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 vetāla, 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 vetāla. 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?
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| 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 havenʼt 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 weʼve addressed.







