Can somebody tell me about Runequest setting?

Steverooo said:
Glorantha is a highly magical world, centered (more or less) on the Dragon Pass area. It is lousy with godlets and demonlings, and every orphan child is a member of some cult or another, and knows several "battlemagic" spells. Each spell temporarily reduces your POW (Will Power), and since a Human will have 18 points, maximum, to start... Magic is both more common, and less powerful, and you will quickly run out of POW (which, incidentally, is what you use to resist magic, as well).

Glorantha is a Bronze-Age world, although "Bronze" isn't really bronze, "Iron" isn't really iron, "Aluminum" isn't really... etc. "Bronze" is mined directly from the bones of dead godlets, as "power crystals" are their blood. Various metals have certain cult allegiances, and can be used by Priests and "Rune Lords" of associated cults, enchanted with certain powers.

"Iron", for instance, is tougher, and suppresses magic ability, except in Priests/Lords of certain cults who have permanently sacrificed POW to be bonded to their gear...

RuneQuest revolves around gaining the prerequisites to join some deity or another's cult, and gain access to their "runes". Becoming a Lay Member is generally pretty easy. Then you can receive training in certain skills, weapons, learn some battlemagic, etc. As you advance, you can gain skills and become a Rune Lord (when you have POW 15+ and five or more skills from the cult list at 90%+), or you can increase your POW to 18+ and become a Rune Priest, and begin permanently sacrificing points of POW for reusable "Rune Magic", which is stronger than battlemagic.

There are many different cults, basically one for EVERYTHING! Sailor-godlets, cults of terror, cults for nomadic wanderers, cults for bards, etc. By becoming a Rune Lord or Priest, you gain a rune, and have basically finished the "quest" for the "rune". Of course, each cult also has "spirits of retribution" to harass those who leave the cult...

Glorantha, being a magical world, has many different forms of magic. Pretty much all cults have access to battlemagic and Rune Magic. There is also sorcery, which works differently, and has its own rules. The wizards from the isle of Brithini use this.

Most "gods" have likes and dislikes. Chalanna Arroy, for instance, is the goddess of healing. Lay membership gives you the ability to get free food and a place to sleep, whenever you need it, but not a lot else. Her temples will teach you skills like first aid at half price, unusual stuff like find healing plants, and generally won't do weapons training. They would teach you non-lethal spells like Befuddle or Sleep, but not ones like Sharpen (a weapon-enhancer), and even if you knew it, you'd forget it, after joining the cult!

Orlanth, the storm god, has his cult divided up into three parts, even! Orlanth Rex is the godling of Kings, Orlanth Adventurous the one favored by adventurers, and... (I forget the third... Thunderous?) is the storm aspect. Rune Magics relate to each branch.

While some Rune Magics are available to all, each cult has its own special versions. Only Chalanna Arroy's cultists can use the healing Rune Magics, and only Orlanth Thunderous' Rune Priests can use his storm Rune Magics. Some even have their own battlemagics, such as Chalanna Arroy's Sleep.

Every cult has its myths. Chalanna Arroy, for instance, invented the Befuddle spell (similar to confusion) in order to end combats without anyone getting hurt. She taught it to others, who then used it to "soften up" the enemy before entering into combat! Because of that, the Sleep battlemagic isn't taught to anyone but cult members!

Each cult restricts some skills, etc. (You can learn them, but at twice the price), teaches ones associated with their godling at half cost, and might even ban others. Joining a cult will pretty much decide what you become.

Glorantha is not your standard fantasy world. This world was created by its gods, and they more directly affect it than a typical D&D world. Also, the dragons and their kin (the dragon newts) have played a major hand in history, such as the "Dragonkill War").

One of the strongest races on Glorantha are the "men of darkness", AKA Trolls. They have better stats than Humans. They would rule the world, if not for Nysallor/Gbaji having cursed their race for failing to aid him in an ancient battle. "The Trollkin Curse" makes most trolls born today be small, stunted, and weak.

Another ancient race is the Dwarves, men of the stone. There are also the elven races, men of the plants. They, dryads, pixies, etc., are vegetables, in this world. :p

There are also the ducks... While pixies were invented by the godling of Elves, in order to make his Lady smile, the origin of Ducks has never been explained, so far as I know... (I think it was stolen from a certaincomic book, myself!)

There are also certain chaos monsters, such as Jack'o'bears (look like bears with the heads of Jack'o'lanterns), Walktapi (looks like a man with an octopus in place of his head, and regenerates worse than a troll!)

All of these races are woven together into stories of the "Godtime", where ancient fueds were started, and still held against each other by worshippers of the various godlings to the present day...

Orlanth and the Sun god (whose name I forget) started a fued when they were born. Eventually, Orlanth invented the "New Power"; death, and used it on the sun god... So the sun god died, and went to the underworld, leaving the world in darkness...

Now the underworld was where the Trolls (Men of Darkness) lived, and the sun coming there was MOST unwelcome. So they left, travelling to Glorantha, which was experiencing The Great Darkness... Meanwhile, a group of Humans known as the "Lightbringers" were on a quest to rescue the dead sun god from the underworld. After too many trials to write about, they convinced all the godlings to join in "The Great Compromise", and hence the world where the sun is in the sky half the day, and in the underworld all night...

Lots of stuff like that, in Glorantha. Mythology IS History, and grudges are held to the current day. Much of the trouble between Elves and Dwarves, for instance, was really caused by Varanarra the Hurler (a Troll). The three races always seem at war with one another.

Genertela is the continent upon which sits Dragon Pass. The Pass is one of a very few ways to get through the Rockwood or Rockwall mountains (Joe Myth, the famous Trader, knows another!) To the north are the lands of the stoneage Balazarings, and to the south the Plains of Prax, where nomads live and the great cities of Pavis (and the "Big Rubble" of an older version) sit. South of that, the River of Cradles (named for the Giants' cradles that sometimes appeared there) flows into the sea (past another great city, whose name I forget).

South of Dragon Pass, but west of Prax is Sartar, which has been invaded by the Lunar (think Roman) Empire. One of the heroes of the Hero Wars is the prince of Sartar, leading the revolt. Another is Cragspider, a witch who worships the spider godling.

Far to the east of Prax is the great desert, where the bones of the godling Genertela (for which the continent is named) lie. The great "Desert Trackers" of Issaries try to recover every scrap of skin, bringing them back here, in the hopes of reviving him... assuming they can survive the storms of copper dust, the desert, and whatever lives there...

Even further to the east, beyond the desert, are the mysterious eastern (oriental) lands. They have their own beliefs, and legends. "Dragon Magic" is very popular, there.

Glorantha is shaped a bit like a lozenge, and the farther north and south you go, the closer you come to an elemental "pole". Goin north through Balazar, the Elder Wilds, and the lands of the Horse Barbarians, you eventually come to a world of snow and ice, where ice demons roam the land. Going further north increases the cold.

Northwest of Dragon Pass is the Lunar Empire. It has many different parts, some of which are heavily choked by chaos. Since the Red Goddess of the Lunar Empire embraces chaos, things like the Crimson Bat are allowed here. This sets Sartar (and most of the rest of Genertela) on end, as they hate all aspects of chaos.

Far to the west of there, off the shores of the continent, lie the lands of Brithinni, where gods hold no sway. Their Magocracy drains the POW of the peasants to feed the sorcery of the rulers.

The oceans of Glorantha were closed for a very long time. Some godling learned a spell of opening, and swam to Genertela, where he taught it to the god of sailors. It is now a guarded secret of their cult, and no one can pass the seas without making use of it.

Across the seas, to the south, lies the continent of Kralorela (if I spelted it right), which is a jungle continent. As one goes further south, ones reaches the burning desert, which would eventually lead to the Burning Pole (if you could survive to get there). This is the antipodes to the "Cold Pole" of Genertela's far north.

There are many other tales, cults, places of interest, saga, and tales in the making. I have never seen the HeroQuest game, but I have seen ads for it since the 1980s... Supposedly, it is supposed to allow "Rune Level" characters to enter "The Godtime" and participate in the various myhtic stories of the god they worship.

Perhaps someone who has seen the game can pick it up, from there...

Wow thanks for the overview Steveroo - the setting sounds wonderful! (even if the names are a bit dorky!)
 

log in or register to remove this ad


tetsujin28 said:
It only really existed as in-house documents, and was run at cons by Greg Stafford and Bill Dunn, amongst others. It was basically 'super-Rune Quest', using a modification of the Pendragon system in its later incarnations. Greg wasn't very happy with it. People did try to cludge stuff together based on character sheets and whatnot, but trying to read Greg's mind is a tricky business ;-)


Not completely true. the current Glorantha roleplaying game is called Heroquest and is publish and distributed by Issaries inc. through Steve Jackson game.

It is not the pendragon/RQ version you are talking about but a second edition of the herowars game created by robin law.

And Greg is NOT the end all, say all for glorantha anymore.
 

Maldur said:
Not completely true. the current Glorantha roleplaying game is called Heroquest and is publish and distributed by Issaries inc. through Steve Jackson game.

It is not the pendragon/RQ version you are talking about but a second edition of the herowars game created by robin law.

And Greg is NOT the end all, say all for glorantha anymore.
Primus:You mis-read what I stated. I stated that there was a pre-Laws version, called HeroQuest, that never got published. This is a fact.

Secundus: It was in fact a version of super-RQ/Pendragon.

Tertius: Greg not being 'the' authority for Glorantha has, IMHO, diluted the material and resulted in vastly inferior background. None of the newer writers are as talented as Greg, resulting in a wishy-washy pastiche. YGMV.
 
Last edited:

tetsujin28 said:
Primus:You mis-read what I stated. I stated that there was a pre-Laws version, called HeroQuest, that never got published. This is a fact.

You missed the second paragraph where Maldur said pretty much exactly that.

"It is not the pendragon/RQ version you are talking about but a second edition of the herowars game created by robin law." (my emphasis)

Secundus: It was in fact a version of super-RQ/Pendragon.

Is this anything to do with the 'Pendragon Pass' notes I've seen knocking about on the net? Interestingly, the core resolution mechanic of HW/HQ shows a strong family resemblance to PD's dicing mechanic. The polarity has been reversed (lowest is now always good rather than 'highest that is under the skill level') and the hard cap of 40 has been taken away but these are fairly cosmetic changes.

Of course all the guidance around using the various flavours of contests and the use of Heropoints reveals a different, more Laws-like, philosophy of game design and a lot of old-school RPG crunchiness (hitpoints, blow-by-blow resolution, huge lists of kit/spells/stunts etc) has gone by the board, which means that Heroquest is unlikely to appeal to those with more Simmy or Gamist tastes - those interested but reluctant to shell out for the rules on spec can download the a rules synopsis and some other freebies from Issaries to see if the rules will appeal. There's also a whole heap of web-based material at Lokarnos (lokarnos.com) for those who want to dig deeper into the world itself.

Tertius: Greg not being 'the' authority for Glorantha has, IMHO, diluted the material and resulted in vastly inferior background. None of the newer writers are as talented as Greg, resulting in a wishy-washy pastiche. YGMV.

Can't really talk to the quality of historical vs current glorantha material. I've picked up a bunch of the recent books (from Issaries and Unspoken Word chiefly) and it seems pretty good, but I never saw much of the stuff put out when RQ was in its pomp, so I don't have a comparator.

Regards
Luke
 

trancejeremy said:
Ducks! It's got anthromorphic ducks, like Donald, Scrooge, Webigail, Hewey, Dewey, Lewey, Launchpad, etc.

Seriously (while that is true, it does have ducks), it's one of those games that you ever love or 'eeeh'. I thought it was sorta ancient celtic-ish in feel. Didn't do much for me, because it's sort of an artsy sort of setting.

The ducks are a particularly good shibboleth. If the idea of anthropoid ducks strikes you as amusing or even charming, you'll probably really like Glorantha. If the very thought of duck PCs makes you want to vomit, you'll probably want to stay far, far, away.

Me, I don't find Gloranthan ducks any more offensive than, say kender or *shudder* tinker gnomes. In fact, I even did a 3.5 conversion for a one-shot game:

http://home.gwi.net/~rdorman/frilond/rul/dm/duck.htm
 

silburnl said:
"It is not the pendragon/RQ version you are talking about but a second edition of the herowars game created by robin law." (my emphasis)



Is this anything to do with the 'Pendragon Pass' notes I've seen knocking about on the net? Interestingly, the core resolution mechanic of HW/HQ shows a strong family resemblance to PD's dicing mechanic. The polarity has been reversed (lowest is now always good rather than 'highest that is under the skill level') and the hard cap of 40 has been taken away but these are fairly cosmetic changes.
Regards
Luke
Well, Dave Dunham (a friend from back in Santa Barbara) was the one who ran Pendragon Pass. But IIRC, that was after Greg and Charlie Krank had come up with the mechanics for 'Super-RQ'. Those sheets were basically RQ sheets with traits and passions from PD grafted on. IIRC, your percentile skill chance was your RQ skill divided by 10 or 20, since @ 2000% an RQ character always criticals. (Even the mighty Crimson Bat 'only' has c.666% with his eight tongues.) It was a long time ago, so the memories are dim. I might even have a character sheet lying around at home, but that's back in the US.
 
Last edited:

Garnfellow said:
The ducks are a particularly good shibboleth. If the idea of anthropoid ducks strikes you as amusing or even charming, you'll probably really like Glorantha. If the very thought of duck PCs makes you want to vomit, you'll probably want to stay far, far, away.

Me, I don't find Gloranthan ducks any more offensive than, say kender or *shudder* tinker gnomes. In fact, I even did a 3.5 conversion for a one-shot game:

http://home.gwi.net/~rdorman/frilond/rul/dm/duck.htm
Ducks rule because they're tragic. They've got a whole mythology about how once they were grand, glorious beings, but now they're...ducks. Didn't every RQ campaign have a Humakti duck after Runemasters came out?

Now the origins of the duck. Shrouded in mystery, since Greg doesn't read comic books of any form (I know, I've tried). However, the apocryphal story goes that when the Dragon Pass for White Bear Red Moon was being drawn up (and remember, DP wasn't originally part of Glorantha -- that's right, no Sartar, no Lunars, no practically everything that one associates with Glorantha), there was a place called Duck point, that wasn't on Greg's original map. Greg asked, "Well, what's there?" And the answer was, "Well, ducks". I would probably credit Steve Perrin (who's an avid comics reader) or Sandy Peterson (though he came later, IIRC) with making them anthropormorphic ducks.
 
Last edited:

Glorantha is, alongside Middle-earth and Tékumel, one of the greatest of all secondary worlds. Imagine a highly personal setting created by a visionary, well-read, Californian shaman hippy. It's what I call hard fantasy, i.e. put together with great symbolic rigour. The world vibrates with meaning and fun and strangeness.

If you go here you can download samples of the HeroQuest game, including the Introduction to Glorantha chapter.
 

Tonguez said:
So can somebody tell me about Runequest setting?

As I understand it Runequest is a skillbased system okay - whats the setting and is it lower tech than DnD (ie Bronze/Iron age)?

Hitting the high points:
Rune quest has divine magic and arcane magic. Divine magic has few overriding religions but lots and lots of cults with a few dozen to tens of thousand followers. Cults are massive motivation for most players. Arcane casters don't have to deal with the religious restrictions imposed by cults but also don't have the special abilities and support network. RQ cults really were the precursor for the Prestige Class. Give up some stuff, get some special toys with lots of RP.

The world is very, very fractured politically. Too many cults spoil the stew. Think warlords instead of kings.

Magic is everywhere but generally low level. It takes *forever* to be a powerful caster and the odds of survival are incredibly low. The most powerful casters can level a village but few of them exist. Magical energy is used to both power spells and defend against them. In an interesting twist, people with lots of power have trouble hiding because others can sense them.

Spirits are used copiously. Some are called and willingly respond, others are trapped and commanded. Shamans, a cult-less divine caster, do most of the calling with wizards doing most of the trapping. (Somedays nothing beats having an earth elemental bound into your boots that you can keep under control for 30 seconds.)

The races are .... weird. Assume that non-humans are infused with some form of element. Grue are chaotic reverse satyrs (head of a goat, body of a man) that live to spread diseases. Elves are plant-based and their bows are living wood that will die in the hands of a non-elf. Dwarves are very stone fixated and not something I saw played often. Trolls are living warfare, able to eat rock and swing trees, but cursed as a result of their stubborness to have 90% of their populace be wretched, stunted trollkin (the favorite snack of the Troll battle priests). Centaurs tend to be the defenders of nature with just a hint of chaos mixed in.

Dragons are all over the place but not dragons. The mountains and such are actually the dragons and the things you see running around are the dragons' dreams. As such, killing one may eliminate it or it may pop up again in a few years.

Monsters start at typical fantasy then go all scary. Most Gloranthan heroes could be teleported into a Call of Cthulu campaign without noticing a thing. As a "fer instance," the head-hanger is a scorpion like chaos beast that takes the heads of casters, ingests them, and then has it extruded onto a stalk on the beast's back. For about two weeks the head hanger can then tap the head to cast spells the person knew until whatever remaining magical power the person had is gone and the head rots off.

While the materials are sorta bronze-age, the technology is pretty typical middle age. IIRC, plate and chain exist despite the fact that bronze doesn't really make good chain.

Were I tempted to run a RQ-based game, I'd get ahold of one of the older boxed sets with the Glorantha stuff. RQ stats are d20-like and easily converted. Percentage skills are easy-peasy to convert.
 

Remove ads

Top