About Me
09 September 2025
Shipwreck from Antiquity
05 September 2025
nuRQ - Important News
This is from social media, so I guess it’s OK to share it.
Update on the new RuneQuest
An update on the work on a new edition of RuneQuest. Thanks to the countless hours of playtesting, feedback, and revisions, we’ve realized that we need more time to keep developing a new edition. Consequently we're pushing back the estimated release date to 2027 at the earliest.
However, all that work has made clear to us that the existing RuneQuest rules can be presented in a far more concise and clear manner. The process has also helped us identify where the existing rules need to be clarified to make it easier for newcomers to learn the game mechanics and for us to make VTT adaptations.
So without further ado, what we are going to do is release a Revised RuneQuest core rule book. This will be significantly shorter than the existing RuneQuest: Roleplaying in Glorantha core rule book—about a third the size. Combat rules are cleaned up, and the rules are far clearer and better presented than in RuneQuest: Roleplaying in Glorantha. This book will include a Bestiary, and will focus on Sartar, Prax, and the Big Rubble.
In the meantime, we will continue to roll out new releases for the RQG line; stay tuned for some exciting announcements!
20 August 2025
Vampires and Glorantha
Why? Well, because as a mythical creature, the vampire only appeared in European literary fiction in the 18th century. It’s a creature from the modern era, not from Antiquity, and not even from the Middle Ages. I actually even found vampires lame in D&D.
But we can fix this, because mythical creatures feeding on the vital fluids of the living have been present in myth and legend since... forever. However, their depiction is in stark contrast with the ‘charismatic villain’ type popularised by Bram Stoker’s novel and by classic horror film. Vampire-like creatures from antiquity are almost invariably monstrous and repulsive, resembling ghouls rather than European aristocrats.
Given Chaosium’s current art direction for Glorantha, much more inclusive of non-European influences, I would like to suggest the following as alternate inspiration for the vampire:
First and foremost, the vetฤla, a class of spirits in Hindu mythology that live close to charnel grounds and that can take possession of dead bodies as vehicles for movement. These animated corpses then cause mischief in nearby villages.
Bhairava is the god of vetฤla. As with many fearsome South Asian deities, he is not ‘evil’— his frightening appearance may indicate that he is a fierce protector of the faithful or that he teaches how to transform anger or hatred into understanding. This being said, the way he is depicted can be a source of inspiration for the ‘new’ Gloranthan vampire, in line with the current art used in the game.
| Bhairava |
Second, the strix of Ancient Greece. It was a monstrous bird that fed on the blood of children [hence the D&D ‘stirge’].
27 July 2025
RuneQuest 90s (Part One)
Now obviously I cannot read Japanese, but I have this magic item called ‘Google Lens’ that does miracles to understand what is written in that book.
A bit of context first. While the rest of the world, in the late 1990s, was experiencing a dearth of RQ products, Japan had its very own edition of RQ, with a new set of rules, and a slew of supplements.
Since I only have the core book, this post will concentrate on it: ©1992, 160 pages, perfectbound, with apparently everything needed to start playing (so kind of like RQ2).
Summary of the book (note that these are the English-language headings of the chapters):
1. Introduction
2. Character Generation
3. Basic Laws of RuneQuest
4. Melee Combat
5. Power of Spirit & Rune
6. Character Development, Natural Damage, Large Scale Movement, Item Pricelist, and others
7. Game Masters Guide
8. Creatures of Glorantha
9. Introduction to Glorantha or Gate to the Dragon Pass
10. Wings of the Wind [an introductory scenario]
I will try to delve deeper into some of these chapters using my magic item.
Character Generation
Characteristics are the usual 3D6, except INT & SIZ, 2D6+6.
HPs are CON+SIZ halved, MPs are equal to POW, damage bonus is also the usual.
Then choose a cult from the list that starts on page 21.
The cult you choose will determine the skills, equipment, and spells you start with.
Skills: The base percentage of each skill is either INT% (knowledge-based skills) or DEX% (athletic skills). Then for each skill from the cult list, add +40%. Finally, choose three skills from outside your cult list and add +20%. Cults with a ‘*’ cannot be selected in this way.
Spells: An adventurer starts with 2 Spirit Magic spells from the ones available in their cult description.
Cults are listed from page 21 on, they are: Orlanth Adventurous, Yelmalio, Humakt, Storm Bull, Odayla, Bebeester Gor, Issaries, Chalana Arroy, Donandar, Ernalda, Lhankor Mhy, Lanbril, Eurmal.
That is all! Nice and easy. No encumbrance, no fatigue, no useless bookkeeping.
I like Issaries, so let us have a look at the Issaries cult:
Cult - Issaries is worshipped by people who are involved in travel and business. There are many types of faithful, such as shopkeepers, merchants, and monks. They are known for their shrewd negotiation skills and their ability to travel far and wide. They are at their best in negotiations and bargaining siruations. There are temples to Issaries in every city of Dragon Pass.
Myth - In the Gods Age, Issaries was famous for his great wisdom and his extraordinary talents. When the world was destroyed, Issaries was heartbroken so he accompanied Orlanth on a journey to Hell to rescue the Sun God Yelm. Issaries became the eyes and ears of the Lighbringers, guiding them to a successful journey.
Enemies and allies - The followers of Issaries, who govern communication, make no enemies. The followers of Etyries, the Lunar goddess of trade, are rivals with Issaries.
Runes - Harmony, Issaries, Movement.
Symbols - Quarterstaff, Mule.
Skills - Two-handed weapon attack, two-handed weapon parry, Speak Tradetalk, R/W Tradetalk.
Spirit Magic Spells - Mindspeech, Mobility.
Rune Magic Spells - Spell Trading, Lock, Passage [Rune spells are listed because there is an optional rule that lets you start with Rune Magic].
Equipment - Quarterstaff, knife, soft leather armour, sacred items (pen and two parchment scrolls), goods worth 200-2000 L (to be determined with the GM), blanket, waterskin, backpack, tinder and flint, 7 days worth of preserved food.
24 July 2025
NuRQ Scope and Logo revealed?
![]() |
| click to enlarge |
- You can see a fighter/adventurer type looking at a vast ruin: the default setting for NuRQ is going to be the Big Rubble, and the PCs are going to have adventures in ‘dungeons’ that they are going to loot...
17 July 2025
Death in RuneQuest
Whilst preparing the lastest episode of Runecast and researching through the various rule books and supplements, I realised that the rules of RuneQuest - Roleplaying in Glorantha were not crystal clear in terms of when it is, exactly, that a character dies.
First of all, and contrary to what happens in a lot of TTRPGs (especially fantasy ones, in which combat plays such a predominant role), there is no section titled ‘Death’ in the Combat chapter or ‘Character Death’ in the Adventurers chapter.
You have to read the non-emphasised text beneath the ‘Attributes’ heading of the Adventurers chapter of the core book (page 55) to find the following:
When your adventurer has taken sufficient damage to surpass their total hit points, they will die at the end of the combat round.
(Which is a very convoluted way of saying that the adventurer dies when their hit point total reaches −1 or below [not 0, because of “surpass”]). Honestly, I would have expected a side bar or something similar to make sure how a character dies is crystal clear to anybody who is reading the core book. And by the way, why restrict this to ‘adventurers’... NPCs and monsters will die at the same threshold. Also this is contradiction with the Starter Set, which specifies that a character “dies at the end of the melee round if the total hit points are equal to or less than 0”.
Of course losing all their total hit points is not the only way your player character might die in a RuneQuest game. Excess damage in a vital hit location is probably the main cause of death among RQ adventurers. But to get this kind of information you have to read on and reach the ‘Damage’ heading of the Game System chapter (pages 146-149), to find the following:
p147: Damage Equal to or More Than the Location’s Hit Points
- Abdomen: If not healed or treated with First Aid within ten minutes, the adventurer bleeds to death.
- Chest: The adventurer bleeds to death in ten minutes unless the bleeding is stopped by First Aid.
- Head: The adventurer is unconscious and must be healed or treated with First Aid within five minutes or they will die.
p148: Damage Equals or Exceeds Double the Location’s Hit Points
- If the head, chest, or abdomen suffers more than twice as much damage as the adventurer has hit points in that location, the adventurer becomes unconscious and begins to lose 1 hit point per melee round unless healed or treated with First Aid.
p148: Damage Equals or Exceeds Triple the Location’s Hit Points
- A head, chest, or abdomen hit for three times as much damage as the adventurer has hit points in that location results in instant death.
13 July 2025
French-Language RuneQuest Podcast
I believe I havenสผt mentioned it yet, but myself and fellow Gloranthaphile Dasfynx have started a French-language podcast about RuneQuest and the world of Glorantha, called Runecast.
There are quite a few episodes online already, with a significant variety in the topics weสผve addressed.
19 June 2025
Hero Quest ‘Rules’
28 May 2025
News from Chaosium Con, UK
Don’t be fooled by the title, I did not go to Chaosium Con, UK. However, several of my friends did, and there’s a video of Jeff Richard’s panel available on YouTube.
I get conflicting impressions from all this. The new RuneQuest rules were not supposed to be a new edition, see my earlier posts and everything that has been shared on social media by Chaosium since February 2025. The general idea I could gather via FB & Discord exchanges with insiders, or people close to them, was that there would be a “starter set” sort of boxed set to play Griselda-like adventures in the Big Rubble, and that this could lead to people either being content of limiting themselves to this style of gaming or transitioning to RQ:G. However, the latest posts on social media and my private exchanges with friends who went to Chaosium Con are leading me to think that NuRQ will be a new edition indeed.
The following new books have been announced at Chaosium Con, all for the new rules, and apparently targeting H1 2026:
- Core NuRQ rulebook
- Gamemaster’s handbook (containing a bestiary)
- A four-part Pavis-based campaign
- Player aids, cardboard standees, etc.
Honestly, these look like the perfect set to launch a new edition. And if the four-part campaign is the one that Robin D Laws had been working on before COVID, it’s going to be ace.
27 May 2025
Nu Tunnels & Trolls — A First Glimpse?
14 May 2025
Kralorela Q&A
Q: Why doesn’t Godunya do anything against Can Shu?
A: Ignorance is part of the balance of the universe. And at least it’s controlled where it is [in Chern Durel]. If Can Shu were to be crushed, who knows where Ignorance would re-surface... maybe in Kralorela itself?
Q: What is the procedure to find a new emperor?
A: Who knows? There isn’t anybody left around from the last time this happened!
Q: I want to know more about Orathorn.
A: It will be in the 13th Age in Glorantha Sourcebook.
[Well, I’ve just checked, and except for a paraphrase of what we already know about the Nights of Horror from the Guide to Glorantha, there is absolutely nothing new ☹️]
11 May 2025
RuneQuest Stat Blocks
RuneQuest is a wonderful role-playing game (for me it is even the best RPG ever) but one aspect of the game has to be recognised as a pain: its stat blocks. For the gamemaster, RuneQuest’s strength — ‘monsters’ are as lovingly detailed as its player characters and have the same characteristics — is also its weakness, as each opponent has to be painstakingly statted.
Obviously, and since the very beginning of RuneQuest’s history, NPCs’ and monsters’ stat blocks have tended to be reduced to whatever is indispensable to run an adventure.
Let us have a chronological look at them.
FANGS and FOES (1980)
These were collections of randomly-generated NPCs for the unprepared gamemaster. The general aspect of the entries was as follows:
where Def was the RQ2 skill of Defence (which has disappeared in all subsequent editions), T.F. was the Treasure Factor, ENC the Encumbrance (standard/maximum), Spl SR the spell strike rank, and the three labelless numbers the sum of the DEX and SIZ SRs, the attack bonus, and the parry bonus (which could be different at the time). The rest is self-explanatory, with an emphasis on combat statistics: localised hit points and weapon stats.
My Opinion: There’s a lot of information in a very compact stat block. It is excellent for its purpose (a catalogue of randomised NPCs), but I wouldn’t use this format in an adventure.
RQ2 SCENARIOS
Let’s use Snake Pipe Hollow as an example. Here is one of the adventurers the PCs may encounter while exploring the caverns of Chaos.
This is much more readable than the stat bloc from Fangs/Foes, because it’s not as curt, and it seems like it is giving more information. The info provided, however, is pretty much the same. The only extra entries are Languages and Magic Items, and there is a ‘Treasure’ line instead of a Treasure Factor.
My Opinion: As a stat block, it uses up a lot of real estate on the page. I don’t think it’s better than the curt Fangs/Foes format. For a gamemaster in a hurry, however, I must recognise that it is important that the stat block be readable, and in this aspect it’s better than the Fangs/Foes template.
RQ3 SUPPLEMENTS
RuneQuest 3 started a policy of making a difference between important NPCs, who sometimes get several pages of description, and unimportant NPCs, who get a treatment similar to what was the norm in RQ2, e.g., to use an example from the RQ3 edition of Snake Pipe Hollow:
This is similar to the RQ2 treatment, except that the hit location chart has its own space between the characteristics and the weapons block.
My Opinion: Differentiating between important and unimportant NPCs is good. For the latter, however, I still think too much real estate is being used.
RUNEQUEST: ROLEPLAYING IN GLORANTHA
After a long hiatus, RuneQuest returns to us in 2018 in its fourth Chaosium edition. With the addition of Runes and Passions, the basic NPC template has had to accommodate these new entries, of course. Depending on the supplement, the basic NPC template alternates/hesitates between these two formats:
| from RuneQuest: Gamemaster Adventures (CHA4029) |
| from Lands of RuneQuest: Dragon Pass (CHA4037) |
These formats provide pretty much the same information as in the older editions, with the addition of Runes, Passions and Ransom.
My Opinion: I think the bottom example is quite good: all the characteristics are on the same line, and the attributes, being to the right of the hit locations block, do not take up any extra space. The second template tries to optimise the space it uses up on the page, but I still think it could be reduced.
MY RECOMMENDATIONS
OK, it is good to criticise, but it is better to provide solutions, and I can hear you all saying “Awright, smarty pants, how would you do it?”
Well, here are my recommendations.
Major NPCs
For major NPCs, the gamemaster needs to have a maximum of information available under their eye, because the slightest oversight could ruin an encounter. Here is how I typically describe major NPCs:
NPC Name
Male/Female, Species, age XX, from //place, member of //organisation,
initiate of //cult
STR XX CON XX SIZ XX DEX XX INT XX POW
XX CHA XX
Hit Points: XX Move: 8
DEX SR: X SIZ SR: X
Runes: list all Runes in alphabetical order with their value, e.g. Air XX%, Death XX%, Fire XX%, Stasis XX%, Water XX%.
Rune Points: 3 (Cult)
Rune Spells: All common Rune spells plus Catseye, Command (Hawks), Sunbright.
Magic Points: XX
Spirit Magic:
Co-ordination (2), Lightwall (4), Multimissile 2.
(variable spells have their value
without parentheses)
Spirit Combat Damage: 1D6+1
Passions: list all Passions in alphabetical order with their value, e.g. Devotion
(Yelmalio) XX%, Hate (Trolls) XX%, Honour XX%.
Reputation: XX%
Armour: heavy scale hauberk (5 pts.), plate greaves and vambraces (6 pts.),
closed helm (5 pts.).
(name each piece of armour and indicate the corresponding armour points)
Skills: list all Skills in alphabetical order with their value, e.g. Battle
XX%, Climb XX%, Cult Lore (Yelmalio) XX%, Dodge XX%, Homeland Lore (Sun Dome
County) XX%, Listen XX%, Move Quietly XX%, Scan XX%, Spirit Combat XX%, Track XX%,
Worship (Yelmalio) XX%.
Languages: list all language skills in alphabetical order with their value, spoken
first, read/written last, e.g. Firespeech XX%, Heortling XX%, New Pelorian XX%,
Praxian XX%, Read/Write New Pelorian XX%.
Ransom: XXX L
Right leg 1-4 6/6
Left leg 5-8 6/6
Abdomen 9-11 5/6
Chest 12 5/7
Right arm 13-15 6/5
Left arm 16-18 6/5
Head 19-20 5/6
Weapon % Damage SR PTS
Short spear 45 1D6+1+1D4 6 10
Dagger 45 1D4+2+1D4 7 7
Medium shield 35 1D4+1D4 7 12
Composite bow 50 1D8+1 2 7
Minor NPCs
The information needed for minor NPCs corresponds more or less to the two RuneQuest: Roleplaying in Glorantha examples above.
Typical XX
Member of //organisation | initiate of //cult
STR XX CON XX SIZ XX DEX XX INT XX POW
XX CHA XX
Hit Points: XX Move: 8
SR X (DEX: X SIZ: X)
Runes: list only the major Runes, in alphabetical order with their value,
e.g. Air XX%, Death XX%.
Rune Points: 3
Cults: Orlanth Adventurous, Humakt
(list the most common cults for this kind of NPC)
Rune Spells: All common Rune spells plus Leap 1+, Shield 1+.
Magic Points: XX
Spirit Magic: Bladesharp 2, Heal 2, Protection 2.
Passions: list only the major Passions, in alphabetical order with their
value, e.g. Honour XX%, Loyalty (city militia) XX%.
Armour: heavy scale hauberk (5 pts.), plate greaves and vambraces (6 pts.),
closed helm (5 pts.).
Skills: list only skills above 50%, e.g. Battle 55%, Climb 90%, Cult
Lore (XXX) 75%, Dodge 75%, Homeland Lore (New Pavis) 60%, Listen 70%, Scan 65%,
Track 85%.
Languages: Speak Heortling XX%.
Treasure: XX
Ransom: XXX L
Location D20 Armour/HP
Right leg 1-4 6/6
Left leg 5-8 6/6
Abdomen 9-11 5/6
Chest 12 5/7
Right arm 13-15 6/5
Left arm 16-18 6/5
Head 19-20 5/6
Weapon % Damage SR PTS
Short spear 45 1D6+1+1D4 6 10
Dagger 45 1D4+2+1D4 7 7
Medium shield 35 1D4+1D4 7 12
Composite bow 50 1D8+1 2 7
Very Minor NPCs/Mooks
Jondoe the NPC
POW 11
Hit Points: 12
Armour: such and such (3 pts.)
Combat: Uses a <weapon> at XX%, at SR 5, does 1D8+1D6
damage
Magic: Has XXX, XXX, XXXX. Will cast XXX to raise his
<weapon> to XX% before entering mรชlรฉe.
Comments: I like how I present information for major NPCs and for mooks. Everything needed to run an encounter with a major NPC is there. For mooks, it is just the bare bones. No localised hit points are indicated because, say, if the mook has 12 hit points it is likely that the GM has a screen that breaks this down into how many hit points each location has. Also mooks would often have the same amount of armour protection in each location.
On the other hand, I am still dissatisfied with my ‘Minor NPC’ stat block... it is still too large. I guess I could reduce the information for hit locations, armour and weapons (weapon hit points, for instance can be found on the GM screen).
Suggestions are welcome!
19 March 2025
Nu RuneQuest − Habemus nomen!
28 February 2025
Nu Tunnels & Trolls
13 February 2025
Mike Mearls About the New Rules
10 February 2025
Nu RuneQuest
New RuneQuest?The cat is out of the bag! Mike Mearls, Jason Durall, and I have been secretly working on refining and streamlining the RuneQuest rules for the better part of a year! The rules are in final playtest (and any playtesters present please do not comment on them publicly until we give the word). And man we are EXCITED! Loads more info very soon, so watch this space.But sharp eyed folk might want to carefully review some of my posts over the last year!
12 January 2025
Tunnels & Trolls Back in 2025?
Remember? Two years ago, Rebellion Unplugged purchased the Tunnels & Trolls licence from Webbed Sphere who were idly sitting on it.
We haven’t heard much since; however, a few days ago, Rebellion Unplugged posted the following on Bluesky:
2024 is drawing to a close but we're already looking ahead to 2025. We see big, big things on the horizon that may change TTRPGs forever... Illustration by @nathanandersonart.bsky.social
— Rebellion Unplugged (@rebellionunplugged.bsky.social) 20 dรฉcembre 2024 ร 11:45
[image or embed]
That sounds rather... bombastic, but here’s hoping.







