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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. 30 points
    Our next RuneQuest release is the scenario collection THE PEGASUS PLATEAU, and layout is almost done! It's going to be a fine-looking book; to whet your appetite here are a few layout spreads:
  3. 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.
  4. 28 points
    Inspired by the map in "The Pegasus Plateau", and with the kind permission of Chaosium Inc., i made my own "Adventure Locations" maps. Map I. Adventure Locations in official RQG publications: Map II. Adventure Locations in Jonstown Compendium publications: Map III. Adventure Locations in official RuneQuest 2 and RuneQuest 3 publications (medium blue = RQ2 / dark blue = new in RQ3): Map IV. Adventure Locations in official HeroWars, HeroQuest, HeroQuest 2 and HeroQuest Glorantha publications (medium green = HW/HQ1 / light green = HQ2 / dark green = HQG):
  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
    Hi there, I discovered RQ when I tired of AD&D and saved up my pocket money to buy GW's RQ2 in 1980. My friends and I played RQ through Balazar and the Elder Wilds, Pavis and the Borderlands up to and through the AH RQ3 period and the wonderful RQ Renaissance of the early 90's - Sun County, Strangers in Prax, Dorastor. I went to Convulsion several times, met Greg and even landed up with a copy of Sandy Petersen's campaign notes from the Convulsion auction in 1994 (?). Great memories. Then I guess life got in the way. I moved to Australia in 2005 and all my RQ stuff has sat in boxes in the loft for at least 15 years; I haven't played a game of RQ in at least 20. Keeping track of RQ and Glorantha became tiresome as it branched in so many different directions. Every now and again I would buy an RQ or Glorantha product mostly as a homage to my teens. I would leaf through the product and then consign it to the back of a cupboard. With the COVID19 lockdown in hand, I pulled out my copy of latest RQ Rules on a whim and gave it a good read. The years have fallen away and I'm a teenager again! The production quality is magnificent and the rules and the setting have been honoured admirably. I realise too that I now have potentially captive players - two children the age I was when I first lifted the lid on RQ2 and rejoiced at the lack of character classes and alignments. So... there's real no point or question to this post. I simply felt moved to offer my thanks to those who kept the spirit of RQ and Glorantha alive during a fallow period and have engineered such a magnificent rebirth. Thank you
  7. 25 points
    Hi Folks, It's the Peter Cakebread half of Cakebread & Walton. Thanks for all the lovely words I can't really express how much the support and encouragement means to me, I'm passionate about our games and know that you all are too! Long story short, C&W is still on hiatus, although our stuff is still available. Whether I'll be able to resurrect the company and get back to publishing new material is very uncertain. I really want to find a way to move forward, but, as some of you have guessed already, things are not that simple. Long story, long... The really good news is that Ken is in remission from cancer and all seems clear so far. He is still suffering from diabetes and sarcoidosis. Unfortunately the sarcoidosis is of the severe and debilitating kind. So Ken retired from the company in 2015, although he still helps me by sending files and things (more on that in a bit!). He knows if he ever is up to it, there is Ken shaped hole ready and waiting for him to fill. Before Ken officially left, he had been getting increasingly unwell for quite some time. As a little insight into how we worked, Ken and I would regularly meet to bounce ideas off of each other, then structure our books and decide who was writing what. Then for the duration of a project, we'd gee ourselves up over the phone and via email, batting ideas off each other, re-writing, going "wow" at each other's extra ideas for a project, reviewing the evolving final book layout, etc. We probably worked more than standard f/t on the company, as do most business owners - although our reasons were more to do with being consumed with our flights of fancy than having any real business acumen or spending time doing the sorts of things that people who want to be really financially successful do. In fact, those important but boring things were pretty much anathema to us - we just wanted to make stuff up that we found cool. Anyhow, I'm a Luddite. I got to 40 and suddenly lost all tech ability to use anything other than rudimentary word processing software - oh, how the mighty had fallen, I used to be the go to person to sort out people struggling with their Amiga's and could layout an agitprop fanzine in Quark Xpress in a heartbeat... Anyhoo, Ken hadn't been hit by the same stupid stick, so he did all the technical things - layout, print uploads, dealing with publishers and download platforms, our website, etc. While I got on with doing the lion's share of the writing for most of the books and the art haggling. We still had lots of input into each other's spheres (Ken would tell me if I wrote something that didn't work and I'd tell him when something didn't look right - well, obviously it was a lot more complex than that, but you get the idea). Even at the point we were working on Dark Streets, Ken was already contributing less to the writing side of things. After the Pirates & Dragons Corebook, it became clear that he wasn't really able to work on anything other than layout. At this stage, neither of us knew how seriously ill Ken was, although he was obviously physically exhausted and mentally frazzled. He was seeking help and we hoped things might get back on track. But he felt increasingly worse and couldn't get the layout and print liaison side of things done either. When Ken finally had his cancer diagnosis, he had already retired due to ill health. I kept the company producing for a while, and Gary Buckland (who has done quite a lot of our covers and some of our interior art) helped out with the layout of the final few books. He put in great work, but was busy with other things and the finances weren't healthy enough to bring him on board for as much time as was needed. It became increasingly less fun - I think Ken and I had a working style that fitted very neatly. I could still edit and release other people's work (such as OneDice), and write my own solo efforts, but once Gary got a full time job, I couldn't even do that. And I missed the regular contact with Ken to go "Squeee" about how things were progressing. So, for the last three or so years, things have drifted terribly. I still want to take things forward, but I want to do it at the right time and in the right way. Whether that will be possible is unclear. Frustratingly, I have about a dozen projects in various stages of writing, and already have the art for three books which have not been completed. I still love the hobby (and still game a lot), still want to write for it and have plenty of mojo for writing. The reality is that it is not a lucrative job. I don't really mind that, I can live quite happily on half a wage, but I can't afford to buy in the expertise necessary. Also, I like working cooperatively - it's hard to get the mojo - we went into business because we could support each other and because we loved each other's ideas, buying that in is not impossible, but somehow the balance isn't the same. Where I go from here is genuinely unclear. I'm unlikely to ever be bothered to skill up on Indesign. I also don't really want to plough on alone. I am bursting with ideas and still have the discipline to write, so things aren't necessarily finished for good. It's possible that the same synchronicity that bought Ken and myself together, or Gary into the tribe, or all the other wonderful writing and art contributors, will throw something up. Or, I might get over myself and just take up the keyboard again and finish off the outstanding projects and buy in the tech side. Nothing might happen. Who knows? At the moment, I'm putting new releases on hold and keeping our stuff out there - trying to decide what to do and not putting pressure on myself to do a half-assed job. I only work part-time, so I'm not time poor and could go back to C&W full-time. I hope you don't mind me massively oversharing. I'm happy to answer any questions, and, if there is any new news, I'll let people know straightaway. Once again, if you've got this far, thank you all. So, perhaps more undead than dead or alive, but more lich than zombie.
  8. 24 points
    Available now from the Chaosium’s Jonstown Compendium webstore: the revised and expanded Rough Guide to Glamour. https://www.drivethrurpg.com/product/309765/A-Rough-Guide-to-Glamour?affiliate_id=392988 PRINT ON DEMAND version now available: premium colour hardcover, $29.95, comes bundled with the digital version. 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. 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!
  10. 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.
  11. 20 points
    Out now in PDF: The Pegasus Plateau & Other Stories Seven Ready-to-Play Adventures for RuneQuest https://www.chaosium.com/the-pegasus-plateau-other-stories-pdf The full color hardback print version will be out later this year. Buy the PDF direct from Chaosium.com now and get the full price of the PDF off the print edition. Also available at DriveThruRPG.
  12. 20 points
    And some people say ducks don't like necromancy... A peculiar little supplement for a peculiar little people, coming in a month or so! (When I finish a couple more pieces of art at my usual glacial pace.) It will focus on the DUCKS, the DUCKS AND and the MORE DUCKS counters of Dragon Pass (Chaosium, 1980). Included will be: the wyters and guardian spirits of the three duck counters, and their history, lore and mysteries detailed stats and descriptions of the duck warriors, their arms and armament, and insights into the secrets of duck warfare new Rune spells, spirit cults and magic items expanded character-creation options, including additional Family History tables and all-new occupations and skills
  13. 20 points
    Nochet ba-doom-tish...
  14. 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!
  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
  17. 19 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.
  18. 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
  19. 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.
  20. 18 points
    Based on the award winning fantasy trilogy by one of Science Fiction and Fantasy's greatest wordsmiths, Lyonesse transports you to the Elder Isles, where King Casmir plots to seize control of the Ten Kingdoms, assassinate his foes, and prevent a disturbing prophecy from being fulfilled. Elsewhere, the magicians Shimrod, Murgen, and Tamurello are locked in a private battle of wit, will and magical intrigue. All the while, the brutal, disdainful Ska are drawing their own plans of conquest. And in the immense Forest of Tantrevalles, the secretive fairies watch all that happens with wry amusement, and occasionally meddle in mortal affairs for reasons of their own. Players in Lyonesse take on the roles of adventurers of the Elder Isles, seeking fame, glory, profit, magic, or simply the promise of a good meal and a soft bed for the night. Characters can be mercenaries or spies in the service of one (or several) kingdoms; oath-sworn knights eager to do battle with their lord's enemies; thieves, tricksters or even honest merchants, out to make a just living (sometimes). Perhaps characters are aspiring magicians, keen to emulate the likes of Shimrod, Tamurello, or even the mighty Murgen himself. Lyonesse is a complete roleplaying game. This book contains everything needed (except dice and friends) for creating fabulous adventures in the Elder Isles. Exhaustive information on the kingdoms and lands of the islands; full rules for characters, skills, combat, magic, and monsters. Great care has been taken to recreate the style and atmosphere of Jack Vance's novels, so that Games Masters and Players can fully immerse themselves in the Lyonesse setting. Special rules for creating towns, taverns, tavernkeeper, and even lovingly described meals are all included, emulating the quintessential elements of the books. Don your armour! Take up your weapons! Sharpen your wits! Get ready for adventure across Hybras and beyond! We're delighted to announce that Lyonesse, the roleplaying game based on Jack Vance's award-winning trilogy (Suldrun's Garden, The Green Pearl, and Madouc) is available to buy from our DrivethruRPG store in Print+PDF versions. We're offering the game in hardcover and softcover formats. The softcover is slightly cheaper than the hardcover (and yes the prices really are meant to be that close - one of the quirks of POD publishing), and both formats are Print On Demand, largely because in these uncertain times, we do not know how long it will take our regular printer to get back to normal operations, and our distributor, Alliance, is still closed for business. The book costs $79.99 (hard cover), $74.99 (soft), or $25 (PDF only). You also received a free download of the main interior maps at full size, regardless of the format you buy. For UK, Europe and Australian customers, Aeon Games will also be producing Lyonesse, and you should keep an eye on their store for release details.
  21. 18 points
    Now available from the Chaosium’s Jonstown Compendium webstore: the revised and expanded Rough Guide to Glamour. https://www.drivethrurpg.com/product/309765/A-Rough-Guide-to-Glamour?affiliate_id=392988 PRINT ON DEMAND is now available (premium colour hardcover): $29.95, includes the digital version. 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.
  22. 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.
  23. 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!
  24. 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.
  25. 17 points
    Some notes you all might find interesting. For centuries, Belintar was able to coordinate magical activity to everyone's benefit in the Holy Country. The gods were often manifest - so you didn't need tribal rites to have that contact. Belintar (or his stand-in) would invite the god to his palace, and everyone would enjoy the blessings. In Sea Season, big rites in Seapolis; in Fire Season, big rites at the High Temple in Caladraland; in Earth season, big rites in Ezel; in Darkness season, big rites atop the Shadow Plateau; and in Storm Season, big rites in Bullflood or whatever temple complex is below Stormwalk. Then the City of Wonders would tie it all together in Sacred Time - in fact, it always was like Sacred Time there. Crossing between the worlds was easy as long as Belintar was there to facilitate it. The Sixths were able to specialize in their elemental resources and work in coordination with the others to create a harmonious magical whole. It was a Golden Age returned to the world. The main gods got identified with their Runes: Ernalda-Gata, Lodril-Aether, Choralinthor-Zaramaka, Kyger Litor-Nakala, and of course Orlanth-Umath. I think when Belintar was around, the Holy Country was like Tamriel in the Elder Scrolls - six lands, each with their own strong identity, landscape, and even light and weather! Of course this had social changes.Tribal entities atrophied and disappeared. Having a God-King rule for three centuries of peace and prosperity added him to everyone's pantheon. Belintar was responsible for such phenomena as the harvest, the weather, defense against the enemy, for good luck with trade, and more. When Belintar disappeared, the Gods War came crashing back. Wolf Pirates, Western Barbarians, civil strife, Lunar invasions, and Chaos. Without Belintar, there are no established methods to handle these crises. Everything is ad hoc, and up for grabs. For twelve years, this continues, until finally many leaders decide to invite Argrath to be king - if he will protect them. A brief history of Heortland When Belintar came to the Holy Country, trolls and Hendriki tribe were dominant. The Hendriki were not an Orlanth Rex tribe, like the tribes in Sartar, and did not have access to that magic. Initially they were a "clan" - Hendrik was a bandit leader, not a king. His warband was held together by his own charisma and magic. When Hendrik died in 439, one of his companions Selelmal took over leadership of Hendrik's band, aka the Hendriki. It was Dinorth who actually founded the kingdom. He was given the magical regalia by Sindan Black who journeyed to the Western Ocean and returned. These were a crown, a scepter, and six magical items. Possession of this regalia + the tribal rites made one king. Clans obeyed the king or not, but the king was the king. The Hendriki expanded and contracted over the centuries. Sometimes they were little more than just the area around Whitewall. Sometimes they ruled all of Heortland and much of Esrolia. In 1300, the Hendriki ruled most of Heortland. The Bandori were a subject tribe. Southern Heortland was ruled by the Bandori, a subject tribe of the Hendriki. The Orshanti were a large clan centered on what is now Jansholm. They split over the rise of the Red Moon, with Colymar and his Esrolian wife leading his Black Spear Clan - zealots, visionaries, and adventurers - into Dragon Pass. In 1313, Belintar arrived. We all know the story. He killed the Hendriki King, who supported the Only Old One, and then a year later resurrected him. Many Hendriki refused to acknowledge the returned king, others did, and others directly revered Belintar. Some groups decided to risk exile into Dragon Pass. By 1350, the Hendriki kingdom is gone. Heortland - named after the great cultural hero who was often invoked by Belintar - was a Sixth of the Holy Country. The God-King kept good contacts with all the gods of the Holy Country, and to the rest of the world this was a part of the Otherworld manifest in the mundane world. Occasionally, gods or great monsters visited the Holy Country, and there were known to be many secret gates into the Otherworld. The Orlanth cult was strongly supported, but one that worked in conjunction with the other gods of the Sixths - a Monomythed Orlanth that could play A leading role (but not THE leading role) in something larger. This was intolerable to the would be heirs of the Hendriki and in 1340, a group of clans gathered at Whitewall and acclaimed Hardard the Green as king of the Volsaxi confederation. The Volsaxi proclaimed their independence and autonomy. Curiously Belintar took no direct action against the Volsaxi, although his governors in Heortland often fought against them. During this rebellion, other groups entered Dragon Pass - the Locaem, Kultain, and Dundealos tribes among others. Heortland was mostly administered according to traditional law, but social institutions did change. Clans tended to have a single ruling family, from which the leader would be chosen, etc. Clans supported heavy chariot cavalry (that were eventually supplanted by heavy horse cavalry once large enough horses could be reliably obtained from the Grazelands. Heortland itself is divided into four provinces: Vandarland, Gardufar, and Esvular. The fourth, Volsaxiland, largely governs itself. The borders change from time to time., but basically they are this: Volsaxi - from the Crossline to the Marzeel River. Vandarland - from the Marzeel to either the Syphon or the Bullflood rivers. Gardufar - from the Syphon or Bullflood rivers to the Minthos. Esvular - from the Minthos to the Nomad Marches. In 1541, the trolls of the Troll Woods took control of Whitewall and broke the Volsaxi confederation. The Kitori took control of trade between Sartar (and Peloria and Prax) and the rest of the Holy Country, and imposed high tariffs (basically robbery). This lasted until Prince Tarkalor defeated the Kitori with the aid of the Yelmalio cult. He refounded the Volsaxi confederation at Whitewall and built a road between Whitewall and Karse. All of this was done with Belintar's tacit approval. This greatly increased trade between Sartar and the Holy Country, and made the Sartar princes rich enough to contend with the Lunar Empire for another 30+ years. In 1616, Belintar disappeared. The governor of Heortland died and in 1617, two kingdoms divided Heortland between them. In the north, Broyan of the Volsaxi proclaimed the return of the Hendriki kingdom with himself as king. Much of Vandarland acknowledged him. Gardufar and Esvular supported the Western adventurer Rikard the Tiger-hearted, who proclaimed his kingdom of New Malkonwal. The two successor states lasted only two years before the Lunar Empire invaded in 1619. All of Volsaxiland (except Whitewall) quickly fell. In 1620, Malkonwal fell. Small Lunar garrisons were placed in all the larger cities of Heortland, and in 1621 Whitewall fell. But even this lasted only a short time. In 1622, Broyan reappeared and raised the Hendriki in rebellion, and many in the former Malkonwal supported him. The Bandori proclaimed their independence as well. Broyan inflicted a surprising defeat on the Lunar Army at Auroch Hills northwest of Whitewall and then fled to Esrolia to aid the new anti-Lunar queen. The Lunars followed in 1623 and besieged Nochet for a year to no avail, while their garrisons in Heortland were withdrawn. In 1624, the Lunar Army was routed at Pennel Ford and had to march all the way back to Sartar. Then in 1625, Broyan was killed and nobody knows how to perform his rites. So that's where things are now. A confused mess. No tribes beyond the Bandori. Just a lot of warlords, adventurers, and ad hoc arrangements. I suspect that's how things will remain until 1628.
  26. 17 points
    And we are live https://www.chaosium.com/questworlds-system-reference-document/ https://questworlds.chaosium.com/ Looking forward to what you all do with this.
  27. 17 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
  28. 17 points
    The Smoking Ruin is at the printer and should be available for purchase on chaosium.com in printed form in about a month. The Pegasus Plateau is almost done with layout. PDF should be available for purchase THIS month. Then it goes to the printer. All other future books are still in the writing/editing phase, and so we shall not give ETAs on them.
  29. 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.
  30. 16 points
    Yes, I've written the cults of Pavis, Fintnail, and Zola Fel for RQG. But they will appear in the Pavis & Big Rubble materials, where they belong. I also have written cults of the Bloody Tusk, Daruda, Seseine, Glamour, Geo, loads of material on the Draconic religion, and the beginnings of an Invisible God chapter. But those will all appear in other books. This book covers Dragon Pass, Kethaela, Prax, and Peloria in great detail. From here you can work out the contours of much of the rest of Glorantha. Other than gods of the East Isles, Godunya, Path of Immanent Mastery, and Tskanth, I believe that every cult that was in the RQ3 Gods of Glorantha book is here. Long form. Like Cults of Prax or Cults of Terror. Plus so much more - Asrelia, Barntar, Caladra & Aurelion, Choralinthor, Danfive Xaron, Dayzatar, Deezola, Hon-eel, Oslira, Polaris, Shargash, Yara Aranis, Ygg, and so much more.
  31. 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.
  32. 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
  33. 16 points
  34. 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.
  35. 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.
  36. 15 points
    Introducing the Questworlds System Reference Document (SRD), a roleplaying rules engine suitable for you to play across multiple genres. QuestWorlds is a rules-light RPG system that facilitates beginning play easily, and resolves conflicts in play quickly. It features an abstract, conflict-based, resolution method and scalable, customizable, character descriptions. Designed to emulate the way characters in fiction face and overcome challenges, it is suitable for a wide variety of genres and play styles. "QuestWorlds is meant to facilitate your creativity, and then to get out of your way", said Chaosium's QuestWorlds line editor Ian Cooper. "It encourages creative input from your players, resulting in an exciting, unpredictable narrative created through group collaboration." Genre Packs Chaosium is keen to encourage publishers and fans to create genre packs using the QuestWorlds engine. The first step is the release of the SRD for the system. This will be followed up by Chaosium with its own line of Worlds of Wonder genre packs as examples of what is possible with the system. Other publishers and creators may also use the QuestWorlds system, royalty-free. The QuestWorlds Systems Reference Document (SRD) contains the Questworlds Open Game Licence (QOGL) content for Chaosium’s QuestWorlds role-playing game. This means that you can create your own content derived from QuestWorlds, provided that you comply with the terms of the QOGL, as outlined in the SRD. Cosmic Zap For the first of the new Worlds of Wonder genre packs for the QuestWorlds system we are fortunate to have enlisted Diana Jones Award-winning designer and theorist Ron Edwards, creator of the influential and acclaimed Sorcerer RPG. Ron was an early champion of the Hero Wars engine and is a huge fan of the superhero genre, so we asked him to combine his two passions in a genre pack called Cosmic Zap. Ron Edwards says: “If they were going to get Ron Edwards, they were going to get something else - and what I see is this. HeroQuest (QuestWorlds) is the only role-playing system dedicated to trippy mythic fantasy, its roots firmly embedded in West Coast counter-culture no matter how many gamers try to [muck] that up. And therefore it is the only role-playing system that can be dedicated to trippy cosmic superheroes, and in this case, no matter how many consumer-fans of TV & movies try to [muck] that up either.” You can find Ron’s exploration of the Cosmic Zap genre of superheroes over at his blog, Adept Play. Version History These rules originated in 2000 as Hero Wars by Robin Laws. A revised edition was published as HeroQuest in 2003, and a new second edition in 2009. In 2015 HeroQuest Glorantha by Robin Laws and Jeff Richard set the HeroQuest rules in Greg Stafford’s world of Glorantha. QuestWorlds, released as an SRD in 2020, once again makes the rules engine generic, suitable for play across a myriad of genres. Please note: the Questworlds Open Game License for use of the Questworlds Roleplaying system differs from the Wizards Open Game License and has different terms and conditions.
  37. 15 points
    Just notes, but worth sharing: BAGNOT SHORT HISTORY The city of Bagnot was founded by Arim the Pauper in 1330 in the ruins of a much older settlement. Bagnot was the main settlement of his people. Initially it was a sacred community and quite different from the settlers' former tribal life. It was ruled by Arim the Pauper, an Orlanth priest who became a sacral king, and later became the seat of power for his dynasty. Many refugees from Holay fled here after 1347, and Bagnot became a hotbed of anti-Lunar activity. In 1395, it became the capital of Yarandros' powerful Kingdom of Tarsh, which ruled not only his core territories around Bagnot and Kordros Island, but also the Aldachuri, the Quivini, and even (at times) the Grazers. Tarshite troops ranged from Holay to Prax, and even sacked the Lunar city of Cafol. Bagnot was greatly enriched during this period, and Yarandros had lowland masons build temples and a fine palace, and the great walls around the city date from this time. In 1448, Yarandros' son King Orios was killed in Imther and his death plunged Tarsh into a ten-year civil war which left the kingdom divided and vulnerable. In 1455, Bagnot was sacked by Quivini and Praxians. It remained the capital for the Illaro dynasty, although Furthest became increasingly important. In 1490, many tribes and cities rebelled against Hon-eel, who had proclaimed herself regent for her unborn son. The rebels were defeated by the Lunar magicians at the Battle of Dancing Sisters, and the Lunar army pursued the survivors to the gates of Bagnot where they were repelled. Despite the defeat, Bagnot, protected by a line of forts from Dunstop to Goldedge to Slavewall, refused to submit, and the kingdom of Tarsh was fractured. The non-Lunar tribes, called the Tarsh Exiles, slowly declined as the new Lunar dynasty at Furthest grew more and more powerful. For almost a century, Bagnot remained the capital of the Tarsh Exiles. However, after the defeat of the King of Dragon Pass in 1582 at the Battle of Grizzly Peak, Bagnot fell to the Lunar Army and much of its population was put to the sword. King Moirades appointed loyalists (especially from the powerful Lunar Orindori Clan) to govern the city and lead the militia. Now under Lunar rule for two generations, Bagnot still has strong cultural and religious ties to the anti-Lunar Shaker’s Temple only 25 km away, and with Wintertop Fort. GEOGRAPHY Bagnot is Arim’s Vale, a well-watered valley some 30 kilometers long by 7 kilometers wide, surrounded by high hills. To the south is Shake Land and to the east is the West Bush Range. At 950 meters, Bagnot has a humid continental climate, with cold winters and warm summers. Farmers grow barley, emmer wheat, and maize, and raise apples, peaches, pears, and cherries. Farmers mainly worship Barntar and Ernalda. Sheep are the main livestock, although cattle are a sign of status and wealth. Dinosaurs are common, and herds of ceratopsids, sauropods, and other dinosaur types are often found in the area. DESCRIPTION The area enclosed by the old walls of Bagnot covers about 70 hectares. The walls of Bagnot are made of stone and rubble, and are over 5 meters high. The city has four 10-meter-tall gates, one in each of the cardinal directions. The city temples are built on a rock hill atop the foundations of the older settlement. After the Lunar Conquest, the temple of Orlanth Rex was closed, and its gold and bronze doors were taken by King Moirades as a gift to the Feathered Horse Queen. The temples to Ernalda and the other Lightbringers remain open. The Knowledge Temple is still impressive, although much its collection was taken to Furthest by King Moirades. A major temple to the Seven Mothers and Hon-eel was built by King Moirades in the lower city, built by architects from the Lunar Heartlands. King Moirades also built an amphitheater where sacrifices to Hon-eel might be watched and cheered. The royal palace dates to the reign of King Yarandros, and is now the residence of the district governor. Its great hall has three areas (a columned entryway, an antechamber, and a main room with a hearth and altars) surrounded by a two-floor complex with apartments, workshops, and storage areas. The Ivory Throne of Yarandros was lost in 1455, but Illaro commissioned a fine new ivory throne during his reign, which now resides in the royal palace in Furthest. POPULATION Bagnot has a population of about 3000 permanent residents.
  38. 15 points
    We love this beautifully drawn character sheet for HeroQuest Glorantha! It's by digital artist/illustrator KlêiosCanvas and vibrantly describes the young Dara Happan noble Korissa Aramis and her retinue. https://www.deviantart.com/kleioscanvas/art/Korissa-Aramis-Character-Sheet-843206862
  39. 15 points
    TERMS FOR RULERS RuneQuest uses the closest English words for the titles of Gloranthan leaders. However, these titles do not mean precisely what the English words mean and often have a different etymology and set of associations. Here are some notes that may help to better understand the title and its meaning. EMPEROR Dara Happan/New Pelorian. Term literally means “universal ruler.” Only one legitimate emperor can exist in the world at a time, although the title is also applied to Yelm. The emperor rules by right not only Peloria but the entire world and is responsible for maintaining both the social order and the cosmic balance. The emperor must be acclaimed at Raibanth. If during periods of civil strife or political division, more than one person claimed the title, it is understood that only a single claimant could be the true emperor – the others are false. SATRAP Dara Happan/New Pelorian/Carmanian. Term literally means “protector of the province.” Denotes a ruler with some inherent authority that is properly subordinate and loyal to the emperor. OVERSEER Dara Happan/New Pelorian/Carmanian. Denotes a ruler appointed by an emperor or satrap to serve as their representative or agent. COUNT Dara Happan/New Pelorian/Theyalan. Literally means “delegate of the universal ruler.” Denotes an independent ruler whose authority is sanctioned by the “universal ruler,” either the emperor or even from Yelm. Used by the Yelmalio cult for the rulers of the Sun Dome Temples. Also used by the Lunar Empire for Black Horse County. CHIEF Theyalan. Literally means “Great One” and denotes the leader of a kinship or other community (such as a temple). The most common Theyalan title and sometimes transliterated as “Lord”. THANE Theyalan. Literally means “Martial Retainer,” this denotes a member of the Orlanthi martial aristocracy. Often transliterated as “Lord”. KING Theyalan. (1) Literally means “Martial Leader of the Assembly” or “Martial Leader of the Council”. (2) Husband or consort of a ruling queen. REX Theyalan. Literally means “Leader.” Denotes the incarnation of Orlanth Rex. Often synonymous with King or Prince, but not always. PRINCE Theyalan. Literally means “First; Foremost”. Denotes the ruler of a confederation of tribes or cities. QUEEN Theyalan. (1) Feminine of the title “king”. (2) Wife or consort of a king. (3) Transliteration of a title that literally mean “Great Mother”. Denotes the head of an Ernalda temple or ruler of an Esrolian city or group of cities. GOD-KING Theyalan. Title for the divine Ruler of the Sixths of the Holy Country. KHAN Praxian. Literally means “Great One.” Denotes the leader of a male-dominated group. Synonymous with the Theyalan “chief”.
  40. 15 points
    I Came across this forum and thread while looking for something else on google. It makes me feel awesome. Convinced to join the forum now, seems to be lots of useful tools and information here. Looking forward to bantering with you guys. (I am the artist btw)
  41. 15 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.
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  43. 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.
  44. 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.
  45. 15 points
    That duplication of paragraphs is exactly how the original publication was done. Seeing this (very understandable and appropriate) question asked motivates me to explain how these PDFs were created. Every page you see in the PDFs went through the following process: I own a complete set of the original Wyrms Footnotes magazines. In my 40 years of collecting, if I acquired an issue that was in a better condition than the issue I currently had in my collection I would swap it out for the better one, so all the magazines in my collection all in Excellent or near mint condition. Why do I mention that? Mainly because I have access to a great paper copy to scan in on Chaosium's large format scanner. Every page from all 14 issues of the magazine were scanned. I used a program called FineReader 12 by ABBYY software to do that scanning, and straightened pages that were crooked during initial cleanup. The end product was every page as its own TIF file. I then used photoshop to clean up each page individually. That's why the background is a solid white instead of dingy gray. I centered the text on some pages. I made the art look crisper. I brightened the covers and removed the occasional scratch or dent that blemished them (my 40+ year-old originals are not in pristine mint condition). Once I had all the pages for an issue done, I would then collate and convert those images in Adobe Acrobat Pro. Once collated into a single PDF for the issue, I OCR'd the pages so they are text searchable. I added links onto the Table of Contents page so you can click and go to that page. I also added bookmarks for each article. The finished product is what you are able to purchase on the Chaosium website. Any big errors in the originals were not corrected. If I deleted the duplicated paragraphs on page 35 of WF4 that page would have just been blank, save for the one small piece of art. Thus, I didn't recreate the layout in MS Word and InDesign like I did for most of the RuneQuest Classics. For Wyrms Footnotes I scanned the originals, cleaned up the images, collated them, and added links and bookmarks. Full blown layout takes a LOT longer.
  46. 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.
  47. 15 points
    I've been quite lazy lately, sadly, but thought I'd update things with a mix of finished pieces, works in progress, concept and development sketches... Duck Rune Priestess of Engizi Clad in ritual armour composed of freshwater shells from the Creek-Stream River and saltwater shells collected on pilgrimages to Mirrorsea. ***** Duck Rune Lord of Humakt Wearing the typical panoply of a horned helmet, ring-mail jack and studded leather, and carrying a bronze greatsword. ***** Spearducks! An (unfinished) update (centre), of an old sketch from a dozen years ago (left); and a Vingan Nestguard (right). ***** Sootfeather, pyromaniacal spirit-cultist of Oakfead With his pet rubble runner. ***** A map of Dragon Pass As owned by everybody's favourite bandit.
  48. 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.
  49. 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.
  50. 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.
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