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  1. Mythic Adventure; Culture and Community; Unique Adventurers; Brutal Combat — Check out everything that's going into the new RUNEQUEST STARTER SET! Just a few final tweaks and then it's off to printer...
    28 points
  2. The divinations are correct: coming later this month... THE RED BOOK OF MAGIC! Behold Mark Smylie's beautiful cover for the book, which is the ultimate guide to spirit and Rune magic for RuneQuest.
    27 points
  3. Some notes people mind find interesting: WOLF PIRATES OVERVIEW In 1621 there are some 60+ Wolf Pirate ships, before Harrek's circumnavigation. Let's say that losses get replaced and by 1625, we have 60+ ships operating in the Choralinthor Bay, which comes out to about 3100+ Wolf Pirates. The average Wolf Pirate ship has on average 50 warrior-rowers, 1 captain, and 5 officers. Each ship has a small Dormal shrine and a protective spirit housed in the figurehead on the prow. <For comparison purposes, this is comparable to the total number of pirates in the Caribbean during the Golden Age of Piracy and comparable to most of the Viking fleets that operated around the North Sea.> Although they started in the Yggs Islands, by 1625 the Wolf Pirates are multi-ethnic, as soldiers, refugees, outlaws, and adventurers have joined Harrek's fleet. Yggs Islanders now form a relatively small minority of the Wolf Pirates. The lingua franca among the Wolf Pirates is a Theyalan creole made out of a simplified Ygg Islander with strong influences from Rathori and Jonating, Many Wolf Pirates also use Tradetalk. WOLF PIRATES NATIONAL ORIGIN No. Origin % 620 Yggs Islands 20% 620 other Fronelans 20% 155 Malkioni heretics 5% 310 Maniria 10% 310 Sartar 10% 310 Holy Country 10% 155 Teshnites 5% 310 Fonrit 10% 310 Other 10% SOCIETY The basic unit of social organization for the Wolf Pirates is the ship crew. Joining a ship's crew is an initiation into that community - the crew worships the spirit of their ship. Every crew elects its own captain and officers. Every Wolf Pirate is entitled to an equal vote when choosing their captain and officers; but once chosen, the captain and officers must be obeyed unless replaced or personally challenged. Every crew member gets an equal share of any plunder, except that the officers get two shares, and the captain three. The Wolf Pirates welcome anyone into their society who is willing to live by their rules. Captives are offered this opportunity if they have the skills, and many folk seek them out when they are in a neutral port, or even raiding the mainland. Others take ship or boat and sail to Three-Step to join. Despite this, Harrek the Berserk is the unquestioned Sea-King. Although all have the right to challenge his decision, none dare contradict the savage demi-god. WARFARE The Wolf Pirates do most of their fighting on land. In sea battles, they try to board enemy ships and use their superior numbers of warriors to overwhelm their victims. On land, the Wolf Pirates use a variety of arms and armor. Wealthy pirates often wear corselets of bronze and linen, or just out of boiled leather. They are famed for their horned or feathered helmets. They use javelins as distance weapons, and engage with sword and shield. RELIGION The most important cults of the Wolf Pirates is Orlanth (more than a third of all Wolf Pirates are initiates of Orlanth) and Ygg (about 20% of all Wolf Pirates are initiates of Ygg). The next most important cults are Dorma (more than 10% of all Wolf Pirates are initiates of the Sailing God) and Humakt (nearly 10% worship the God of War). Gods of lesser importance include Valind, various Sea Gods, Hrestol, Arkat, the Two Brothers, Abdamedric, and Tolat. YGG The North Wind Ygg is a rapacius son of Vadrus, and brother of Valind. He is one of the Vadruding, the terrible sons of Vadrus. He raged across the land and water, bringing death and destruction in his wake. Ygg took many hostages from the sea gods until Neliomi submitted to him. Ygg plundered and pillaged the Western Lands and aided his brother the Winter God in his attempts to conquer the world. Rune Spells: Increase Wind, Shield, and Sleet, and Wind Warp. He can command up to Medium Air Elementals. Ygg has a subcult (Wavebeater) that can summon and command enslaved Small and Medium Water Elementals. Ygg is served by Rune Priests and is associated with Orlanth and Valind. HISTORY The Wolf Pirates originate on Yggs Islands, a small chain of forested islands off the northern coast of Fronela. They were visited by Dormal in 1583, and the Islanders returned to the seas. The Yggs Islanders fought a long war with the Kingdom of Loksalm. About two dozen Wolf Pirate ships left Yggs Islands in 1598, and defeated the Loksalmi fleet. For a dozen years, these pirates plagued the West. Many settled on the island of Ginorth, in Old Seshnela. In 1607, Gunda the Guilty, a Jonating warrior-woman became a Wolf Pirate ship captain, and within a few years, made herself one of the leading Wolf Pirate leaders. In 1610, the Wolf Pirates settle on Three Step Isles, barren islands south of Kethaela that had been abandoned since the Dawn. This has became the main base of the Wolf Pirates. In 1615, Harrek was chosen by the god Ygg to lead the Wolf Pirates and be their Sea-King. He led the Wolf Pirates to raid the Genertela coast from Fronela to Prax, sailing as far abroad as Jrustela. In 1621 Harrek led his Wolf Pirates on a three-year voyage around the Homeward Ocean, raiding Teshnos, Teleos, Font, Umathela, Jrustela, and Seshnela, before returning to Kethaela in early 1624. Surprisingly, he allied with several Kethaelan leaders to fight the Lunar Empire at Pennel Ford. Later that year, he received his reward and plundered the magical City of Wonders. For the next several years, the Wolf Pirates raid Kethaela with impunity. The Kethaelans agree to follow Argrath of Sartar if the new Prince can get rid of Harrek and the Wolf Pirates. The Prince achieves this by allying with Harrek, and that year, half the Wolf Pirates follow Argrath over the Dragonspine into Tarsh. Although Harrek later quarrels with Argrath and leaves Dragon Pass altogether in 1631, many of the Wolf Pirates that followed Argrath into Dragon Pass remain. NOTES THREE-STEP ISLANDS A substantial island-bound population has settled on Three Step Islands now. These are wives, concubines, and families of the pirates, as well as refugees, merchants, shop-keepers, and fishermen who make the pirates lives bearable upon the isle. There are even a few farmers and a large number of sheep-herders. The only sizeable settlement is Skullport, which serves as the main port of operations for Harrek's fleet. Given that the Wolf Pirates themselves are transient, Skullport is normally populated largely by slaves capture by the Wolf Pirates, and by those foreign merchants (including Vadeli), shopkeepers, wine sellers, entertainers, and prostitutes who live of the pirate's plunder. It is estimated that there is at least one drinking house for every ten residents. LEADERS OF THE WOLF PIRATES Harrek is king of the Wolf Pirates. His authority is supreme and unquestioned. He is also a demigod, and doesn’t really care about administrative matters. Gunda is the military brains behind the Wolf Pirates. She leads the battles, as Harrek just kills. Gold Gotti is the organizational brains behind the Wolf Pirates. He keeps the food and supplies flowing. He organizes the efficient plunder of everything.
    27 points
  4. FedEx delivered two boxes an hour or so ago. Please note that some of these items are the final printed versions, like the box itself, while others are printed on simpler paper, sometimes untrimmed with color matching swatches on the edges, and sometimes they have printer proof comments written on them. Everything is looking lovely and of high quality. The set will weigh over 3lbs. 8 oz. (about 1.5 kg). Please, no "what's with the weird white border" comments. That's what "untrimmed" means...
    24 points
  5. We at the Chaosium usually announce a book's definitive premier in the product lineup when layout of the final manuscript has begun. We have numerous books in the writing or editing stage, but we don't like to say "when" they will be done. We used to estimate "when" and ultimately ended up disappointing people when inevitable delays happened. We also spent a lot of effort providing "no update" on the status of these future publications, which then led to lots of "why" questions. Please use the following table to understand why Chaosium isn't telling you when a future book will be ready: 1D10 Result 01 Author is late on finishing the manuscript 02 Editor is late on editing the manuscript 03 Artist(s) are late on delivering art 04 Art direction is taking longer than expected 05 Manuscript requires extensive rewrites 06 Art requires extensive revision or was rejected 07 Author gives up and a new author must be found 08 Artist disappears and art must be reassigned 09 Roll twice on table and combine delays sequentially 10 Roll thrice on table and combine delays sequentially
    24 points
  6. Ann Arbor, MI, August 20, 2021—Chaosium, publisher of the Call of Cthulhu tabletop roleplaying game, has acquired Cthulhu Britannica and World War Cthulhu from publisher Cubicle 7. Cthulhu Britannica was produced under license from Chaosium from 2009-2017. Cubicle 7 released twelve titles that explored the Cthulhu Mythos in the British Isles. The World War Cthulhu line was also published under license, from 2013 - 2017. Eight titles were released focussing on the Cthulhu Mythos in conflicts of the 20th Century including World War 2 and the Cold War. Both lines received critical acclaim and won multiple awards. Cubicle 7's Call of Cthulhu license wound up at the end of 2017. Chaosium plans to rerelease these lines for Call of Cthulhu 7th edition, with all-new layout and art. New titles are also planned for each. No release dates have been announced. Covers of various releases from Cubicle 7's Cthulhu Britannica and World War Cthulhu lines
    22 points
  7. @Nick Brooke was recently awarded the Greg Stafford Memorial Award for Gloranthan Fandom for 2020 for his passionate advocacy of the Jonstown Compendium. We're happy to formalise that advocacy with this appointment and pleased to have him on board to work directly with our growing band of independent writers and artists at DriveThruRPG.
    22 points
  8. Hi, I'm French and I made Boldhome City Building Maps from Olivier Sanfilippo's card. the east gate I made the map of the temple of humakt, I made the Colymar mansion, and I made the sartar palace. (in level 22 from Olivier Sanfilippo's card)
    22 points
  9. The White Bull Campaign Follow a group of Gloranthan heroes on their way to Herodom. This is a continuous recording of the current Chaosium house campaign regarding RuneQuest: Roleplaying in Glorantha. You can watch original airings on Chaosium Twitch. All episodes are availabe also on YouTube. (Bullet titles below (e.g. Episode 17) are direct links to the respective episode on YouTube.) The Cast: Enkala, Blue High Llama Apprentice Shaman - Linda Borgen Garan Grimseeing, Colymar Heavy Cavalry - Richard August Gina Gravedancer, Necropolis Funeral Dancer - Claudia Loroff Nisk the Unlucky, Colymar Noble - Neil Robinson Kulbrast One-Arm, Ygg Islander Wolf Pirate - Philip Glass and of course The GAME MASTER - Jeff Richard The Episodes: Episode 1: Storm Season 1624. one day before New Pavis is sacked. Guarding Agrath against Black Fang assassins. Kulbrast loses his left arm! Episode 2: Storm Season 1624. Liberation of Pavis. New Pavis is sacked. Takeover of Malavar Patroma's villa. Episode 3: Storm Season 1624. Sharing the loot. Sacred Time. Agrath becomes acclaimed King of Pavis. Episode 4: Sacred Time 1624/1625. Sea Season 1625. Training. Fire Season 1625. Agrath's march to the New Lunar Temple is repelled near Hender's Ruins, his army of nomads is routed and retreats to New Pavis. Clayday/Harmony Week/Earth Season 1625. The Dragonrise! Between sessions: Enkala gets her fetch and becomes a shaman! Episode 5: Earth Season 1625. In the wake of the Dragonrise. In Agrath's palace. Through the Long Dry to Dwarf's Knoll. Meeting Sable Riders on the way to Moonbroth. Episode 6: late Earth Season 1625. The 'Raid' of Moonbroth. Episode 7: early Dark Season 1625. Visiting Swenstown. Visiting the battle field near Hender's Ruins. Episode 8: early Dark Season 1625. Exploring the battle field near Hender's Ruins. Entering the Eternal Battle! Fighting an avatar of Ragnaglar! Episode 9: early Dark Season 1625. Meeting Morocanths at Day's Rest. Visiting the Storm Bulls at the Block. Episode 10: Dark Season 1625. Tourney Altar. The Paps. Episode 11: Dark Season 1625. Back to New Pavis. Audience with Argrath, King of Pavis. A door to Dwarf Town. Episode 12: early Storm Season 1625. Into the Big Rubble: Griffin Gate. Episode 13: early Storm Season 1625. Into the Big Rubble: the burial mound on the place inside of Griffin Gate. Back to New Pavis. Episode 14: Death Week/Storm Season 1625. Recruiting followers. Into the Big Rubble: Blind King's Hill. Episode 15: Death Week/Storm Season 1625. Into the Big Rubble: The Central Bridge. Episode 16: Fertility Week/Storm Season 1625. Back to Pavis. Gimpy's, Treasure Trove Hurbi. Base Camp in Griffin Gatehouse. Episode 17: Stasis Week/Storm Season 1625. Into the Big Rubble: Back to Blind King's Hill. Episode 18: Stasis Week/Storm Season 1625. Into the Big Rubble: Invading Blind King's Castle. Episode 19: Stasis Week/Storm Season 1625. Into the Big Rubble: Invading Blind King's Castle, part 2. Audience with King Argrath of Pavis, the White Bull. Episode 20: Stasis Week/Storm Season 1625. Preparing the voyage to Boldhome. Voyage to Boldhome: Through the Plains of Prax. Episode 21: Stasis Week/Storm Season 1625. Voyage to Boldhome: Smashing a broo ambush. Episode 22: Stasis Week/Storm Season 1625. Voyage to Boldhome: Cleansing the battlefield. The Obscure Plinth. Moonbroth --> Swenston --> Boldhome Episode 23: Stasis Week/Storm Season 1625. Entrance to Boldhome. Audience with Prince Kallyr Starbrow. Episode 24: late Storm Season 1625. Orlanth's High Holy day. Meeting the Maran Gor representatives at the Grazelander embassy (including the Brontosaurus dance). Meeting Sarostip Cold-Eye at the Humakti temple. Episode 25: Sacred Time 1625. Kallyr's Lightbringer Quest: The Arming of Kallyr. Episode 26: Sacred Time 1625. Kallyr's Lightbringer Quest: Descent to Hell. Episode 27: Sacred Time 1625. Kallyr’s Lightbringer Quest: The palace of the Maggot Liege, Yelm's court of the dead gods. Episode 28: Sacred Time 1625. Kallyr's Lightbringer Quest: Testing Kallyr/Orlanth at the bridge to the palace. Kallyr's Ligthbringer Quest: The Ritual of the Net (for catching the Devil) goes awry! Episode 29: Sacred Time 1625. Getting the rewards of the Heroquest. HeroQuest --> Hero Soul --> Hero Points --> Hero Cult.
    21 points
  10. I was rummaging through my old posts from this site (plus some other bits and bobs), and thought: why not find a way to share these with a wider audience? So, with many thanks to @MOB for a lightning-quick approvals process, here's a 58-page document I'm modestly and optimistically calling Nick Brooke's Gloranthan Manifesto - Volume One. It's yours for free, under Chaosium's Fan Material Policy (NB: some bits needed additional approval). Subjects covered include RuneQuest, heroquesting, inspirations for Gloranthan games, a miscellany of Sun County stuff (inc. maps and diagrams), Argrath vs. the Lunars, four Gloranthan songs and a few personal notes at the back. Gloranthan Manifesto - Volume One.pdf
    21 points
  11. Preview of the front cover. In a day or two I will be updating the file on DriveThruRPG.
    20 points
  12. Hello everyone I'm pleased to announce the release of my latest Jonstown Compendium title: The Ruins of Bonn Kanach Set back from the road to Blackwell and perched upon a jagged bluff sits the haunted ruins of Bonn Kanach. Abandoned and empty for many centuries this once great EWF city boasted fine palaces, an arena and a great temple. Even trolls fear the city that they once commanded and dare not pass within sight of its crumbling walls. But when a grazelander merchant offers you clean silver for any trinket or bauble pulled from the rubble your suspicions are swayed by the chance of easy money. The Ruins of Bonn Kanach is presented in the style of the early ‘dungeon exploring’ scenarios and describes several distinct areas of the city with options for the Games Master to fully flesh out the details to suit their own campaign. Major personalities are described, each with its own motivations and their relationship with the city’s other inhabitants. From their base at Stone Cross adventurers can set out to explore the ruined city and return as often as they wish. Ruins of Bonn Kanach is the first instalment in a trilogy of adventures set in Beast Valley. It can be used as a stand alone resource or part of the longer campaign. Parts two and three will be released later this year. Contents Ruins of Bonn Kanach - 35 page scenario book (colour and greyscale) NPC Roster - 36 pages of characters and adversaries (colour and greyscale) 8 unlabelled maps (print and VTT) 3 handouts (print and VTT) https://www.drivethrurpg.com/product/346045/Ruins-of-Bonn-Kanach Reviews and comments would be appreciated. Hope it gives you many hours of fun Michael Paul O'Sullivan
    19 points
  13. For those who don't have Facebook accounts: Uleria by Loïc Muzy A Yelornan, by Loïc Muzy: Lodril, by Loïc Muzy: Grain Goddesses, by Loïc Muzy: Humakt, by Loïc Muzy:
    18 points
  14. Cults won't be Kickstarted. We are pretty near the end of the art process, and will be starting layout pretty soon.
    18 points
  15. EXT - SUN DOME TEMPLE - INITIATION DAY (NOON) LIGHT PRIEST (staring at the sun): "As your initiation gift Yelmalio will now make you more intelligent or taller, what do you choose?" BRAND NEW INITIATE: "I've always wanted to be smart! Gimme three points!" LIGHT PRIEST (rolls eyes) *PING, FLASH OF LIGHT ETC* LIGHT PRIEST: "In return for your gift, Yelmalio decrees you must now never wear armour on your head (geas #1) or left leg (geas #2), never let a horse suffer needlessly (geas #3), never flee or surrender from Darkness creatures (geas #4), never bathe (geas #5), and speak only Truth (geas #6)." BRAND NEW INITIATE (now much smarter, and only capable of speaking Truth): "I think I overdid it." LIGHT PRIEST: "No backsies."
    18 points
  16. The Company of the Dragon is out. Andrew Logan Montgomery’s RuneQuest coming-of-age campaign Six Seasons in Sartar is the best book on the Jonstown Compendium. So what does he do for an encore? He only goes and surpasses it. The Company of the Dragon is a RuneQuest campaign about outlaws and freedom fighters, war and heroism, history and legend. Where Six Seasons was inspired by the feel of first encountering RuneQuest, The Company of the Dragon takes its lead from White Bear & Red Moon, the board wargame of the Hero Wars in Dragon Pass. Its heroes appear in these pages – Argrath and Delecti, Ethilrist and Cragspider. The book begins with an introduction, an overview of Sartar in the years before the Dragonrise, and a writeup of the players’ warband (the eponymous Company) using the classic cult format, of course, together with its community statistics – fleshing out the system previewed in an appendix to Six Seasons. Those stats become the currency of the campaign, to be tracked, bolstered and replenished between episodes. A chapter on draconic consciousness sketches out how the wyter-wyrm that inspires the company thinks, and what that means. The meat of the book is 160 pages of episodes, with ample guidance to the gamemaster on how to string these together into a satisfying campaign. Some are major historical events or key turning points in the history of the Company, others are more generic and even repeatable (though always with fleshed-out examples or suggestions for how to add twisty complications to the mix). While the campaign is perfectly designed for survivors of Six Seasons, there is advice on how to bring new recruits into the Company. And as always, Drew is not afraid to engage with deep Gloranthan lore and put it centre-stage in an entertaining and satisfying way. Highly recommended. A snip at just $29.95 for 270 pages (PDF). Updated 20 August 2021: The Company of the Dragon is now available as a printed hardcover book. Drew has launched it with a $10 discount off the intended cover price: for a month, the standard colour edition is just $39.95 (normal price $49.95) and the premium colour edition is $64.95 (normal price $74.95).
    18 points
  17. Some of you may have already noticed Gloranthan runes showing up on this site. They are the same as the Gloranthan Core Rune Font (except with sorcery runes!) and available in two sizes: Large 50pt Small 20pt (suitable for use in a sentence) There are two methods of using them. METHOD 1 Click the Emoji button in the editing toolbar (may not appear on small screens, see method 2). Then click categories on the top right At the bottom you will find Big Runes and Small Runes: Select the size you want, then click on the rune to insert it: METHOD 2 Use the command code for emojis (easier than you think). The command code is a colon : There must be a space in front of it. type a colon, then start on the name of the rune, then select the rune you want: as you can see it brings up all the emojis with fire, so you can use a more exact name. The format is size (50 or 20) Type (element, power, form, condition, combination, god, sorcery, sub, rune) name. all separated by hyphens, eg 20-power-death, 50-condition-fate or you can just type: or Hopefully that will get you started. And yes I know about the the name of storm bull.
    18 points
  18. Yelmalio as he is known within Time never actually existed before it (well, he did, and he may even have been called by that title, but he wasn't the Yelmalio any of us would recognize as such); he was created in the First Age by Nysalor and/or Palangio as a sort of Composite Little Sun. He is essentially a synthesis (or maybe a Frankenstein's Monster) of the most commonly shared features of the Little Suns that were active in the Great Darkness, brought together into a single “Little Sun” god that can thus rightly claim to be any and all of the others. Yelmalio's followers can magically prove him to be the same god as any of the other Little Suns because Yelmalio was created for the express purpose of co-opting local Little Suns and their cults into the fold, in a feat that could probably only be dreamed up by an Illuminated mind. Similarly, other traits of Yelmalio were very deliberately chosen by his “discoverers” to suit their particular needs, not just when he was first revealed in the First Age but also each time he's been rediscovered afterwards. That's why, for instance, he is simultaneously an ally and an enemy of Orlanth, and simultaneously a loyal son of Yelm and an independent power not beholden to him. He probably didn't have to possess those particular traits to serve the above purpose of unifying and co-opting Little Sun cults. That flexibility in Yelmalio's loyalties was just considered very useful for the purposes of those who revealed him to the world, and not so far from the truth that it couldn't be proven to be true ("truth" honestly being a very flexible concept when we speak of gods and magic, especially from an Illuminated perspective). And here's where I get into my wild conspiracy theory that is the reason I'm posting it in this thread: Has it ever seemed weird that, throughout much of Genertela, in all three Ages, the cult of Yelmalio has seemingly defaulted to a certain, specific pattern of behavior? It's all just following the design baked into it at its inception. Essentially, the cult of Yelmalio was purpose-built to be able to come into a region, take over the local Little Sun mythos and its worshipers, and set themselves up as independent mercenaries split off from their previous loyalties, who could then be put to work by an expansionist empire with way more money to throw around than any local interests but still be seen as a.) locals rather than foreigners, and b.) sometimes-friends and sometimes-enemies, rather than outright foes; thus avoiding the ire and hatred they would otherwise earn as either colonizers or sellouts. So then, while the Yelmalians are not at all wrong when they reveal another Little Sun to be Yelmalio, they are mistaken when they assume that this means Yelmalio is the “true” face of the Little Sun, the real face to which different locales simply apply different masks to suit their own needs. Yelmalio is, in fact, just as much a mask – an artificial, man-made construct to understand the Little Sun in limited human terms and for a particular purpose and agenda – as any of the others, whether they be known as Elmal or Antirius or Kargzant or even Halamao (the elves, it should be remembered, were Nysalor's biggest fans among the Elder Races). Yelmalio is just the mask created specifically to be all the other masks at once. This actually applies more widely to pretty much all the gods of Glorantha – that all of them as they are understood by mortals are really just masks we've placed on them to make them easier to understand and communicate with and draw power from – but in the case of Yelmalio it's just easier to piece together the puzzle pieces of why exactly he exists in the form he does, because it was a conscious effort within Time that is more well-recorded than most.
    18 points
  19. Just a quick update. The Core Rules book is almost written. We are just working through the examples. We'll need to edit and proof-read etc. after that. I'd expect the SRD to be pretty close to 1.0 after the examples have flushed anything out. We may get some additional feedback from beta testers etc. There are unlikely to be significant changes at this point - there may be some optional ideas in the Core Rules that are not in the SRD. So progress continues. Whilst the examples our underway, I am moving on with Worlds and Quests are book about genre packs, writing scenarios etc. The 'Advanced" GM's book if you like.
    18 points
  20. Here's a preview of some really amazing art for the RuneQuest Sartar Boxed Set, currently in development. This is the Feathered Horse Queen Inkarne and Argrath White Bull, by a new artist we're working with, Anna Orlova. We think Anna's attention to detail and character is mind-blowing!
    17 points
  21. Well hey all ... it finally happened... 11 years since I joined this forum (as Aycorn) ... I finally ran a game last night. The last time I played in, or ran, an RPG - Bush was president. And I don't mean George W. Call of Cthulhu, using BGB rules (with a few house tweaks) (yep, you heard me, not 7th ed) Scenario: "The Haunting" aka "The Corbitt House", which I ran pretty much in its original form, with a few additions from later editions and personal touches here and there. Two very good, old friends who have are both avid gamers, and a friend they brought along - a very nice guy who I liked very much. And the game? A complete success. The hoary old CoC scenario still packs a punch, no problems with rules, everything went smoothly. A good game, some good food, a little good booze, a good time had by all. And yep - we meet again next month!
    17 points
  22. System-wise, there are distinct similarities: Same characteristics - 3-18 range Hit Points per Location Percentile Skills Passions Cults Detailed Combat Lower & Higher Magic forms Creatures with full stats, so playable as characters within reason and some bounds But there are differences within the common elements. Mythras differs here: No General Hit Points Mythras uses Luck Points and Action Points Skill values based on sum of two characteristics (or a single characteristic x2) Different spread and handling of skills: Crits on 1/10th skill value, no Special Success, no Resistance Table Passions augment skills without having to roll, and don't risk reducing a skill if failed Combat takes a very different approach to resolution with a lot more tactical options and the use of Special Effects No Strike Ranks - Mythras uses weapon size and reach instead Magic works very differently. Five systems: Folk Magic, Animism, Theism, Mysticism and Sorcery - all fully detailed, but with different approaches and effects Another underlying difference that may not be so evident is the design philosophy behind the Mythras rules. It's not based on RQ2 to the same extent as RQ:G, and therefore a lot design choices and decisions move away from design decisions that underpin RQ2 (such as the Resistance Table). But the two games have a common heritage and thus a lot in common. Mythras is a toolkit that requires some thought from the GM, whereas RQ:G is tied to Glorantha and thus has that consistent reference point throughout. As David Scott suggests, take a look at Mythras Imperative which gives you a very good idea of the system, and showcases the differences I've outlined above.
    17 points
  23. Hi folks, as of this weekend Luise was able to gain access to the GoFundMe. She was really touched by it. I didn't speak with her personally... a local close friend of theirs went over to help her start sorting things out.
    17 points
  24. By Jason Durall, RuneQuest creative director The Starter Set for RuneQuest: Roleplaying in Glorantha is coming! Between now and its release later this year, RuneQuest creative director Jason Durall's Design Diary will share insights about the development of this exciting new boxed set which will introduce the RuneQuest RPG and Greg Stafford's mythic world of Glorantha to all-new audiences. Diary #1: What to expect in the RQ Starter Set Diary #2: Cover Art reveal, and what's inside the box Diary #3: The new adventurers Diary #4: More about the new adventurers Diary #5: Welcome to Jonstown, setting for the Starter Set (guest post by Jeff Richard) Diary #6: Creating the Jonstown City Maps (guest post by Jeff Richard) Diary #7: Printer's proofs are back! Diary #8: A Gateway to Adventure Diary #9: Beyond the Starter Set Diary #10: Take a look at an advance copy of the Starter Set (guest post by Rick Meints) A guest post from Chaosium Vice President Michael O'Brien: MOB: OK, now this is cool: I was handing over the advance copy of the RuneQuest Starter Set I'd recently received to my colleagues David and Jim of the Stream of Chaos. They are going to make the Chaosium Unveiled video for it. And look what we discovered happens when you line up all the back covers of the booklets within...
    17 points
  25. There is work on Talastar-Dorastor going on, but no announcements beyond the fact that the work is being done.
    17 points
  26. To kick off this thread I thought I would start with the latest delivery by UPS this afternoon: A hardcover Beyond the Mountains of Madness, a 432 page campaign with a poster map of Antarctica. This is a reprint of the 1999 edition, which went out of print 15+ years ago. Thus, this is a 6th edition book, with a black & white interior. The layout was updated from 3 column to 2 column. No added, changed or deleted material, although a few typos were fixed. This will go on sale soon, as will its PDF. The books are almost ready to ship to the warehouse. This is a regular print run that will not be sold from all our warehouses, but there will be a POD hardcover version as well for the rest of the world.
    17 points
  27. The Starter set: Book 1: Rules is 64 pages, and has some rules for experience and regaining rune points. Book 2: World of Glorantha is 64 pages. Book 3: SoloQuest is 60 pages, and has ONE soloquest. Book 4: Adventures is 84 pages.
    17 points
  28. If you want to know what the RQ Starter set will be like, it will have the same quality of box as the Call of Cthulhu Starter set. Being a 1 inch (2.5 cm) thick box, it will be rather full of booklets, maps, and such. The starter set is packaged in a box set because that is how most starter sets for RPGs are done. We aren't trying to appeal to veteran players who like a shelf full of hardcover books in slipcase sets. We are trying to appeal to new players who might have bought the D&D Starter set, or the Star Wars starter set, or the WFRP starter set, all of which are boxed. This isn't a strange turn in policy. Many gamers who are relatively new to roleplaying are very willing to try another game system IF they don't have to invest too much time or money in trying it AND get everything they need to give it a try. Thus a $29.99 starter set with everything they need to quickly get playing (including some dice), that teaches them the rules, and has a solo adventure so they don't even need a group to get started, is what THEY want. Expecting them to buy a $55 rulebook, etc. is often a hard pass for the "curious about the game". Yes, we have a quickstart, but that's not the same thing, and many feel it doesn't go far enough. It isn't a solo adventure, nor does it have 3 additional scenarios, or maps, dice, etc. We learned a lot from the Call of Cthulhu Starter set and are trying to replicate that for RQ. Should we have done the RQ starter set earlier, probably, but here is where we are. I'm a bit surprised you would think we might repeat the same mistakes Avalon Hill made. Neil, Jeff, Mob, Jason, and I, like you, lived through all that and complained enough then and since. I'm surprised you aren't worried that we'll go back to using Dobyski to do art too... Lastly, when it comes to distribution and sales, we don't want to sell any item until it is at least in our US, EU, and UK warehouses, if not in all 5 warehouses. The reason is very simple: We get way too many complaints and too much confusion if we do otherwise. Answering emails accusing us of "why are you abandoning the UK" or "why do Canadians have to get gouged for postage" are not fun to answer. PS: All distributors buy our books from our US warehouse. There is no "European distributors get first crack because they buy from our EU warehouse" situation.
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  29. This is the advice we give in the forthcoming RQ Campaign book: CHANGING HISTORY We encourage you to include well-known Gloranthan characters and events in your campaign. Their presence adds to the players’ experience and lends authority and authenticity. However, their inclusion always threatens the worst. For instance, what if Gunda the Guilty is facing the adventurers in battle and happens to roll a 00, while the adventurer rolls a critical success. What should you do? Here are some suggestions: You can fudge: “Well, a blow like that would have killed any normal mortal twice over, but not the mighty Gunda!” You can invoke a deus ex machina: “Gunda reels, but a spectral armed woman rides down from the sky. Everyone make a Cult Lore lore – it is one of Humakt’s choosers of the dead! She kneels over Gunda to tell her that it is not yet time to join Death, and kisses her gently on the lips. Gunda wakes, slightly dazed.” How about surprise: “Gunda’s body falls to the ground. When you move forward to loot the body, make a Homeland Lore roll – made it? You realize this isn’t Gunda! Someone is wearing her armor and carries her weapons, but it is definitely not her!” Or do nothing. Change history. “The terrible Gunda the Guilty, boon companion of Harrek the Berserk, is dead.” And we pity the killer – as Harrek the Berserk will stop at nothing to avenge her death. You can even resurrect the character! Some characters like Argrath, the Feathered Horse Queen, Sir Ethilrist, and Jar-eel have escaped the Place of the Dead before and can do it again, others might be resurrected by their followers or community. “Sometime after the battle, you hear that Harrek traveled into Hell to rescue Gunda the Guilty and fought Death himself to do so. Despite bringing her back to the world of the living, the White Bear has announced that he shall kill everyone involved in Gunda’s death, and that he intends not only to kill them, but their families, and even their neighbors!” Most characters are dispensable anyway. Only the death of one of the five main characters would extensively change the campaign plot. And even that is not inviolate – although it does create additional work for you as your campaign will go in a very different direction without much guidance or support from published materials. Changing history requires some forethought, but nothing requires you to follow the campaign to its predestined end. You may decide to throw predestination to the wind, let any player-character become the Prince of Sartar, and maybe even allow someone else to marry the Feathered Horse Queen and become the King of Dragon Pass. In the end, this campaign is yours to decide what you make of it.
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  30. Recent excavations within the Temple of Knowledge at Nochet have uncovered a variety of records by the noted scholar and traveler, Sorala, particularly of her exploits during the early years of the Hero Wars in the company of the Colymar thane Harmast Ernaldori of Clearwine. This scroll proved of particular interest as it recorded in detail an encounter with a dwarf, possibly of the variety commonly referred to as a "tin" dwarf, and particularly as this type is rarely recorded as interacting with humans. We believe the episode occurred in a section of Dragon Pass known as the Dwarf Run. From the Recordings of Sorala of Nochet, Wildday, Harmonyweek, Earthseason, 1626 ST It was a quiet day as they travel along the River. Sometimes the River is wide and flat, almost resembling a lake; other times it flows fast and quick through its broad track and down steps of stone creating rapids and small falls. The latter demonstrates why there are few who traverse the River northward. Occasionally, we caught sight of small herds of deer, or other animals along the water's edge upon the western bank, but no signs of other travelers. What became puzzling was the unusual stone boulders we found along the way - great square cubes, with perfectly flat sides and precise edges. The first was an oddity - a thing of granite a meter's length on each side set where a pathway descended into a small vale and across a narrow, easily fordable stream. The second was equally unexpected, sitting by itself in an open field, and suggesting more than just happenstance. It, too, was a similar precision with flat sides and sharp edges, though of white stone marbled with veins of green. When we crested a small stony rise to find a third stone cube, this of a hard, slate-like appearance though only a half meter in height, width, and depth, we determined that there was nothing natural about them. Our dragonewt companion seemed utterly indifferent to the stones, and expressed no thought as to their origin or presence. Otherwise, investigation showed no indication that these stones were anything other than hard, cold stone - no magic, no life, no signs of tracks or anything to indicate their source. My investigations showed that each stone was very precise. Each side seemed to be exactly on the same length. Each edge was perfectly carved. I had seen references to similar stone cubes before - always connected or related to the dwarfs. There was nothing else interesting about the stone - no marks, no indentations, no pictures, no writing. It was while I was investigating that Harmast spotted to the south, and moving towards us through an area of heavier brush and grass, what appeared to be a small wheeled wagon bearing a rather squat figure and pulled by two creatures. As the cart got within 200 meters of us, we could see that the cart was pulled by a pair of what look to be "goats"... except that they had a dull, metallic sheen and looked like animals encased in armor. The cart was relatively small and appeared to be of metal with metal wheels. The driver of the cart was clearly a very stocky dwarf with a very broad face, long grey eyebrows, long grey beard, and a long grey ponytail. He was dressed in what appeared to be a cloak or robe of metal rings. He looked periodically at something attached to his left wrist, holding his arm up at odd angles, or at some object held in his right hand, and then towards us before glancing back down at the object in his hand. As he got within 100 meters of you, he put down the object from his right hand, picked up another object which he opened and looked at intently. I have done my best to recall the subsequent conversation and the dwarf's varied gestures as clearly as possible. When the dwarf reached some 20 meters away, he pulled upon some handle in his cart and the goats and cart came to a halt. The dwarf looked down at the opened object in his right hand, glanced at his left wrist, looked up at Harmast, repeated the process, and then said rather haltingly in Tradetalk, "Well greeted! May the rain wet your hair and storms burst around you! Be you the Frigid Effluence of the Sky Falling Bronze Cauldron? Do you bring the," he paused, looked at the object in his right hand, and added, "Twentieth-fifth Projection of the Attendant Triangulation?" Harmast replied, "Good greeting to you. I am Harmast, son of Baranthos, a thane of the Colymar tribe. The terms you used, Frigid Effluence of the Sky Falling Bronze Cauldron, and Twentieth-fifth Projection of the Attendant Triangulation? mean nothing to me. Perhaps you could describe them. In any case, I have a request. Our friend", points to Nabok, "has been possessed by an evil spirit. We fear he will die if it is not cast out. Can you provide any aid?" The dwarf seemed to listen, turned over sheets of something in whatever he was holding, seemed to consider something, turned over some additional sheets, paused to think, turned back to another sheet, nodded, and at last responded, "Be you the Bearers of the Stoned Water due upon the Equalization of the Pillars of Clay? Am I the Replenisher of the Interim Stations of Substantive Fuel. Bring I Beta Green slash two five six, Delta White slash four seven naught, and Zeta slash six Yellow slash nine Green. Provision for non-Death by said fuel satisfied? Transfer for Stoned Water one Gata block per Form seven three alpha six five one unit, else for Imminent Requisition per Form six six four stroke gamma agreement of extended requisition plus one Circle Moon purity point nine nine eight one unit." Harmast looked confused as he listened to the dwarf, looked around at the rest of us, and asked, "Does anyone have any idea what he's talking about?" The dwarf watched, but when he did not get an immediate response, he climbed down from his cart and went around to the back of it. We could see him fiddling with something, then raising some cover from which fog or steam seemed to rise, and picking up several objects. He came back around and approached us with a number of objects tucked under his left arm.He repeated some of his earlier statements, "Am I the Replenisher of the Interim Stations of Substantive Fuel." He pointed towards the odd stone cube which I was investigating. "Bring I Beta Green slash two five six." He took what appeared to be a short cylindrical object of green color from under his left arm and held it up for us to see, then tucked it back under his arm. "Bring I Delta White slash four seven naught." He grabbed a similar cylindrical object, this one colored white, and held it up before tucking it back. Then he took one more cylindrical object, this of some rather bright yellowish-green color and said, "Bring I Zeta slash six Yellow slash nine Green." He looked at us, nodded, and added, "Substantive fuel. Aqueous state. Provision for non-Death by said fuel satisfied?"He looked down again at the object in his hand, nodded, and looked up expectantly at Harmast. I thought for a bit for anything in my memory that might help, before responding, "I fear that we are not understanding your query, good sir. Are you asking about commerce?" The dwarf looked puzzled. Finally, he headed back to his cart, set down the cylinders that he was carrying, and picked up another object. He opened it, flipped sections of it back and forth, and did that for some time. It dawned upon me that he must be looking at some small book or codex.At last he turned back to us and approached again while carrying one cylindrical object in one hand, the book in the other, and spoke while repeatedly referencing his text. "Authorization per Order one Bronze Alpha seven stroke two sealed per Grand Chief General Master Pass Station hence, heretofore, and hereinafter Isidilian. Transference of Substantive Fuel by designated terms of 'commerce' to identified Children of Sartar. Approved, one unit Substantive Fuel, including said units indicated and presented, for exchange in event of terminal breakdown. Approved, in exchange, one Gata block Stoned Water, else agreement of Extended Requisition plus one Circle Moon purity point nine nine eight one unit, all terms and conditions to apply."He nodded, and looks back at me. He then gestured towards poor Nabok, "Event of terminal breakdown." Then towards all of us, "Identified Children of Sartar." And then held up the cylinder, "One unit Substantive Fuel, approved for exchange." Tarkalor, who had been silent, listening and trying to work out what the stumpy dwarf was talking about and with its latest words seemed to be getting the gist of it. "I think he's saying he travels around filling the stone blocks perhaps, from those tubes, though I'm not sure how that happens. That bit I'm not quite sure on, thought all of it I'm not sure on. The next bit is I think clearer. He recognizes at least something of Nabok's state, if not all of it. I think he recognizes at least that little man is dying and as we are Sartarites he is prepared to trade a Substantive Fuel unit, which I think is a healing thing. If I'm right, then we have to work out what one Gata block Stoned Water is as that seems to be what he wants. That or else an agreement of Extended Requisition plus one Circle Moon purity point nine nine eight one unit which might be even harder to work out!" Harmast nodded, and said, "I think you may be on to something, Tarkalor. I wonder, could Stoned Water be ice? Even so, what is a Gata Block? " Sonvia, perhaps most familiar with rituals and deities of the Earth, added, "Gata I believe is another name for Ga, mother Primal Earth and may refer to an amount of copper or maybe Quicksilver. Circle Moon is likely Silver slash Lunars of a quality and quantity he is specifying. Perhaps we lay out our coins and see what he will take for it?" I brought out some of the Lunars I carried, and presented these to the dwarf. The dwarf saw what I held out, and went back to his cart, put down the cylindrical objects, and retrieved some other object. He then approached carrying what appears to be some sort of scale with two trays, and a set of weights. When he reaches me, he said, "Evaluation one unit Circle Moon for purity point nine nine eight." He placed a weight on one tray and indicates to me to put one of my Lunar coins on the other. It did not prove sufficient to balance the weight. The dwarf indicated to me to add additional. The scale finally balances after I had placed 5 Lunar silvers upon the scale. The dwarf looked at the number of coins and shook his head, "Measured ul-metal in Circle Moon indicative of impurities. Probability eight nine two impurity ze-metal. Probability one aught seven impurity lo-metal. Refinement," he paused to calculate something in his head, "five units Circle Moon of noted impurity. Additional achievement purity point nine nine eight, two units Circle Moon of noted impurity. Summation twelve units Circle Moon of noted impurity." And he nodded strongly in the affirmative with that statement. He added, "Selection of desired unit Substantive Fuel," and gestured for me to follow him to the cart. I asked as we reached his cart, "Are there differences in your elixirs?" The dwarf nodded in response. He pointed to a cylinder, roughly a handspan high and a palm-width in diameter across. The cylinder was colored or painted green like tree leaves or grass and had some writing in black across the top. "Affirmative differences. Beta Green slash two five six. Maximal acceleration harmonious accretion. Favored iron unit repair." He pointed to another of equal size and shape but of a pure white coloration, and also with some black writing on top though it looked different. "Delta White slash four seven naught. Progressive transference luminous incandescence. Multi-unit factor." And he seemed to deliberately touch his nose and slowly winked with one eye. Then pointing to a final cylinder, this of same size and shape but a garish yellowed-green like an unusual flower, he noted, "Zeta slash six Yellow slash nine Green. Initiating juxtaposition liminal equilibrium. Amalgamated condensates per extramundane consideration." After which he shook his head back-and-forth and then spread his hands. "Requisition request?" I considered momentarily then before responding finally firming her resolve, "The Beta Green slash two five six is maximal in your estimation? If that is with regards to our dying friend, we gladly requisition Beta Green slash two five six with our thanks for your aid. " "Judicious exercise observational circumstance. One unit Beta Green slash two five six." He went back to the cart and opened up some small metal box. He proceeded to shuffle through what looked like scrolls, paused, nodded, and pulled one out. "Requirement for Immediate Requisition. Delivery twelve units Circle Moon of noted impurity. Assignment form six six four stroke gamma agreement of extended requisition. Affix designated identification malkionic units heretofore." He held up something that looks like a quill feather and pointed to a place upon the scroll he'd laid out. He appeared to expect me to mark something on the scroll. I handed over 12 lunars and took the quill, " Identification? You would like my signature mark? For your records? " Seeing his assent, I made my marks upon the document and returned the quill to the strange dwarf. The dwarf noded. As I finished, he checked the scroll, nodded again, picked up the green cylinder and handed it to me and said, "Assignment form six six four stroke gamma agreement of extended requisition. Delivery twelve units Circle Moon of noted impurity complete. Delivery one unit Beta Green slash two five six complete. Transaction Immediate Requisition complete."He nodded again, then looked at some odd metallic object on his left wrist, held it up as if trying to align it with something, paused, then nodded. "Recalibration task cycle complete. Replenishment Interim Stations of Substantive Fuel proceeds."He then led his heavily armored goats and cart towards the odd little stone cube, otherwise ignoring the rest of the party. When he got to it, he took a couple objects out of his cart, walked to the cube, put one item on top, then seemed to attach another to a side of the cube, and opened a previously hidden door into the small cube. He took out some sort of tray, looked in, shook his head, and poured out what appeared to be water onto the ground, before putting the tray back in. At last he went to the cart, took several cylinders of each type that he previously showed us and placed them in the stone cube. Once done, he closed the door, removed each object from the side and top of the stone cube, and returned them to his cart before climbing onto the cart itself. And without further word, he rode off on his strange little cart pulled by the heavily armored goats....
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  31. For whoever is not on FB (lucky you!):
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  32. On a cold and rainy day back in 1981 Chaosium unleashed its Call of Cthulhu tabletop roleplaying game on an unprepared world... To help celebrate the 40th anniversary of Call of Cthulhu, this Friday (July 2nd) we're launching the Call of Cthulhu Classic Kickstarter, featuring a remastered version of this iconic boxed set and five of its first supplements (Shadows of Yog Sothoth, The Asylum & Other Tales, The Cthulhu Companion, Trail of the Tsathogghua, and Fragments of Fear). Chaosium President Rick Meints said, "Because we want to deliver these boxed sets in time for the anniversary later this year, we've already got all of these books and boxes ready to print. If this Kickstarter gets funded, within a week of ending, we're going to be sending out ALL of the PDFs to the backers. All of the files will be off to the printer shortly after that. No waiting on writers, or artists or layout to get this done. We print. We ship." Chaosium hopes you will join us as we celebrate Call of Cthulhu's 40th anniversary and back this project! AB CHAOS NEWSLETTER SIGNUP Sign up to be the first to hear our about the Call of Cthulhu Classic Kickstarter Launch, plus all latest news and updates about Chaosium games.
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  33. All international shipping is messed up right now. We are still waiting for the book to arrive in our US warehouse.
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  34. By Jason Durall, RuneQuest creative director As outlined in my initial Design Diary post, we had several main goals with the RuneQuest Starter Set. First and foremost was to make it a wholly accessible product for newcomers to RuneQuest and the world of Glorantha. But another important goal is to make sure the Starter Set also has value to our already-established player base. Too many starter sets are throwaway items or are of no use to veteran players. Not this one! Here's what you're going to get for USD$29.99: The Box We’re absolutely thrilled to have this as the first of many products with a cover by award-winning Ossi Hiekkala, a longtime RuneQuest fan and player whose work will be gracing many upcoming RuneQuest products. Ossi has been working with us for quite a while, but this is the premiere of his work on a cover: Four Booklets The four softcover booklets, interiors filled to the brim with new and select prior artwork, printed in full color. They include the following: Book 1: Rules – A 64-page rulebook with all the rules you need to play the contents of the Starter Set, including skills, combat, Passions, spirit and Rune magic, and experience. Cover art by Andrey Fetisov. Book 2: The World of Glorantha – A 64-page booklet with two parts, the first being an overview of the world of Glorantha, its gods and the Dragon Pass area, and the second half a spotlight on the city of Jonstown right in the heart of Sartar. Jonstown was chosen specifically to be a manageable city for players and the gamemaster to base adventures out of, and it has never been described before in this much detail. Inside this book are details of the city, its unique features, and an array of nonplayer characters, ranging from its important to its everyday denizens. Finally, rounding it out is a gazetteer of its immediate area. Cover art by Hazem Ameen. Book 3; SoloQuest – This booklet contains Battle at Dangerford, a 60-page solo adventure designed specifically to teach the rules and introduce Glorantha. In it, the player takes on the role of Vasana, a bison-riding soldier caught up in one of the pivotal battles in Dragon Pass. No gamemaster required! Of all the pieces in this book, this one is a personal favorite. Cover art by Eduardo Gutiérrez García. Book 4: Adventures – In this 84-page booklet are three full-length ready-to-play adventures. The first, A Rough Landing takes place immediately after the events in Battle at Dangerford. The second, A Fire in the Dark, is an investigation where the threat may not be what it seems, and the third is an update of the classic RuneQuest adventure, The Rainbow Mounds. The rest of the book is filled with adventure seeds, a rumors table, a section on city encounters, and a simplified calendar. Cover art by Andrey Fetisov. Maps, Pregens and More! Three Maps – RuneQuest has always been known for its maps, and the new edition especially. Rather than overwhelming players with a massive map showing the entirety of Glorantha, we chose to focus on the area spotlighted in the Starter Set. So inside are three full-color folded maps. They include the Jonstown/Sartar region, the city of Jonstown, and the Rainbow Mounds themselves, a two-sided map labeled on one side and unlabeled on the other. Fourteen Ready-to-play Adventurers – While RuneQuest’s highly immersive system for creating player character adventurers is the absolute best way to experience the full range of possibilities for adventuring in Glorantha, it might be too involved for a Starter Set. It is not as suitable as a quick introduction, as it can require some careful decision making or planning by the gamemaster. So, we decided to use pregenerated adventurers as the default. We have gotten tremendous feedback about the accessibility of our seven pregenerated adventurers—Vasana, Harmast, Yanioth, Vostor, Sorala, Vishi Dun, and Nathem—and wanted to make sure that we used them for the adventure. However, we also wanted to spotlight some additional character types and cults, so we created seven additional adventurers to round up the roster to fourteen. We love the new presentation so much and think players will too, so we’re including a few blank character folios for those who wish to create new adventurers using this style of adventurer sheet. And don’t worry, fans of the Gloranthan versions of elves, dwarfs, trolls, and ducks, a downloadable group of non-human adventurers will be made available when the Starter Set is available, suitable for immediate use with the materials within, in the same format. Reference Sheets – One of the best compliments we’ve received about the RuneQuest Gamemaster’s Screen Pack is about the 8-page reference guide inside, specifically that “It is worth the price of the whole pack.” While the one in the Starter Set is only four pages long, it hopefully serves the same utility. Additionally, we’ve included a Rune Reference and a Strike Rank tracker sheet for gamemasters and players to help keep track of melee rounds. Dice – Also included is a set of seven high-quality gaming dice, containing all the ones used in RuneQuest. Online Materials – If you purchase the RuneQuest Starter Set direct from Chaosium.com or a FLGS that's part of the Bits & Mortar initiative the price includes the PDFs. The Starter Set’s release will also see additional free materials available online to enhance and continue the Starter Set experience. And thus, of all the things in this set, the aspect I’m actually the most excited about is the package itself.
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  35. Because the 'Dragon Community' is so important in this, I have started creating a 'character sheet' for it. This is what I have so far - any suggestions for improvements gratefully received
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  36. How about we put it up for sale as a poster and such on redbubble.
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  37. Some of the cults in the The Red Book of Magic (coming soon!) are clearly up to no good. What evil magic is being done here, do you think? Art by Hazem Ameen.
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  38. It's surprisingly complicated. Greg had already written at least a little about just about every place except for what we now call Central Genertela (Sartar, Prax, Shadows Dance, Holy Country and Empire) but that material wasn't grafted onto the board games until the RuneQuest era, when the composite world became "Glorantha" and you could walk from Seshnela to the Vulture Country and back. If you want what we know and love about the West, East or South, it grows out of the freeform material, parts of which are vestigial and parts of which are intricately detailed. Otherwise, as far as I know, the board games are the earliest extant source for what becomes King of Sartar, Prince of Sartar and deep background for what we can call the Third Age Argrath Heroica. As for Argrath, I believe he's both a wave and a particle. Greg's informants indicate that Sartar ultimately wins and someone -- call them "the historical argrath" -- is the catalyst of that. A terminal hero wars environment undoubtedly generates endless potential argraths, most of whom are transient and pose only an incidental challenge to empire before being neutralized or coopted. In that respect, every player character with a healthy grudge is participating in the argrath legend and their scattered acts of sabotage ultimately pull down the moon. Think of it as a version of Monster Man building up power until finally it erupts. The scrawny kid from Pavis just happens to be the one whose chit of resentment happened to sway the roll and trigger the eruption. And so that's the story that's the most interesting, because it ends differently from all the others. To flip the lesson of the oracular film The Three Amigos, everyone is theoretically the imperial "El Guapo" (pain in the ass or "argrath") at any given moment. We all contribute in our small ways to history. Some of us get punished for it, others do okay. The scrawny kid manages to make it more than a metaphor and become the actual argrath, which is why we tell his story. And as such, he might be an asshole and he might get in our light sometimes but he's on the right side of history and so he becomes our asshole, a force of nature. You don't fight that. You just ride with it until your journeys diverge. If you don't like where he's going, get off the bus. Glorantha is big. A lot of opportunistic crap gets pulled into the terminal vortex that is Dragon Pass but a lot of crap gets spun out as well to land in other regions and seed the hero wars energy. Maybe you're in the outgoing crap. Me, I am eager to see the moon liberated from empire so she can get on with her work and we can see what Greg's informants missed. I'm eager for a lot of things. The kid has taken it farther than anybody else so far. Keep rolling the dice. A wounded world cries out for healing one way or another. It looks like disruption when it comes. SOURCES: Max Weber, Gesammelte Aufsätze zur Religionssoziologie Lorne Michaels, !Three Amigos!
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  39. Chaosium, publisher of the Call of Cthulhu tabletop roleplaying game, has acquired The Dhole's House website, a free 'online toolkit' for both Keepers and players of Call of Cthulhu. Users of The Dhole's House are able to create Investigators that are fully compatible with Call of Cthulhu 7th edition and print off a PDF character sheet, all in a matter of minutes. All Investigators are saved and can be updated via the 'Character Control Panel' as the campaign unfolds. Users can also contribute to a Character Library, allowing anyone to download PDF character sheets for Call of Cthulhu investigators for use as PCs or NPC's. The Keeper section of the Library includes a handout generator for quick creation of in-game artefacts including three different types of telegram, visiting/business cards, newspaper clippings and calendars. The Dhole's House was created as a fan site by Lee Carnell in 2016, and has become a popular resource for Call of Cthulhu Keepers and players world-wide, with many thousands of Investigators and handouts created every month. As part of the acquisition, Lee has joined Chaosium as an in-house software developer. "The fact that Chaosium nows owns The Dhole's House will make no noticeable difference for existing users of the site. With Lee, we plan to keep improving the features and functionality of the resource for the benefit of Call of Cthulhu gamers," said Chaosium vice president Michael O'Brien.
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  40. Steve Perrin: Creating RuneQuest – Part Six: Debut at Origins '78 STEVE PERRIN: By the time Origins came around, I had enough leave time from my day job to go along with Greg, Tadashi Ehara, and Lynn to the University of Michigan at Ann Arbor, where the convention was being held while the students were away for the summer. We arranged for Warren to go with the crew to Gen Con the next month. Steve H and Ray Turney were too busy with their own lives to carve out the time, and Chaosium only had so much money for plane tickets.At Origins I got to meet a bunch of people I had only known through correspondence and by reputation. Greg had one of his better marketing brilliancies and asked me to make up a list of people who should get review copies of the game. I put together a list of folks like John Sapienza, who later contributed so much to further editions of RQ, and Mark Swanson, the publisher of the Wild Hunt APA (Amateur Press Association), and Lee Gold of Alarums and Excursions APA, all of whom seemed like good and honest folk who would give a thoughtful review and hopefully generate some interest. And they were and they did. At Origins, I had to give some people back their money because they bought the book first, then introduced themselves as someone who was on the list.Game demos were scheduled in the lounge areas of various dormitories at the University, and navigating to them to run the demo game was sometimes confusing. Neither the dormitories nor the lounges were very well marked. Thus was born the first RuneQuest spinoff game – RoomQuest.The next anecdote needs a bit of backstory. Back in 1975, when we were getting ready to hold the first DunDraCon, when D&D was just three books in a box and some supplements, I wrote up a bunch of house rules for play in the official house dungeon for the convention. Since, once again, I was the person typing them up, I called them the Perrin Conventions. In theory they were only for local consumption, but several attendees at the first DunDraCon were from out of town.While at Origins ’78, I took time off from the Chaosium table to go see the seminars. I sat down to watch one that included folks like Marc Miller, Dave Arneson, and others discussing RPGs. One of the organizers of the convention that I had met earlier, saw me and asked me to come on stage. I am not shy. I expected to be introduced as the author of the new game RuneQuest, or perhaps of All the Worlds Monsters. Instead, he introduced me as the author of the Perrin Conventions. Apparently my little pamphlet had legs I didn’t know about.It was a great two years from July of 1976 until June of 1978. The time since the debut of RuneQuest has been equally fulfilling. I established friendships that are still active forty years later and established a name in the game business that has held me in good stead for the whole 40 years. Even as I write this I have new games coming down the pike from a variety of publishers. I am very pleased the new “Classic” edition of RuneQuest 2nd edition brings back into print what many fans tell me is their favorite edition. I am only sorrowed thinking of the friends who have not managed to make it to see this 40th anniversary of the game we all contributed to.RIP: Clint Bigglestone, Steve Henderson, Jerry Jacks, Terry Jackson, Rory Root, and Lynn Willis. [And now RIP Greg Stafford and Steve Perrin himself. Vale to them all - #weareallus]
    15 points
  41. Sea Season 1621 – When word came that the Lunars had failed to stop the Giant Cradle at Pavis, Count Solanthos of Sun County resolved to take the prize when it floated downriver to his lands. In the failed attempt to capture the Cradle at Harpoon, almost the entire military and magical resources of the Sun Dome Temple were mobilised. Afterwards, agriculture across all of Sun County suffered. Spring planting had been disrupted, and a lack of oxen meant many farmers now had to resort to pulling their own ploughs. Furthermore, despite the efforts of the priests, many of the rituals performed to protect and boost the coming harvest either failed, or seemed listless, flat, and lacking vitality. At the same time, levees would burst, and channels would clog or divert at inopportune moments. The waterways of the county were plagued with stinging botflies. It was clear that the Zola Fel was angry with the Sun Folk for siding with the Lunars against the Cradle. At the Count’s command, Lord Invictus had the River Ritual reenacted, seeking at least to make amends with the river. But the chosen participant, the popular rune lord Wulf*, was later found drowned – this despite a full suite of chanting priests supporting him and hundreds of farmfolk fervently praying along the riverbanks. Clearly the river god remained unappeased. *that's Wulf, as depicted by Luise Perrine in RQ2's RuneMasters. The updated POD edition restores material previously cut from the original, specifically each of the 45 character backgrounds. There Wulf is described as "the son of a thane of the Telmori tribe in Sartar. Growing up as a barbarian, he joined the Yelmalio cult to learn to use a pike." So poor Wulf definitely has an interesting back story... Later on Wulf's character description notes, "As his unpadded armor tends to chafe, he tends to be very short-tempered when wearing his armor." (he has the geas, 'never use padding'.) (These restored character descriptions are entertaining, and make for a more well-rounded book. Some even have special heroquesting abilities! The descriptions were cut from the original 1981 RuneMasters for space reasons when, according to the author Bill Keyes, Chaosium at the time "decided to compact the material into a $5 size book instead of an $8 size book." It's great the new version has them included.) [I posted this over on the RuneQuest Facebook group; posting here too, for ease of future retrieval]
    15 points
  42. EMBRACE THE SUN DRAGON "My lord Argrath is the White Bull, but one of his other titles is Dragonlord," said Rurik Runespear. "And so Count Belvani has decreed that veneration of the Sun Dragon will resume in Sun County, an aspect of the Yelmalio cult that has been lost for centuries. "The Sun Dragon's return was presaged by Windwhistler the Wyrm. Argrath's mystic insight helped us understand it is none other than a living avatar of the Sun Dome Temple's long-lost Guardian of Above. "To mark this new dawn, Windwhistler gave gave a rapturous flyby over the battlefield, trailing the Sun Dome banner, now stitched with a golden dragon. A sight to behold! Count Belvani then sent us here to find you". He looked at Melo Yelo and saw the handle of the stone knife sticking out his dilly bag. "Pass me the blade, the utuma, that is what we have come here for." The Light Son took the blade and returned to Windwhistler. He gestured for Melo Yelo and the others to follow, but only Cornspot hesitantly joined the baboon in coming forward; the fear of dragons and dragon-kind was long ingrained in the Sun Folk, and they were scared of this sight. "Ourobo," said Rurik Runespear earnestly to Windwhistler, and then he bowed. "Ouroborrrrrrrrrrr," trilled the wyrm in the reply, and rolled over on to its back. Rurik ran the tip of the blade along Windwhistler's knarled and mottled scales until he found a spot close to its head. Melo Yelo and Cornspot gasped as Rurik plunged the stone knife into Windwhistler's hide and began slitting its belly open, slicing a long way down its tail. But where they expected to see spurting blood and viscera there was none – instead, inside the cut they could see a whitish shape moving and pulsing. "Windwhistler dances the Dance of Being," said Rurik, returning the knife to Melo Yelo. By now a crowd had gathered to see this wonder, prisoners and guards alike, all keeping a fearful distance though. After some minutes the white shape slowly emerged and uncoiled; it was Windwhistler refreshed, new and nascent! The wyrm's scales looked soft and were a flawless, unblemished white. It took many minutes for Windwhistler to twist and shrug itself out of its old skin. Eventually, laboriously, it came free and then the new wyrm lay flat on the ground beside its old self, panting deeply. "Ourobor," said Rurik. The recovering wyrm lay basking in the sun. As it absorbed Yelm's life-giving radiance it slowly swelled to its new true size, and as they hardened its scales began to take on a dazzling a golden hue. Finally, the transformation was complete. Windwhistler lifted its huge head, opened its jaws with a great yawn, and stretched out its new enormous wings. Many in the crowd ran away terrified. "Melo Yelo," the baboon heard in his head, "Father Yelm sees all, and for what you have done, for what you have sacrificed, the Sun Dragon bestows this boon. Take your knife and go to my old skin. Cut a long strip and get your liegeman to wrap it on your shoulder where you gave up your arm". By "liegeman" Windwhistler must have meant Cornspot, thought Melo Yelo, so he got him to assist as instructed. Although Windwhistler's old skin was thick and leathery, the utuma knife cut through it with ease. "Your liegeman may cut a strip too to make a jerkin," Windwhistler continued in his head and if a wyrm could smile that's what it did, "For I'm sure danger abounds when following the likes of you." Cornspot dutifully cut several strips of skin, enough to make himself a decent hauberk. When he finished he handed the blade back to Melo Yelo, who almost dropped it in surprise when he realised he'd reached out to take it with his left hand, from the arm he did not have. The wyrm skin wrapped around his shoulder had transformed: the new arm was baboon-like, but there were scales under the fur. "You'll need to step back," said Rurik, though he stayed where he was. Windwhistler shook and began to change colour again, this time a fiery red colour. The wyrm radiated intense heat - so hot, its old skin erupted in flame. "Ouroboro," said both Rurik, seemingly unaffected, and Windwhistler. Very quickly, the old wyrm skin was little more than ash. "Ouroboros," they said, though Windwhistler's hiss went on and on until his old body was completely consumed. The heat then died away and the great wyrm resumed its golden colour. "We must go back to Pavis now Melo Yelo, the Count awaits us," said Rurik. "You and your 'liegeman,' he nodded to Cornspot and also smiled, "are welcome to come too: there's plenty of room on the back of the Golden Wyrm, the new Windwhistler." Cornspot was happy to do anything to get out of Pent Ridge, and was all ready to jump on board the wyrm's back. Before he could do so a voice called out: hurrying across the bare ground from the encampment was a group of Yelmalion soldiers. As they drew closer it was clear they weren't templars but militia; farmers on temporary duty, a long way out from home. "Halt!" they cried officiously, "We are the Militia from Sandheart. Sent here by command of Lady Vega, Guardian of the Sun Dome. We are to escort the baboon Melo Yelo back to the Sun Dome Temple. This is the order for his immediate release." For want of anyone better to give it to, they handed the warrant to Rurik Runespear. "It seems they already think better of you at the Sun Dome," the Light Son said to Melo Yelo. "Go with your friend and prepare the way for the triumphant return of Count Invictus. Tell Lady Vega we'll be back when our business is finished outside the walls of Pavis. "Tell her we return embracing the Sun Dragon." *** Here I must suspend this Sun County saga for the time being. It's been fun, but I've been been posting every day since June 9th and after 48 days straight I really need to take a break for a bit! But I'll return with the second part of the saga - The Time of Two Counts - later this year. In the mean time I will go back through these parts and tie them all together as one continuous narrative. (I also have a scenario to finish for Jon Webb's wonderful Sandheart series... he's been very patient.) Cheers, and thanks for everyone's kind comments, MOB.
    15 points
  43. So I recently fell down the RuneQuest rabbit hole and purchased most of the available books and have spent the last few weeks immersing myself in the system. I’m lucky enough that my main friend group expanded out of a weekly D&D group and there’s a good 15 or so of us who are in various games and campaigns the others are running. It’s mainly D&D 5e that gets played but I ran a Call of Cthulhu game before the pandemic rudely interrupted and I realised how much I dislike running games online. We’ve started playing D&D in person again and tonight I took along a few books (Core book and Glorantha Sourcebook) to see if anyone was interested in playing it. Most of them had played in my Call of Cthulhu game so aren’t going in blind on the rules. Everyone loved the art and if anything that alone sold them on the system (I think they could see how enthusiastic I was about the system too). One of my friends is strongly considering just buying the books because he loves the art so much (I also shared the forum topic with sneak peak art from the gods book and Belintar alone might of convinced them). I’m going to spend the next few months learning the system inside out and hopefully will have the starter set at that point to ease me in. I do have Pegasus Plateau but the starter set looks so good! On a first impressions side I’ve never been more impressed or enthralled by a setting than I have Glorantha. I’ve been playing 5e (and pathfinder before that) for years and I do not care about the Forgotten Realms or any of the other settings like I now do Glorantha and I haven’t even played in it yet! It’s just so in-depth and weird (in a good way) that I can’t look away. I’ve got a long way to go in my studies but I’ve got a copy of the guide sitting ready for when I need to go in depth. In the mean time I’m trying to absorb the info from the sourcebook and rule book. I also have to say the more I read the more cool ideas for adventures and even campaigns I get.
    15 points
  44. Here are some of my thoughts on Magic World. Most of its launch, support, and marketing efforts predate the current Chaosium management team. You can refer to us as "nu-Chaosium" if you wish, but it seems that those few who cling to that term use it in the pejorative. I can't really speak about what was done before mid-2015 because I wasn't involved in business decisions, and although I followed much of what Chaosium has been up to since about 1979, I can't remember anything related to Magic World showing up in my in-basket, social media, or similar. When I became involved with deciding what Chaosium was going to publish in mid-2015, the Magic World line was in a state of flux. We had 4 manuscripts (in various states of completion) on offer, yet no money to spend on them. That sucks when you want to give creatives a fair return, but we had to make payroll at the end of the month and also print thousands of books for the CoC 7th edition Kickstarter backers who had already spent over 600K of their money. When a Magic World book typically sold 500 copies in a year, paying a fair and decent rate for a forthcoming manuscript meant spending all the money we could probably expect to earn in the first 6-12 months of sales of that book, at best breaking even. That was money we didn't have to spend. Trying to boost the prominence of Magic World could not be a priority. Saving the company and fulfilling the Kickstarters was. In the end, I think we did ok.
    15 points
  45. The RuneQuest Starter Set is coming soon! Sign up with the link below and by Issaries, you will receive an email as soon as it is available to order: https://www.chaosium.com/runequest-get-the-starter-set
    14 points
  46. Here's an interesting late Second Age document that I find deep in the Library of Nochet. Although it was written in Theyalan, I suspect it is of Jrusteli origin, given its materialist nature. THE AGES OF THE WORLD 1. All was Darkness and Water. Then came Earth and Aether. 2. Earth formed a perfect lozenge floated atop the water, rooted or pillared to the ancient base of Darkness. At first there were only gods, but later came life - algae, prokaryotes, arthropods, and fish. 3. Earth became irregular as it grew faster in some areas than in others. Flamal was born and plants grew atop the earth, followed by arthropods, and then by the first amphibians. 4. The Spike grew in the center and the first River flows uphill onto land. General mixing on surface world of elements. Other mountains are grown or made at this period. Reptiles rule the land, and True Dragons nest. Grandfather Mortal created. 5. Intense light begins above the Spike and grows in brightness. The first birds appear. 6. Sky encircles all the earth. Yelm rules the north, Lodril the south. Flowering plants appear, and insects flourish. Giant reptiles dominant. 7. Ratites and other great birds proliferate. Growing conflict among gods. Age ends with Yelm slain by Orlanth. 8. Storm gods dominate. Seas drop, many clouds, and more rivers. Mammals become dominant land animal. Conifers proliferate. First trolls appear on surface. 9. A predatory age. Valind conquers much of the world. Daga, Mallia, and Ragnaglar are big leaders. Trolls are very powerful. Brithos persists. 10. First Chaos gods appear. Age ends with the destruction of the Spike and departure of the Lightbringers. 11. Age of Chaos. Mortal revival and resurgence. Increased victories against Chaos, including I Fought, We Won. 12. Age of Time. The Dawn. History begins.
    14 points
  47. Continuing with what happened in Sun County after the Cradle debacle... A MEAGRE HARVEST - 1621 Shunned by Zola Fel and with prayers that ran flat, the farmers of Sun County brought in a meagre harvest that foretold a hungry winter. Count Solanthos ordered village headmen across the County to gather together all available grain, but the corn yield was further diminished by the widespread secret cultivation of the banned narcotic hazia. Although the Guardian of Sun County, Vega Goldbreath, led strenuous efforts to stamp out the illegal trade, hazia seemed to be the only crop that thrived in that blighted year. Fell omens continued to plague the dreams of the Light Keeper, Gaumata the Strange. Gaumata saw bare fields and dry rivers, an unyielding cold, and a gnawing hunger. To his horror, the Sun Dome temple itself was cracked and defiled, and overrun with ravenous ghouls. Always in his dreams Gaumata saw as the source of evil a subterranean pool, surrounded by ghostly trees thriving on darkness. Much disturbed by these omens, and at great expense in pure gold and salt, Gaumata dispatched Lord Belvani and Porthor the temple cellarer to the Paps. There they purchased what meat animals they could from the Sun Dome’s tribal allies. Meanwhile, Etyries merchants in Pavis were bemused and overjoyed when Sun County’s trade representative, the Lokarnos priest Thandren Clubfoot, bought up all the supplies possible, and at a significant premium. As Dark season 1621 approached, Gaumata took some comfort that the granaries, storerooms, and cellars of the Sun Dome Temple, at least, were well stocked for whatever lay ahead...
    14 points
  48. The first one went down well, so as a small reward, here's Nick Brooke's Gloranthan Manifesto, Volume Two: The Moonson Apocrypha. Sixty more pages of miscellaneous, mostly-Lunar stuff, with about a dozen pages of Life of Moonson-related "Notes" at its core which Facebook (wisely?) decided nobody would ever want to find again. The personal end-bits this time are a selection from my #RPGaDay social media posts. As before, this is released free under Chaosium's generous Fan Material Policy, apart from a few longer quotes which I requested and received permission to include. If you've been following my work avidly for decades, you've probably seen most of this already. Also, thank you! Gloranthan Manifesto - Volume Two.pdf
    14 points
  49. Chaosium congratulates sculptor Eric Vanel! His depiction of Gloranthan heroine Jar-eel the Razoress, cast in bronze in the 'heroic nude' style of classical antiquity, has been selected for the Salon des Artistes Français 2021. The Salon was established by King Louis XIV in 1667, with the Société des Artistes Français holding annual exhibitions since 1881. This year's exhibition in Paris has been cancelled due to the pandemic, but you can find Jar Eel among many artworks of very talented artists in the virtual exhibition here: https://www.artistes-francais.com/catalogue-salon/
    14 points
  50. The Red Book of Magic is its own book, and not the second volume of the Cults slipcase set. The two volumes of the Cults book will be about 400 pages each, and just contain cults and related material.
    14 points
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