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Found 160 results

  1. MOB posted this to the Glorantha list, but this really should be here in the RuneQuest Gateway folder! Plenty of info here! ----------- In the spirit of bringing the band back together, Chaosium is delighted to announce that Steve Perrin is joining the design team for Chaosium’s new edition of RuneQuest. "We knew that Steve Perrin’s place at the table, as both the creator and lead author of the original groundbreaking ‘78 and ‘79 editions of game, was a natural fit that harkens back to the genius and originality of RuneQuest", said Rick Meints, President of Chaosium. In late 2015 Moon Design Publications and Chaosium successfully Kickstarted the RuneQuest Classic Edition campaign, a triumphant reissue of the iconic 2nd Edition of the RuneQuest rules and the supplements produced for it: Cults of Prax, Pavis, Big Rubble, Griffin Mountain, TrollPak and many others. “We want to usher in the newest exploration of Glorantha with a tribute to the masterpiece opus of work that has come before. Part of Steve's role is to help insure that this edition contains the best possible game mechanics while maintaining backwards compatibility with RuneQuest 2", said Jeff Richard, creative director at Chaosium. The new version of RuneQuest maintains backwards compatibility with earlier editions, while also containing a number of unique innovations that resonate with Glorantha, Greg Stafford's mythical campaign setting where RuneQuest started and to which it returns. This new edition incorporates Runes directly into both your character and the magic system you use, including their passions and motivations. "The rules reinforce immersion in the setting even more than the original RuneQuest rules did, and ideas experimentally brought forth in Griffin Mountain reach their fruition", said Richard. Seizing this unique chance to get this right, Chaosium has brought in a team of notable game designers to support Chaosium’s rebirth of RuneQuest, including Sandy Petersen (Call of Cthulhu), Ken Rolston (Paranoia, Elder Scrolls, RQ3), Chris Klug (James Bond 007 RPG, DragonQuest) and Jason Durral (BRP, Conan). A special pre-release version of the new rules will be revealed at Gen Con later this year, along with introductory scenario sessions. A wealth of all-new campaign material and supplements for the new edition will follow.
  2. Here are two ideas for Glorantha: 1. "One man in a hundred achieves mastery" 2. "One master equals ten men" They can be taken abstractly, but I'll use concepts from HQ1 to describe them, and the second idea can be applied to game rules.
  3. Version 1.0.0


    The Hanging Garden, Issue No.4
  4. To celebrate some work successes, my wife wishes to celebrate the occasion, by giving me some hobby funds -- with this money I was seriously contemplating picking up the six map pack, ideally to mount on the wall, as well as possibly the 24 map set of the entire Gloranthan world. I wanted to see what the opinions were of the maps, and there usefulness (primarily the 12x18 maps) in gaming, for those who have purchased them. I have searched online and haven't seen much talk of them. I ask as I know the PDF of the Atlas (which I own) are not vector based and using zoom doesn't net the best result. Thanks!
  5. Howdy I'm picking up on a Savage Worlds powered Glorantha game I've been running sporadically (well, twice) and am coming to the end of the old school tour of Duke Raus' lands. So far we've had Agimori, Morskanth, Tusk Riders, Newtlings, animal Nomads, sneering Lunars etc. and the obvious next step is more widespread cult activity and / or Chaos. Specifically Broos. There are Trolls in the Big Rubble and someone needs to rub a Dragonnewt up the wrong way (so to speak). Are there any other big-hitters to get introduced do you think? If you were introducing new people to the setting what else would you bring to the party? What are the key showpieces that you would just have to show the players? We haven't got a five year campaign to burn through or unlimited attention span, so if you were running a game for new players what would you want to get across in say 1-3 sessions that were the really good bits of Glorantha*? * YGMV
  6. With the RQ2 Kickstarter going well, how are Loz and Pete coming along with RQ6 Glorantha ruleset? I don't see any news on the designmechanism website since the GenCon stuff, so hoping that they or Jeff or Rick can give us some idea of how it goes.
  7. The Dead of Glorantha One of the greatest magics in Glorantha is the living body of a person. There are magics to partake from this magic for other purposes – voluntary sacrifice of magical energy, blood, emotions, even pain and death, but also involuntary donations such as a wraith's or vampire's drain of life, a sorcerer's Tapping, or gruesome sacrifice to enemy demons or deities. But the dead still retain quite a bit of the magic that the life person had. Why else would there be head-hunters (besides the Thanatari) or reliquiars of ancestors or heroes? Even in societies that destroy the body (by cremation, exposure to scavenger birds, ritual consumption of the dead by friends and family, or unconserved burials leaving the body to the worms), there are remnants of the dead which can (or need to) be interacted with. Death was introduced to Glorantha via the Sword Story and subsequent branches of that story. Apparently, destruction or annihilation of a person or deity was known before Death entered the world – Umath for instance was shattered into more pieces than could reassemble. However, Death wasn't the end of existence. It only marked the transition to another stage of being. Something important was lost, but there remained enough that was recognizably the former person. One of the most important cultural accomplishments in order to start into Time was the Separation of the Living and the Dead, a feat usually assigned to the Silver or Gray Age that followed the Greater Darkness (for those who recognized or remembered such a period). King Heort did this among the Theyalans, and other Darkness survival heroes did so among their own cultures. Even after this separation, the dead didn't simply disappear, but they were excluded from the activities of the living for most of their existence (time). With Death also came Undeath, where the dead prey on the living. The Vivamort (or in Ernaldan myth, Nontraya) myth is a companion of the Sword Story, of sidestepping Death by giving up an important portion of Life. A common tale of horror and woes is the rise of dead bodies that attack their former kin or foes, usually under the influence of some foreign and malign controlling agent. If the dead rise on behalf of their kin/comrades, these actions may be regarded as laudable and beneficial to the community, and not necessarily as undeath. In other places, the dead are made to mimic the actions of the living, or do so out of their own volition – e.g. the Fonritian or Dorastan plantations tended by the dead, or the zombie rowers of Kralori warships. Another not so uncommon occurrence in Glorantha is the prescence of a spirit, shade or other uncorporeal remnant of the deceased, as exemplified by ghosts. Sometimes these are counted among the undead – usually when forcefully attached to some remnant of their dead body – but in other cases they are regarded as restless dead. And not all cultures think that the dead should rest – even the Death fanatics of the Humakt cult accept the continuing service of their comrade's ghost to the cult, although they strongly oppose any case of somebody or something else controlling these ghosts than their cult. Then there are the revenant dead - vampires, liches, draugr, active mummies, or even weirder forms of dead flesh animated by its own spirit/soul/whatever (thinking of the impressive noble undead as seen in Tekumel here), fueled by a self-inflicted or external curse. The different cultures have vastly different ideas about what they are made of, what's important about that, and what changes when they lose Life. The Malkioni regard themselves as embodied intellects and energy, and possibly the impression they make on other minds, including the World Mind. Depending on their school of philosophy, their identity simply disappears (Brithini), enters Solace, enters Joy, or even attains an angelic or saintly existence. Theists say that they are made up of souls (some define their body as one form of their soul), and assign different origins and functions to these souls. They also expect the part of their soul that formed a connection to their god(s) to return to the deity's realm in the Otherworld. (They don't have any problem with that existence to be in different "places" of the Otherworld at once, having experienced the non-linear Godtime themselves in their cultic practices. Hence there isn't a conceptual problem for initiation into multiple cults, either – being in one Otherworld place doesn't preclude a simultaneous existence in another place and/or perception. Illumination makes it clear that these really are perceptions of the Otherworld if viewed from beyond.) The Kralori think of their souls as a unit that goes to the waiting place to join the god/dragon-emperor when he ascends. Animists perceive themselves as part of the spirit world to which they will return after their embodied existence. Possibly to be cleansed of identity, possibly to be reborn, possibly to retain their identity in the company of their ancestors (and after a while their descendants, too). All of these cultures accept that they leave something behind, too, and that the stuff left behind still has some connection to whatever notion of self they have. That's why they have funeral rites or commemoration services, even for absent bodies (like e.g. drowned sailors, victims of "natural" catastrophes, or bodies lost on a battlefield yielded to the victorious side.) All fear the abuse of these remains. I wonder if there is (or was) a culture in Glorantha that had its members turn into a trove of memories (like a book, grimoire, clay tablet, seal, or a crystal storing visual memories, to be left in the care of their surviving kin/company. If the Praxians summon their ancestors to stand besides them in battle, is this viewed as necromancy by their foes? If a dead cultist continues as a cult spirit aiding a living member of the cult, is this sidestepping Death? When a dead hero is manifested by its worshippers to aid them, is this breaching the searation of the living and the dead? When the dead claim the place of the living on those special holy days in Nochet, how do the many non-Esrolians deal with that? And are their own dead – probably having received a funeral service in the manner of their own culture – participating in this parade of the dead? Will smoky bodies of cremated Orlanthi walk in stride with mummified buried bodies of Esrolians, and possibly skeletons picked clean by scavenger birds (in Grazer style), and whatever burial customs the other foreigners in Nochet practice? Would Kralori who expect their dead to wait for Godunya's ascension meet the "rest" of their deceased? How do the Malkioni deal with this (and the proximity of the Antones Estates to their own part of Nochet)?
  8. 138 downloads

    The King of Dykene, Skilfil Heartpiercer, has been informed that some of his people from the Blue Dog tribe in the Northern extremes of his land have gone missing. The normal scouting parties of the Blue Dog tribe have not been able to discover anything useful and the King has decided to hire some adventurers to discover what has happened... Return to Griffin Mountain can be played as a standalone module… However, to make the Games Masters job much easier you should also have the Gloranthan Classics Volume III - Griffin Mountain source book, available from Moon Design. This adventure has been specifically written for Rune Quest 3, but should be fairly easy to convert to any other version of the Rune Quest Role Playing Game system.
  9. As I've stated elsewhere, I'm fairly new to BRP. My aunt however, is not. She started playing RuneQuest in the 80's and with all my talk recently of BRP she is really starting to miss her adventures in Glorantha. I know that she would love to go back. ...and I would love to take her back. Yet, there are a few problems. First, I've been building a world in my mind and on paper ever since I started playing D&D and while it would be great to do some Gloranthan adventures - I prefer to use my own world. (The solution that I have come up with is to link them in some fashion.) Secondly, I know very little about Glorantha; have very little resources about Glorantha; and don't have months of time to read all the many books that I could find. Here is where (hopefully) you guys come in. I do have some information about the world and I've been going over them when I can. This also raises many questions lol. I'm hoping that perhaps you will be able to answer some questions that I have, as well as provide me with other information of importance. Questions: 1. Is there any possible way to travel to Glorantha (magically or otherwise?) It seems like I read somewhere only natural born citizens are able to travel to and from Glorantha. 2. Is the "Second Age" the same as the "Imperial Age"? If so, where can I find information specifically about the Modern/Current Age? (If the history of Glorantha has changed since the 80's I want to introduce her to the current Glorantha) 3. How do you pronounce "Genertela" and "Pamaltela"? 4. Is there any particular castle or landmark of renown throughout the lands? If so, can you tell me a little about it? (This is more about a way to describe to her character where she is (and having the player figure it out) without spelling it out.) That's all I can think of as of right now.. I'm sure more will come in the next few weeks. I hope noone finds my request too troublesome, and rather views it as an opportunity to introduce me to a world that has brought many people incredible joy throughout the years. Thank you, Nakana
  10. While impatiently waiting for the Guide to Glorantha to be finished, I need to go through all my accumulated material to satiate my hunger for more knowledge about the setting. I have decided to start reading HeroQuest – Roleplaying in Glorantha, that is HQ 1st edition (or Hero Wars 2nd ed. depending how you want to frame the issue.) HQ1 rather than HQ2 because the older edition is closely tied to the world of Glorantha and contains a lot of information about it. But I am also interested to learn more details about the system. The rather freeform narrativism does not really appeal to me overmuch; I'm much more into more crunchy, simulationist roleplaying games such as RuneQuest and HârnMaster, (Well, you can argue that HQ is simulationist, it just attempts to simulate literary and visual fiction rather that the cold cruel facts of Real Life™) although it is always good to keep an open mind and try to expand one's horizons. Still, I am mostly interested in questions such as what games like HeroQuest can teach and have taught to GMs and designers of different games like RuneQuest, etc. I posted this in the Glorantha forum because I'm mostly interested applying said teachings for roleplaying in that particular fantasy world, but more general discussion is also appreciated. I should point out that I have not played HeroQuest or any other game in the "Narrativist" school of roleplaying. It is not that I am against it, just haven't had an opportunity (don't go to conventions etc.) I have read quite extensively about the differences between the editions but am also interested in hearing what people think is good and what is not. I prefer the idea that a fantasy roleplaying setting is a living world that goes on whether or not the player characters make anything significant of themselves. That is why I'm not a big fan of the central theme of HQ that the player heroes are the focus of everything, which is, I believe, shown very well e.g. in the pass-fail-cycle mechanism of HQ2. Sure, the PCs are always the focus of an adventures and campaigns, but changing the level of challenges to fit them seems a bit like D&D with levels and such, which leads to all kinds of questions about setting ecology and so on. But I do understand why many people might like something like that. To each his own. One more thing: A question that intrigues me is why would a "freeform" (if that is the right expression) game be better for Glorantha than a more old school approach like RuneQuest. I mean, most of the societies in Glorantha are quite restrictive about how their members must behave and what they can do, so the "You can be anything you want!" -philosophy of HQ doesn't seem a perfect fit. I'm guessing it has something to do with the concept of Heroism: the Heroes of Glorantha are considered to be kind of like cosmic level comic book superheroes who can rise above the limitations of the mortal worlds. I on the other hand prefer the kind of view that heroes are people and as such have their weaknesses and limitations that they must, willingly or not, overcome to become and achieve all they can. So I think I will always find a system geared more towards a human level than a cosmic level preferable. Hope that wasn't too rambling and people will find some points to comment upon and share their ideas and experiences.
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