table.) 2. Women of Noble status and childbearing age bear 0.85 live children per year (who are then immortal as per the above). 47% (!!) of their children have a twin. (This rises to 1.25 and 57% for petty queens.) (Calculated from living standards text and childbirth table.) 3. A Free woman bears 0.55 living children per year. The combination of childbirths and child mortality means that demographic replacement rate is reached in 8 years of sexual activity, after 4.4 live childbirths. A Noble woman exceeds replacement rate in three years. This holds true even if the woman had only a single sexual encounter during that year. Poor women never achieve demographic replacement rate. This means that Heortling society must be systematically socially downwardly mobile, as people in Poor living conditions must be replaced from the higher social classes, which are in turn excessively fertile. 4. The GDP of a typical Heortling clan is 16000L/year. Public sector expenditure is 28% of GDP. GDP per household is 74L, per capita about 16L (assuming 1000 clan members). Assuming no stickpickers or thralls, the post-tax Gini coefficient of income equality in the clan, calculated on a household level, is an egalitarian 0.26. (Calculated from sample temple on p 406.) 5. Typical Return on Investment (assuming no extraordinary events) is 16% pre-tax, 12% post-tax. This drops to half if a non-family member has to be hired to perform the work (which results in a really reasonable 6% RoI post-tax when you have to hire workers). However, sheep have a better RoI than cows or land, at 26%/21% , as a flock of 100 sheep (300L) is as productive as a herd of 20 cows (500L) or a hide of land (also 500L). (Calculated from the value and income of cows, sheep, and land). A sheep probably should cost 5L, but until then, there's a great business opportunity here. EDIT: Did the numbers wrong on cows, see below. Sheep > Cows > Land when it comes to RoI. 6. People need 88% in their professional skill (like Farm) in order to actually receive their expected income from their occupation. (Calculated from the income success outcomes on p. 422.) EDIT: Had to recalculate this with the correct rounding - it's actually 78%, which actually seems reasonable. 7. I didn't do the math, because it gets complex, but you could calculate (or better, simulate) the expected lifetime until natural death from the aging rules on page 425.
  21. 18 points
  22. 18 points
    A sneak peak of how Books and Scrolls get handled in the RQC! MAGIC BOOKS AND SCROLLS Mechanically, a book typically adds +1D4x5% to one or more skills. Some might also provide knowledge in one or more sorcerous Runes or Techniques and even provide knowledge of specific sorcery skills. A few special books can even raise a characteristic modifier or increase a characteristic. These books should be the object of quests in their own right. Give thought to their actual physical appearance, the proper bonuses (esp with Ian’s entries), who’d want it and where you might buy/sell it. Glorious Reascent of Yelm: Composed in the First Age, this text is a mythic cosmology and kings list of the Yelmic religion. It takes three seasons to study. With a successful Read Firespeech, it adds +20% to the reader’s Yelm Lore, +10% to Dara Happan Customs, and +5% to Celestial Lore. The Roads and Graves of the Makers: This text lists the first seven Sartarite kings, their main deeds, the roads they built, and where their graves are. There are many variations of this (often simply called “The Sartar Dynasty”). This text takes a hour to study and with a successful Read Theyalan it adds +5% to the reader’s Sartar Homeland Lore. The Orange Book or Theogony: This collection of God Learner texts from the Mythical Synthesis Movement is allegedly based on the Blue and Brown Books of Zzabur. It details the origins of the cosmos and the Runes, includes a series of genealogies of the different gods, arranged by elemental Rune, and describes the major events of the Gods War. This book consists of 84 orange-coloured sheets of vellum and takes three seasons to study. With a successful Read Theyalan roll it adds +15% to the reader’s base Cult Lore skill and +5% to the reader’s Magic modifier. Upon a successful INT+POW roll on a D100, the reader achieves intellectual mastery of the Summon Technique as per page 384 of the RuneQuest rules. Most versions of this book include 1D3 sorcery spells. The book is thought to be protected by a dangerous curse. Songs of the House of Sartar: This epic poem is based on oral tradition and details deeds and tragedies of the House of Sartar prior to the Lunar invasion of 1602. It is intended to be read aloud and was likely composed by a poet and only later recorded and refined by a Lhankor Mhy sage. The poem consists of 2400 stanzas divided into nine books. It takes about three hours to listen to the entire poem. With a successful Read Theyalan roll, it adds +10% to the reader’s Heortling Customs and +5% to their Sartar Homeland roll. If the reader succeeds with a Sing roll while reading the poem, those who listen to the full poem and succeed with a Speak Heortling get the same bonus. Six Chapters on Sword Fighting: This combat manual is thought to date back to the Second Age and is commonly attributed to Li Phanquan. The text takes a season to study and with a successful Read Theyalan skill roll it adds +10% to the reader’s Sword skill. Studying the palace records: A season spent studying the records of the local palace or temple combined with a successful Read skill in the language the records are written in adds +5% to both the reader’s Bureaucracy and (local) Customs. The Lives of Our Red Goddess: This didactic tract is an account of the birth of the Red Goddess by the Seven Mothers and of the Seven Steps of the Red Goddess to Hell and back. It is often illustrated. With a successful Read New Pelorian roll, the reader gains +10% in Seven Mothers Cult Lore and +2% to their chance of Illumination.
  23. 17 points
    Chaosium is pleased to announce the release of the Basic Roleplaying System Reference Document (SRD). The Basic Roleplaying SRD is based on Basic Roleplaying, the simple, fast, and elegant skill-based percentile system that is the core of most Chaosium roleplaying games, including Call of Cthulhu, RuneQuest, SuperWorld, and others. Under the provisions of the Basic Roleplaying Open Game License (OGL), designers can create their own roleplaying games using the Basic Roleplaying rules engine, royalty-free and without further permission from Chaosium Inc. For further details and to download the SRD document, see our Basic Roleplaying SRD information page. Please note: the BRP Open Game License for use of the Basic Roleplaying system differs from the Wizards Open Game License and has different terms and conditions.
  24. 17 points
    Coming soon to the Chaosium’s Jonstown Compendium webstore: the revised and expanded Rough Guide to Glamour. A Rough Guide to Glamour is your indispensible companion for any visit to the capital city of the greatest empire the world of Glorantha has ever known! This book contains: • A comprehensive map, gazetteer and guidebook detailing the capital of the Lunar Empire; • Portraits and descriptions of eleven Very Important People who can be encountered there, including Moonson, the Red Emperor, and the Lunar hero Jar-eel the Razoress; • A description and map of the Sultanate of the Silver Shadow, the throbbing heart of the Lunar Empire; • Sweeping overviews of the geography and history of the Lunar Empire; • RuneQuest writeups for the cults of the Red Emperor, immortal wizard-ruler of the Lunar Empire, and the goddess Glamour, the humble nymph who became the First Inspiration of Moonson; • Insights into the secrets of Kalikos Icebreaker, the Lunar College of Magic and the Imperial Monopolies of the Etyries cult; • Never republished supporting material from the legendary fanzine Tales of the Reaching Moon; • Rumours, fiction, poetry, and more besides! This is a thoroughly revised and expanded edition of the original Rough Guide to Glamour, written by Chris Gidlow, Mike Hagen, Nick Brooke, Michael O’Brien, Jeff Richard, Greg Stafford and friends, lavishly illustrated by Dario Corallo, Simon Bray, Julie Hudson and other artists. Foreword by Jeff Richard, Chair and Creative Director of Chaosium Inc. A Rough Guide to Glamour was first published as a players’ background book supporting Reaching Moon Megacorp’s Life of Moonson, a 50-player live-action role-playing game that debuted in 1997 and ran in the United States, Europe and Australia.
  25. 17 points
    OCTOBER 10 is the first anniversary of the passing Chaosium founder Greg Stafford, the 'grand shaman of gaming'. As one of the greatest game designers of all time; winner of too many awards to count; and a friend, mentor, guide, and inspiration to generations of gamers, Greg Stafford influenced the universe of tabletop gaming beyond measure. To honor his legacy and with Greg's family's blessing, we encourage Chaosium fans and gamers in general to play a tabletop game from October 10 to October 31 in remembrance of Greg. On October 10 Chaosium will be releasing a set of new free adventures for all our major game systems (RuneQuest, Call of Cthulhu, King Arthur Pendragon, 7th Sea, HeroQuest) you can play. We'll release details about these scenarios in the coming weeks. Or play any of Greg's games, or a game he influenced (that scope is **wide**) Or play any game at all - as Greg said in his last public speech at the 2018 ENnies, the gaming industry only exists because of your enthusiasm and support. We at Chaosium recognise that countless RPG fans are fans (including us!) because of Greg Stafford and what he achieved. Feel free to share an image of your game on social media or at BRP Central, with the hashtag #WeAreAllUs. Show the "Greg Rune" (aka the Sartar Rune) in your post - copy and print the image here, or from Redbubble (all "Greg Rune" merchandise is currently available at cost, with no artist margin). What better way to honor his legacy than getting your friends together and playing a game in remembrance of him! We would like to again share the final words from the obituary by Greg Stafford's family: To honor Greg’s memory the family requests, in lieu of flowers, that you strike up a conversation with someone you don’t know, go somewhere you haven’t been, face a personal challenge head on, read about something new, and enjoy life. We are all us." #WeAreAllUs.
  26. 17 points
    We still have HQG books in the works. The game is thriving. At most UK cons up to a third of the Glorantha tables are HQG games. At some small cons HQG is the only Gloranthan game on offer. I suspect we have a far higher player to reader ratio than the RQ line which seems to have more armchair enthusiasts. Indeed, many of the most enthusiastic RQG GMs I see at cons are also enthusiastic HQG GMs. My Twitter feed is full of gamers playing the 11L with HQG. It has active and enthusiastic fans, despite lower sales numbers. Some folks come for RQG, but stay for HQG. The existing plan is to continue to focus on the 1625- period for HQG, as opposed to the 1626+ period which is RQG. We will probably put out HQG how-to's for some of the RQG material, to cover of items that are missing. We also still plan to open up the setting to other areas. The Dragonrise book is still forthcoming. This is also primarily pragmatic, it is too hard to co-ordinate across the two lines with regards to plots, characters etc. We do have less people and lower budgets. As @Rick Meints points out we are more likely to target sales around 1K than 5K with resulting impact on budget. As a result our art budgets etc are going to be lower. We will likely re-use more art etc. Some of you have complained about this in the past, but we don't have choices here. Our throughput will be lower, as we no longer have Jeff beavering away at HQG full-time. We also see the new generic version of the game as a way to up the overall numbers of players. If we can think of selling 2-3K of the new generic core book, then many of those players may come to HQG. The two lines may well have slightly differing interpretations over time of Glorantha, much as say KoDP and HQG already do. That becomes inevitable when HQG has twenty years of existing material to work with, but RQG is pretty much a clean slate. The **best** thing that you can do to support the line is get out there and play. On-line, in clubs, and at conventions. The more we push HQG games, the more noise there is on social media or forums like RPG.NET about them, the more others will play. Talk about it on podcasts. Create actual plays on YouTube. I don't have time to do everything, so a strong fan community promoting the game is invaluable. When HW as young, I and some others, promoted HW a lot of various games forums. It helped lift the game and awareness of it. Many say that HW kick-started the whole indie games movement, inspiring long-term fan Ron Edwards to write Sorcerer and help start The Forge. It's influence has led to games like Apocalypse World. It's time to put it back where it belongs, in the top of the tree.
  27. 17 points
    As an avid Call of Cthulhu Keeper, I've come to appreciate what a well-constructed scenario looks like. Whether sandbox, branching, or linear, there are a lot of potentially great elements that give players and GMs options to tell fun stories. That said, CoC is a game of avoiding combat. Heck, a lot of the rewards for scenarios are based upon preventing a group of people from being harmed or simply getting out alive in retreat. And I love that. But every game is different and it just strikes me as prudent for Chaosium to have IPs that complement each other so well. So, I'm coming to Runequest with a largely DND-focused martial perspective. I'll be the first to admit that I saved scenario reading in my slipcase until now simply because I made the poor assumption that it would be "here is the list of things to fight and where they are." Sweet Orlanth, was I fool. Reading Defending Apple Lane is teaching me how combat might look very different in Runequest from what I am used to. And I like what I'm reading. If you are a reader of DND supplements, you know the drill: "There is a monster here. It attacks the PCs." Absolutely riveting. <<< (That's sarcasm.) Defending Apple Lane is breathing life into the enemies, their goals, and their plans of action. These enemies, in an intro adventure, hold back reserves, have contingency plans, have perspectives for taking and ransoming prisoners, have retreat conditions, and future plans if they do retreat. I'm not saying these things don't exist in DND supplements. They just read as afterthoughts in those supplements, or are tactics/strategies that are "reserved for boss monster entries." And there is indeed an optional boss monster here - Redeye the Boar. But you better take "optional" very seriously before choosing to fight it. You gonna get wrecked. I've always appreciated martial games where things outside your skill set can exist anywhere your characters may be. And anyone assuming that they're going to take out Redeye where he is presented, without a detailed plan, is in for a shock. But I'm not done. I'm also noticing how the reward structure for this scenario plays into the themes of the wider world as a whole. Will you become Thane of Apple Lane? Sounds great. It comes with extensive responsibilities. Head to Clearwine, get recognized, defend the village, watch out for the common good, you have five households under your jurisdiction. The scenario can get the group the classic "home base," but deeply rooted in the culture of the world. That is modeling how Glorantha works at it's finest. It's truly a teaching scenario. As a professional educator, I appreciate sound modeling that invites new players joyfully to the hobby. If you look at the recent Call of Cthulhu Starter Set, that is a case study in game introduction for new players. The revamped writing of those three classic scenarios is coming from the perspective of easing players into how Call of Cthulhu "works." The same thing is happening with Defending Apple Lane. Am I the only one that thinks that Chaosium is just leading the HOBBY right now with writing and production values? I know I'm fan-gushing a bit here, but if not here, where?
  28. 16 points
    Greg contributed a series of campaign write-ups in the Wild Hunt APA. For those of you unfamiliar with the nature of an Amateur Press Association publication, basically you could be a contributing member or just a subscriber. They were published monthly, and would contain 100-150 pages of material submitted by the contributing members. Being before the internet, and even email, each contributor would type up their own pages on a stencil, and then mail them to the main editor. In the case of the Wild Hunt, that was Glen Blacow and Mark Swanson. They would use all of the stencils submitted to use a mimeograph machine to make copies, and compile an issue. They also added a table of contents and front cover to each issue. Each contributor wrote on average between 2-12 pages. Not only would each contributor write up some new material for whatever game(s) they were interested in, they would also devote a lot of their page space, sometimes almost all of it, to commenting on what other people had published in recent previous issues. Because they precede home computers, at least prior to some point in the 1980s, and the fact that maybe 50-200 copies of each issue were made, they are rather rare. They also don't particularly stand up well to the ravages of time either, plus of course many copies have been lost to people throwing them away at some point over the last 40 years. Most of the authors got into the habit of giving a title to their regular contributions, and Greg called his "Dragons Past" and "Son of Sartar". I am still researching the exact number off issues Greg contributed to the Wild Hunt, but it is probably at least 6-12 times, mainly between 1978 and 1980. As has been said, some of these WH articles were later published in Wyrms Footnotes and Different Worlds. I believe his 4 Son of Sartar write-ups appeared in issues #42, 45, 46, and 47 of the Wild Hunt. I am only certain that Dragons Past #3 was published in WH #38. Fortunately, I believe we have all of the Dragons Past and Son of Sartar articles in the archives. Stay tuned for more on what we may do with them.
  29. 16 points
    To mark the first anniversary of the passing of Chaosium founder Greg Stafford, we're encouraging Chaosium fans and gamers in general to play a tabletop game in his memory from October 10 to October 31. The world of Glorantha was Greg's creation in 1966; and is now one of the oldest, most detailed, and most influential roleplaying settings ever published. The Rattling Wind is a brand new RuneQuest: Roleplaying in Glorantha adventure by Helena Nash, suitable for four-to-six new or moderately experienced adventurers. It is a preview chapter from The Pegasus Plateau & Other Stories, a forthcoming adventures anthology. Download The Rattling Wind: The Rattling Wind What better way to honor his legacy than getting your friends together and playing a tabletop game in remembrance of Greg! #weareallus
  30. 16 points
  31. 16 points
    It should probably be all random. Adjacent might be a carryover from shield parrying. I'll take a look and see if the matrix/table needs to be corrected. Again, this might be a carryover. These charts had a lot of editing and back-and-forth and could have used more. That's a legacy rule. Ignore it as you see fit. I intend to remove it from any future editions. You may not believe this, but our playtest GMs asked us to be quite explicit about whether an attack hits or not for every entry. It's the most basic question... "Did the attack hit?" and for various reasons people thought it wasn't always evident, even when the results discussed damage.
  32. 16 points
    LEXICON Hero Plane: This plane exists simultaneously in the temporal Middle World and the eternal Gods World (and sometimes the Underworld). There live legendary beings, including worshiped heroes or traditional enemies. Incarnations of the gods manifest easily here and interact with beings and things. There are landscapes, peoples and individuals, and the usual physical laws of the Middle World mostly hold true, thus people can walk about, eat, talk, and otherwise physically interact with the world. However, both Time and the God Time interact here, as a result an adventurer in the Hero Plane may simultaneously interact with gods (or at least their incarnations) and with purely mundane things. God Time: In the God Time, there was no division between the worlds of men and gods, between Life and Death, or body and spirit. The events and deeds of the God Time made the cosmos and established its patterns. The Gods War introduced the power of Death, which separated all with violence, death, and entropy. Reality was fractured. The eternal gods would have ceased to exist but for the Cosmic Compromise, whereby the gods voluntarily abdicated their free will within the temporal world rather than lose all into the maws of nonexistence. The gods remained eternal at the cost of being limited to their God Time patterns. Gods World: The realm of eternity. Every god and goddess who performed great immortal deeds is found here. Within this world of extremes lie the heavens and hells of the cults, where initiates and devotees go after death. Here, too, lie the great pools of creative material from which were made the primal oceans, ancient mountains, and first skies of the mundane world. Middle World: This is the world of mortal beings, bound by Time. This is the physical world, of Life and Death. This is the world of your RuneQuest adventurers. Spirit World: This world is made up of non-physical (discorporate) entities and things. It has a correlation with the Middle World in that many spirits maintain their relative spatial positions in the Middle World and the Spirit World. It is a place of sublime beauty and life, but also where lost spirits wander, where broken dreams coalesce, and where nightmares feast. The Spirit World can be visualized as a place without gravity or an exterior light source, but which is instead filled with various shapes of color. Real perception is limited, and depends on both the power of the viewer and the viewed. The Spirit World is made of many smaller parts that are distinct but connected to other locations through spiritual pathways. Underworld: The Underworld is the irrational ancestress of known Glorantha. It precedes all that can be known, and thus cannot be truly known. It houses mystery, spawns mystery and is a mystery itself. Many Gloranthans think that all the worlds of Glorantha spawned from the Underworld. Hidden deep underneath the center of the bottom of the lowest Underworld is the Chaosium, the Fount of Chaos, which spews forth both monstrosities and raw unformed “stuff” into the world. What no sane Gloranthan really understands is that, without this Chaos entering the world, everything would be locked into Stasis.
  33. 15 points
    Here is the second Rune Fixes: It gives more details on the Rune Spells Extension and Berserker, and for Aimed Blows, and Two-Weapon Fighting. Rune Fixes are also available to download from the Chaosium website, along with an assorted set of related free downloads for RuneQuest: Roleplaying in Glorantha, including Rune Fixes #1, the RQ2/3 to RQG conversion guide, errata for RQG's first printing, and information about Gloranthan metals and crystals from the forthcoming GM's book. All available to download free: https://www.chaosium.com/runequest-rune-fixes
  34. 15 points
    After 10 months of learning the HeroQuest rules, becoming acquainted to Glorantha (at least rudimentary), studying the "coming storm / eleven lights" campaign (and the two Sartar sourcebooks), writing players-wanted, getting refusals, getting expressions of interest turning into refusals, convincing players on cons and running three demonstration rounds I finally reached my goal. Yesterday six players finished their characters and we had kind of a prequel afterwards. For the most part we´re experienced roleplayer, but completely new to HeroQuest and Glorantha. We had a very fine evening - and some questions. Maybe I´ll ask some of them in this thread. For the present a novice from germany sends kind regards to the more experienced like-minded gamers.
  35. 15 points
    Chaosium currently prints its books in the USA, China, and Lithuania. Where we print depends on several factors including cost, quality, format, and timeliness. For example, we print our B&W softcovers in the USA and Lithuania. We print our color hardcovers in China and Lithuania, and occasionally in the USA. Setting aside the hyperbolic mentions of sanity, cruel claws, and such, this isn't something we do on a whim. I spend a good portion of my "day job" at Chaosium trying to best source our print projects. Here are a few things to keep in mind: 1. Most of the books we sell are sold to distributors that pay us 40% of the cover price. That means we get $20 for a $50 book, and we have to pay to ship it to the distributor. 2. Out of that $20 we have to pay the authors, artists, editors, layout people, etc. along with paying for the printing. Each $1 of extra cost means a big bite out of our profit. 3. To remain competitive with the major game publishers we have to look good on the shelf next to their full color hardcovers. Otherwise game shops are less likely to stock our books, except for special orders and pre-orders, which are only a small small portion of their (and our) sales. 4. I'm not sure what time frame you are referring to, but a $15 book in 1980 would cost $47 in 2020, when adjusted for inflation. Most RPG books in 1980 were in B&W. In 1993 the CoC core rulebook was $30.00. That's $53.56 in today's dollars, which is very close to what we charge today ($54.95). 5. Wages for many people have not kept up with the rate of inflation, and that just sucks. People have less buying power than they did 20 or 30 years ago.
  36. 15 points
    The short version of the history of RuneQuest: Adventures in Glorantha and RuneQuest Slayers. In December of 1990, Chaosium stopped working on RuneQuest projects. Prior to then, Chaosium did all the writing, editing, art, and layout related work. They basically sent AH a "ready to print" set of files, which AH would then print, market, and sell. Starting in 1991, Avalon Hill had to develop all future RQ supplements from start to finish on their own. Additionally, if it was a Gloranthan work it had to be approved by Chaosium, and Chaosium would retain the copyright. If a supplement was non-Gloranthan then AH did not have to get Chaosium approval and AH would own the copyright. In the early 90s several people began working on a new 4th edition of RuneQuest which was given the working title of RuneQuest: Adventures in Glorantha. Considering that most RPGs get a new edition every 5 years or so, and that RQ had its first three editions come out within a span of 6 years, it wasn't much of a surprise that a new edition was in the works. In 1994 Greg did not approve the manuscript for publication. Thus, AH could not publish RQ:AiG, even if they wanted to. Chaosium sold the RuneQuest trademark to Avalon Hill in 1997. They did not sell AH any copyrights related to Glorantha. The agreement also specifically stated that AH could not print or reprint any existing Gloranthan RQ titles, nor could it create any new Gloranthan ones. To make use of the Trademark, AH would have to create a new game, largely from a blank sheet of paper. Thus, they ultimately decided to create a non-Gloranthan game called RuneQuest: Slayers. I have never heard of a specific reason why AH appended "Slayers" onto the name, although I am sure they did so in part to show this was a new and different game to all previous editions. As has been said, as RQ: Slayers was being printed, AH was bought by Hasbro and Hasbro scrapped the project. Years later they even let the RuneQuest trademark lapse (they did not renew it), allowing Greg Stafford to re-register it for his own purposes in the early 2000s.
  37. 15 points
    Here's a sneak peek Jeff recently shared on Facebook: ORLANTH, KING OF THE GODS. Art by Andrey Fetisov. From our forthcoming GODS OF GLORANTHA book, currently in development for RuneQuest: Roleplaying in Glorantha.
  38. 15 points
    Gateways to Terror is 3 short-play introductory scenarios. The cover is designed with introduction in mind to a more general audience. For core books, we aiming for more like the Berlin cover moving forwards. Art is subjective and some folk like what some others do not. Here's a sneak peak at one small element of the forthcoming Dreamlands cover.
  39. 15 points
    As I see it, the major cults not appearing in this book are: Triolina (I really need to think far more about the Triolini before I tackle this cult) Godunya (already appearing in another book) Pamalt (will need to wait until I get to the South) Ompalam (see above) Seseine (see above) Invisible God (gets its own book) Arkat (needs Invisible God) Wachaza (needs to wait - his cult is right now confined largely to the Wachaza) There are numerous minor cults that will appear elsewhere - Pavis, Zola Fel, etc. They are purely local entities.
  40. 15 points
    Having run a rather long campaign, I thought it might be helpful/fun for new GMs to see some of the collection of "new" monsters my players have encountered over the years. So as long as people care, I'll try to post one per Friday. Some might be particularly interesting one-offs in the great tradition of Chaos beasties scuttling, strutting, or slouching across the face of Glorantha. Others might be whole new species that aren't canon of course, but I find that leaving books and predictability behind is integral to keeping a campaign fresh. Mana Flies Known by many varied and colorful regional epithets across Glorantha, these in-a-way-harmless pests can prove devastating to the unprepared. Mana flies are a pestilential swarming insect that feeds directly on magic. They are nearly impossible to see until they've fed on mana, at which point they begin to glow faintly like insubstantial fireflies. Believed to originate on the spirit plane, they have long since found the material plane to be a comfortable (enough) hunting ground. They are often found near the scenes of past magical disasters, or wherever the barrier between the material and spirit realm is thinner than usual. They will not come out in direct sunlight and can be (temporarily) driven off with bright enough artificial light. They are unlikely to be found in populated regions, unless some recent magical event may have pulled some into our plane. Relatively fragile creatures, they are easily destroyed but in larger swarms it is hard to kill them quickly enough to avoid serious danger. A typical swarm will be 1d12+6 flies , but they can be attracted great distances by powerful magic like moths to flame. A large party of heavily-enchanted individuals regularly wielding potent spells could find themselves the subject of a 5d12+30 swarm or more, descending on their quiet campsite in the middle of a dark night. Once the population of a swarm is determined (and this generally should only vaguely be communicated to players) the swarm divides evenly across every mana-generating source in the group that currently has >0 MP. This includes beasts, pets, and even POW crystals (but not MP crystals). (Example: a swarm of 38 Mana Flies attacks a party of 4 characters, 2 pets, a mule, and one of the characters has 2 POW crystals - this would mean the swarm is divided by 9 total targets the first round - 4 to each target, with the extra 2 assigned randomly.) Each target is attacked each round by 1d6 flies of this cloud (up to the number attacking, of course) on the first SR and each fly drains 1mp at the end of that round. This attack cannot be parried or dodged and is unaffected by physical armor, although some magical defenses will stop them (see below). (Example: if 16 flies attack two characters, each have a 'cloud' of 8 flies attacking them. Only 1d6 of this cloud actually land on (attack) each character each round.) Once the round is complete, the remaining (total) number of mana flies in the swarm is re-divided across potential victims anew. (Example: using the original swarm of 38 mana flies above, at the end of the first round both POW crystals and one pet have been drained of MP entirely while unfortunately only 6 mana flies have been destroyed. At the start of round two there are now 32 mana flies divided across 6 targets - now each target has a cloud of at least 5 attacking.) Fortunately, they are easy to kill - using one hand, a Dex*5 success swats and kills one, a special success kills two, and a crit kills three flies (remember, this is out of the 1d6 actually landing on the character, not the total cloud of flies attacking the character). A fumbled slap is treated as a non-damage natural attack. Note that most humanoids can attack with each hand in a round if they do nothing else. Generally trying to move and swat them is less effective, reducing movement by half and making the attack Dex*4. Creatures not otherwise equipped with hands/limbs capable of swatting can still make one self-clearing attack each round by biting/scratching, etc. Note that prone creatures moving would generally be considered to be using their hands to move, and would normally only be allowed the default one swat/round. Any attack capable of affecting an area is very effective: consider each victim's cloud a single entity with 1hp vs AOE effects. Of course, the victim likely will also be subject to that attack as well. (Example: a massive swarm of 75 mana flies has attacked 3 characters. Each then will have a cloud of 25 flies. The duck happens to have a molotov handy, and smashes it on the floor. The GM rules that the pool of flaming liquid will only cover him and one other character. The 1d6 damage from the pool of flaming liquid affects each of the 2 characters, but is ALSO considered as an AOE effect against each of their 'clouds' of mana flies. It will do at least one point of damage, so their clouds are completely destroyed that round, before they can drain any MP. The third (uncovered) character suffers the normal attack from her cloud of 25, and the next round, those 25 remaining flies are divided across the 3 targets. If the 2 characters remain standing in their flaming pools, their 'clouds' will be again destroyed, leaving the 8-9 on the (still uncovered) third character as the only ones remaining for the following round.) Magical defenses are quite good against mana flies. Spirit/Divine spells behave slightly differently than sorcerous protection: Protection/Countermagic/Spirit Screen & comparable effects: total the number of mana flies landing on that target; if they exceed the defensive spell value, the defensive spell is completely dispelled. In any case, the attacking mana flies are destroyed and do not drain mana points at all. (Think: bug zapper.)* Sorcerous wardings (vs damage, magic, or spirits) are reduced directly 1:1 for each mana fly attacking, which is in turn destroyed. Wardings reduced to 0 are dispelled. Any excess mana flies still attacking after the warding is reduced attack the victim and drain MP normally.* *complicated bit: POW crystals on a victim's person are attacked as a distinct entity as described above, but benefit from the defenses of the person carrying them. (Example: a character carrying 2 POW crystals is attacked, she and the two crystals each by 1d6 mana flies. She has Protection 1 when attacked. As she and the POW crystals are all attacked simultaneously at the start of the round, the Protection 1 is considered a bubble around all three. The 3d6 mana flies 'land on the bubble' of the Prot 1, annihilating the Prot 1 but also all being destroyed in turn without draining anything. If she had instead a sorcerous warding of 10 points, the 3d6 mana flies would all attack THAT warding and if more than 10 flies land, the warding would be dispelled, with the remaining flies attacking normally, distributed evenly across the 3 targets - any remainder mana flies can be allocated according the the character's choice.) The swarms are only semi-physical, and are not affected by wind. The swarm has a flying move of 12, so some particularly fast-moving creatures might be able to outdistance them. Any victim brought to 0MP by mana flies immediately falls unconscious. If the swarm isn't dispelled, they'll simply hover on the target, eating any generated MP (before the character gets it, sadly) over time until either daylight drives them away or the target dies from all the sorts of things that will ultimately kill a person permanently sleeping on the ground. So mana flies can never actually directly kill anyone. Note that mana flies are considered delicious by a number of spirit plane life forms, and spirits (actual freely-moving spirits, not for example allied spirits in a beast or weapon) deployed to this effect can be quite effective to combat them. Any spirit commanded to attack a swam will destroy 1d6 flies on the first SR of each round automatically (gaining that many MP simultaneously as well) and will drive away another 1d6 (which are not actually destroyed, but will not re-concentrate anytime soon). The specific destroyed/driven-off flies may be selected by the character controlling the spirit, but must eliminate one victim's 'cloud' before moving to another (ie a spirit can't "shave" one fly off of multiple victim's clouds, for example). Of course, a spirit deployed like this is a POW-generating entity, and will also be targeted as such by the swarm as any other entity and my be brought to 0MP likewise, which will permanently dispel it. A fetch (uniquely) CAN be deployed in this role, but likewise then becomes vulnerable to the mana flies in turn, for the round in which it acts in that capacity. The presence of a hellion is terrifying to mana flies and will immediately disperse an entire swarm, regardless of size. They will not return while the hellion remains present. Note to GMs: this is a lot simpler to run than it seems. Generate the swarm, at the start of each round divide across targets. Destroy any clouds subject to existing AOE damage. From those clouds remaining on each target, 1d6 actually land. Victim defenses activate/are reduced. Victims each get to (hopefully) destroy some. Anything left sucks some MP. Next round, take what's left of the swarm, re-divide it across everything with MP left and repeat. Mana flies by themselves are generally just annoying considering at WORST they're only draining an average of 3.5 MP/round, with ample ways to reduce this. Even if a party is overwhelmed, assuming they don't get eaten/robbed/captured while sleeping, sunrise will drive the flies away, and the first regen'd MP will awaken the characters. The flies' nastiness is in their ability to burn defenses and chew down mana *particularly* if they are attacking during other combat. Note however that they don't take sides - two groups fighting when attacked by mana flies would be swarmed evenly by all the flies. Some rumors suggest that there may be magics that can summon or otherwise control them, but nobody is sure if that's true or terrifying/wishful thinking. Yeah, those two kids are ... screwed. Let me know if you have any questions.
  41. 15 points
    The site of Whitewall goes back to before the Dawn, and it includes cyclopean walls that are variously claimed to have been built by demigods before Time, by dwarfs in the Unity Council days. or laid by Hendrik the Rebel (although most of these claims are likely false, as most of the wall circuit dates no earlier than the late Second Age). Most of the fortification are much more recent, being rebuilt in the 1570s with Sartarite masons (paid for by Belintar). Whitewall has been an important center of the Orlanth cult since the Dawn, and was independent of Lokamayadon, the EWF, and Belintar the God-King. The city is divided into an Upper City and a Lower City. It rests atop a flattish rock hill with two "peaks." The higher peak is the Upper City. The entire hill top is surrounded by huge stone walls, up to 10 meters high and 3.5 to 5 meters thick. Both the Upper and Lower City have water sources. A fissure in the Upper City rock was created in 1050 when the Vent in Caladraland had a huge eruption, and much of Kethaelan was shook by huge earthquakes. Although this badly damaged the old walls, it exposed springs within the rock, which meant that Whitewall had an independent water supply. A. North Gate. This is the gate that leads to the Gaven River. Although I labeled it as the Main Gate, it isn't. It is significantly smaller than the South Gate. It was rebuilt in the 1590s with Sartarite masons. B. Upper Gate. This is the gate between the Lower City and the Upper City (or acropolis). It badly damaged by the Crimson Bat in 1619. C. Great Temple of Orlanth. This is the great temple of the Hendrikings, a sacred place dating back to the Dawn. It has many shrines to Orlanth and the Lightbringer deities. The main temple was rebuilt during the reigns of Tarkalor and Terasarin with Sartarite masons. D. Palace. This is the Upper City of Whitewall, and home to its priest-king, and his companions, bodyguards, scribes, and priests. It is built in the same Esrolian style as Clearwine. E. Assembly Grounds. This small rocky hill is where the tribe assembly meets. It is sacred to the Orlanth cult. Broyan brought it the Orlanth Rex statue with the Sword and Helm and it is the center of that cult in Heortland. F. Market. The market was extensively G. Town. This is the Lower City of Whitewall, and traditionally home to most of its population of crafters, labourers, and traders. H. Village. This is village on the Gaven River and where many visitors and pilgrims stay. I. South Gate. This is the main gate into Whitewall from the North Vale and connects to the Royal Road between Sartar and the Holy Country. It is an imposing stone fortification, originally built around 1400-1420 and then extensively improved in the 1570s with Sartarite masons.
  42. 14 points
    Enter a podcast of wonder A grizzled old man with a poorly constructed box under his arm limps into the centre of the dusty square, coughs and wipes phlegm speckled lips, scratches his butt and spits. None of the busy merchants or their eager clients spare more than a suspicious glance in his direction. He places the box in the centre of the square and steps shakily on to it and it immediately falls apart with a crash spilling him bodily into the dust, with many loud and profane curses.. A couple of urchins run out and help him to his feet, fleeing after finding his purse as empty as it looked—the old man’s boots flailing on empty air instead of their butts as they disappear into the now gathering throng. The entire square begins to chortle, and then laughs begin to ring out, first one then another as he proudly brushes himself off while eyeing his now gathered audience. Figuring it to be as ready as it can be, he clears his throat and begins. “I am sure you have many questions” he begins in a surprisingly loud and sonorous voice… “yes, you over there. Speak up, hmm. Will it be dangerous, you ask,” “Will what be dangerous, you old fool”. retorts the surprised and befuddled merchant. Another demands to know, “What have you been smoking, old man. Make sense!" Ignoring these retorts, he continues his nonsensical speech to the confused throng, “Why yes, extremely dangerous. You ma’am, your question... am I qualified and is your safety assured, no and no.” he responds to a bemused woman holding a casaba melon in one hand whilst she shakes her bejeweled and braided hair, which dances about in a fetching way, gems sparkling as they catch the morning sun. “And you in the back, the timid one... excuse me, can you speak up, man, Ah yes I see, you ask has this been tested?” a small nebbishy looking chap with a scraggly beard and turban peers over the shoulder of a large woman. “Yes, that is exactly what, I ...” begins the startled and bewildered little man only to be shushed in mid-sentence by the large woman and then hurried away, feet scrambling to find firm ground to the amusement of all. “Great question, NO! Which is why I have assembled you all here: the bravest of the brave, true heroes all! Hear me now! “Our maiden voyage (and again louder) I SAY OUR MAIDEN VOYAGE on the good ship https://windwords.fm to the lands of Glorantha, will sail upon the roiling, bubbling and extremely dangerous waters of imagination and will depart as soon as you launch your browser and point it to, I SAY AGAIN, https://windwords.fm. and hit play or click on one of the many other fine choices of vehicles offered there such as the SS Spotify or your choice of Apple or Google Podcast, as well as a goodly selection of other podcasting services. Let them take you to a world of wonder as you voyage on the adventure filled seas of the Internet!” So come, leave the mundane behind! Enjoy your exercise routine for a change, forget your commuting hassles, make cooking an adventure and join @Joerg, @Bill the barbarian and @lordabdul as we explore the exotic and yet familiar world of Glorantha in a monthly podcast, discover the news and rumours of the adventure filled green lozenge, hear sages discourse on subjects divers and fascinating! In other words, let us entertain you by choosing your subscription of choice at @ https://windwords.fm. Give us your comments here, or at Tribe@windwords.fm
  43. 14 points
    The current Gods of Glorantha manuscript is over 600 pages in length. The work done thus far required a lot of author time, and many of the cults in this manuscript already had a lot of their info already fleshed out (although it did have to be updated and edited, sometimes heavily). It is quite easy to imagine that the rest of the cults in Glorantha would require at least as big of a manuscript, and many of them have far less written about them. There is a very distinct tradeoff between getting a lot of Gloranthan Cults this year, or getting every Gloranthan cult two or three years from now. We at the Chaosium have decided to provide a large number of cults based on what most players desire the most. Holding up the publication of a cult from Dragon Pass or Prax for a few years so people can also get the Cult of (insert deity rarely worshipped in some far flung corner of the lozenge) at the same time would disappoint far more people. The goal of "complete" would, quite bluntly, just sacrifice every ounce of "timeliness". As for what we are interested in publishing, that is another matter. There are two main factors at work here, as we have stated previously, but are worth repeating: 1. WRITING CAPACITY: Jeff and Jason are our main in house writers for RuneQuest, and Jason spends the majority of his time as the line editor. All the rest of the writing comes from freelance authors. Historically, Glorantha has always struggled to attract authors willing and capable of writing for it. That was true in 1980, 1990, 2000, 2010, and is also true today. Wishing for a Book on X or Y doesn't mean anyone is going to step up and want to write it. That is probably doubly true for the less documented areas of Glorantha. 2. ECONOMICS: We are very willing to publish any RuneQuest material that will sell well enough to pay the bills. Some topics though are far from mainstream interests. Yes, we have no doubt that there are fans out there who long to buy a book on X or Y, but many of those topics won't sell well enough for Chaosium to invest the resources (mainly money) for a full blown supplement. In many respects, that's what the Jonstown Compendium was created to help alleviate. Chaosium needs to produce material that will sell X thousand copies, not X hundred copies.
  44. 14 points
    In happier times, this would have made me delighted and astonished, so I will share it here.
  45. 14 points
    So after doing some (not really) intensive research, I think I have the answers that we all desire. First off, during ancient Egypt circa 1400–1352 B.C. (During the Bronze Age) we have tomb art actually showing the branding of cattle by Egyptians akin to how we currently brand cattle (or did pre-electricity). Look in the far lower left, and you'll see workers heating up a metal brand in a fire, and then applying it to tied up cattle, showing that even during the Bronze Age this method of branding was still practiced. Larger Image: https://i.imgur.com/k5jLRcc.jpg From here: https://www.metmuseum.org/toah/works-of-art/30.4.57/ (This work is a replica of the tombs art, fyi, but the original from the tomb of Nebanum is still indicated) But that's not all I've found during my investigations, in northwestern Kenya, an ethnic group called the Turkana, and other African pastoralist societies, have preserved a kind of branding known as Pattern Branding, that evidence points towards existing since 4000 BCE or so (From my skimming of the paper). "This is achieved by using a cooler branding iron and applying it to the coat for a shorter time so as not to kill the hair growth cells of the branded area. Hair grows back, but because of the increased concentration of the local skin pigment, it grows with much more of the original coat pigment. Gray hair thus grows back black, yellow hair dark brown and roan hair dark red. " Pattern branding seems to only be done to specifically valued animals, not necessarily an entire herd, but this feels like exactly something that would be done for a Rune Lords horses. Since pattern branding actually requires even less heat that the Egyptians branding up above, it's pretty easy to say this is something that is definitely happening somewhere in Glorantha. Larger image: https://i.imgur.com/URohSEQ.gif Don't just take my word for it, from here: https://link.springer.com/article/10.1186/s13570-017-0110-4 I know that my evidence is for Cattle branding (since it's much more widely available), but at some point we have to accept that while Horses are significantly more fragile than Cattle, they're still Ungulates of comparable size, and these practices seem like they could still be done to Horses (from my untrained perspective).
  46. 14 points
    I've been the hold-up on this, as James Lowder and I needed to carefully review and edit the legal language we will be using for our OGL.At the end of the day, I was not comfortable hanging our hats off WotC's language (if indeed we were legally entitled to use their copy-written license which is explicitly not OGL - I know several other companies have done that but I still was not comfortable repurposing a license that in fact applies to another work altogether). But that review is finished and we should have the final document out soon!
  47. 14 points
    An Uz homage to Luise Perrene's original RuneQuest cover, by the Eisner Award winning comic creator, novelist, film director, and huge Glorantha fan Joann Sfar.
  48. 14 points
    This seems like a good place to tease a wee bit of the upcoming Trollpack material...
  49. 14 points
    Since the last list was posted I've added a dozen or so cults, including Ygg, Voria, Yelorna, Horned Man, Barntar, and others.
  50. 14 points
    This is the first map - Im working on others and ill upload them as my party gets through them. Please note the disclaimer text on the map for more info. Gringles pawnshop. for your enjoyment.
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