Rick Meints’ Forward to ๐˜Š๐˜ถ๐˜ญ๐˜ต ๐˜Š๐˜ฐ๐˜ฎ๐˜ฑ๐˜ฆ๐˜ฏ๐˜ฅ๐˜ช๐˜ถ๐˜ฎ (2002): “I find it amazing that virtually all of this material [basically what is contained in the ๐˜Ž๐˜ญ๐˜ฐ๐˜ณ๐˜ข๐˜ฏ๐˜ต๐˜ฉ๐˜ข๐˜ฏ ๐˜Š๐˜ญ๐˜ข๐˜ด๐˜ด๐˜ช๐˜ค๐˜ด] came out within the span of only three years.”

13 November 2012

the Evolution of Gloranthan Runes

I've always loved the sheer beauty and the immediate, evocative power of the Gloranthan runes. I've also found their design, with the clear, thick black line with slightly irregular edges one of the most alluring aspects of Glorantha.

My first contact with Gloranthan runes was obviously with the original 25 runes as presented in the Chaosium RuneQuest 2 rules, viz:
Elemental Runes

Darkness



Water



Earth



Air



Fire/Sky



Moon


Form Runes

Plant



Beast



Man



Dragonewt



Spirit



Chaos


Condition Runes

Mastery



Magic



Infinity


 Power Runes

Harmony



Disorder



Fertility



Death



Stasis



Movement



Truth



Illusion



Luck



Fate


Cults of Prax introduced the following further rune:

the "Issaries" rune; also called Communication, Equal Exchange, or Trade in later publications


RuneQuest 3, even though supposedly separated now from Glorantha, did mention the Gloranthan runes in the rules. In my perfectbound Avalon Hill Deluxe Edition, they are on p243 without any break-down into Power, Condition, etc. categories, but simply listed alphabetically as: Air, Beast, Chaos, Darkness, Death, Disorder, Dragonewt, Earth, Fertility, Fire [rather than Fire/Sky as in RQ2], Harmony, Illusion, Infinity, Law [a new rune], Magic, Man, Mastery, Moon, Movement, Plant, Spirit, Stasis, Truth, Water.
There are 24 runes in all: Fate and Luck are gone; Law has been added:

Law


Cults of Terror (a RQ2 supplement) introduced the "Undead" rune for the cult of Vivamort, and described it as being a combination of life and death. It actually looks like a horizontal Fertility rune with a vertical stroke in its centre:

Undead


This very same rune, however, was introduced as the "Hunger" rune for the cult of Krarsht in Gods of Glorantha and Lords of Terror (both RQ3 supplements).




Other runes from that time were collected in the Cult Compendium from the Gloranthan Classics imprint of Moon Design:

Light; also called Sun elsewhere in that book



Heat



Ice



Cold



Dragon


The Cult Compendium also lists the aforementioned Undead rune as a Form rune. The Light, Heat, Ice and Cold runes are classified as "modified Element runes". No classification is mentioned for the Dragon rune, although we may assume it is a Form rune.

After the long spell without any Gloranthan publications, the Gloranthan runes came back with Hero Wars and HeroQuest. Unfortunately, these rule sets brought about an inflation in the number of runes, which now numbered in their hundreds. I hated that.

I am not going to list all of the new runes; it would take up too much space. The original RQ2 categories were still there, modified as follows.
5 Elemental runes: Darkness, Water, Earth, Fire/Sky, and Air/Storm — Moon is gone, despite the game's heavy emphasis on the 'Lunar v Orlanthi' conflict.
5 Form runes: Mineral, Plant, Animal [Beast], Man, and Otherworld Being [Spirit] — Dragonewt and Chaos are gone, replaced with Mineral, which actually may be a good idea:

Mineral


The category of Condition runes is gone. There is now a crapload of "Additional Magical Ability Runes" amongst which one may find the Magic and Mastery runes.
The category of Condition runes has also disappeared. It is replaced with the category of "The Ten Ancient Polarities" with pretty much the same runes.

What I dislike most with the new runes is that they do not respect the early simplicity and symmetry of the original RQ2 runes. I do not intend to use them, except some of the more regular ones, like e.g.:

Defence


HeroQuest 2 goes somewhat back to the original RuneQuest 2 runes and rune classification in its 'Gaming in Glorantha' chapter. It lists:
5 Elemental runes: Darkness, Water, Earth, Air, and Fire.
8 Power runes, in opposing pairs: Harmony v Disorder, Fertility v Death, Stasis v Movement, Truth v Illusion.
5 Form runes: Plant, Beast, Man, Spirit, and Chaos. Despite the interesting innovations of HQ, we're back (except for the Dragonewt rune, which has gone) to the early Gloranthan canon.
3 Condition runes: Mastery, Magic, Communication. Almost the same array as in RQ2, except that the seldom-used Infinity rune has been replaced with the beloved Communication rune.
HeroQuest 2 then lists several "Other Runes": Moon, Cold, Heat, and Light, as less-accepted or specialised Element runes; some of the early Gloranthan runes: Luck, Fate, and Law; and then many of the daft HQ runes, mostly as deity-related runes, e.g.

Malkion


RuneQuest 6, the most recent incarnation in the long line of RQ rule books, also goes back to the early canon, with:
6 Elemental runes: Air, Darkness, Earth, Fire, Moon, and Water.
5 Form runes: Beast, Dragon, Man, Spirit, and Plant.
10 Power runes, in opposing pairs: Harmony v Disorder, Movement v Stasis, Fertility v Death, Truth v Illusion, Law v Chaos.
5 Condition runes: Infinity, Law, Magic, Mastery, and Communication — except that Law is not described in this section but in the previous one... bad proofreading?

For once I consider that the much-maligned Mongoose RQ (of which RQ6 is a streamlined and improved version) features a slightly better take on the canonical runes, which I really really like (plus, they are adapted to Second Age Glorantha):
7 Elemental runes: Air, Darkness, Earth, Fire, Metal [WTF???], Moon, and Water.
7 Form runes: Beast, Chaos, Dragon, Dragonewt, Man, Spirit, and Plant.
14 Power runes, in opposing pairs: Cold v Heat, Death v Fertility, Disorder v Harmony, Fate v Luck, Motion v Stasis, Illusion v Truth, Light v Shadow.
5 Condition runes: Infinity, Law, Magic, Mastery, and Trade.

 Shadow



I will present in a later post the array of runes I intend to use for my Second Age Umathelan campaign.

11 November 2012

RuneQuest 6 - Pete & Loz Interview

Pete & Loz, the authors of RuneQuest 6, are interviewed over at RPG.net by Shannon Appelcline. You may read the whole interview here. Much interesting insight with regards to how RQ6 came to be, and a little information about future products (like Monster Island below).


05 November 2012

Timinits & Trolls (Rules) ‒ Part Two

The latest issue of Rule One Magazine is out, complete with Part Two of my Gloranthan adaptation of the Tunnels and Trolls rules.
After Part One, which was a mere introduction, Part Two features Character Generation, complete with:
  • two new characteristics, Perception (PER) and Knowledge (KNW);
  • starting money;
  • a wealth of Umathelan- and Malki-specific character classes such as the Templar, the Alchemist, the Minstrel, or the Sage;
and much more.



28 October 2012

Rampart

Rampart was a heavily fortified city that was built at the height of the Middle Sea Empire's extension on the banks of the river Quarni in southern Enkloso.

In that area, the river Quarni (which flows from the Tarmo mountains towards the sea) separates an ancient rainforest from the plains.

Bizarrely enough, the Middle Sea Empire built the fortified city on the forest side of the river rather than on the plains side. A huge fortified bridge above the river Quarni joined the city with the rest of Umathela. The fact that the city laid on the forest side of the river was a puissant testament to the Middle Sea Empire's hubris.

After the demise of the Middle Sea Empire, the Malki inhabitants of the city slowly deserted it. Plants quickly gained ground in the now-abandoned city, which is now in ruins.

24 October 2012

Map of Pamaltela

From the forthcoming Guide to Glorantha: the official map of Third Age Pamaltela. OK, it is a Third Age map and features all those horrible Elf forests, but still...


23 October 2012

Hag

Hags appear prominently in Slavic folklore; I thus plan to make them a regular feature of my Umathelan campaign.

I am going to steal the T&T description of the hag from Trollamancer's Critter Guide (a most recommended site for all T&T enthousiasts).

Here's my version, slightly adapted to Umathela:

Hags ("Suberiads" in Gloranthan lingo) are a general class of unkind female mystics, some living, others more like liches, some are former witches or wizards, others are merely uncharitable wretches who have fallen into the wiles of Gark or Nontraya. They are more or less mortal and can be harmed by ordinary weapons, although many of them will have magical protections of various kinds. Most hags will have the ability to control mystically a kind of weather or element or animal [Anaxial's Roster p222: A Suberiad can command any non-sentient creature that inhabits her lair, whether or not it was born there. In addition to mundane animals, this often includes undead or other monsters. Suberiads can always sense events occurring anywhere within their dwelling.].

Nearly all have some sort of attribute drain attack. Many hags make a sort of Mental Attack; their Mental-MR equals 2D6 (doubles add & roll again) times five. The victim must fight back using Mental Combat ability [magic-using classes get one die per level, everyone else uses 3 dice; adds are calculated like combat adds but based only on INT & LK (over 12); and Charisma functions as CON]. If they defeat a victim (reduce CHR to zero), they will either transfer permanently 2D6 points of their chosen attribute, or enslave the victim as a mindless zombie.

18 October 2012

Quick Starting Equipment

Another useful post from gaptooth: Quick Starting Equipment. I'll obviously have to adapt his post for Timinits & Trolls and Umathelan characters— who will necessarily have different starting equipment from faux-mediรฆval European ones.

The guidelines from the post, however, can be safely followed. With my obsession of less rules, less stuff written on the character sheet, I fully endorse the idea that a given character class corresponds to a given set of starting equipment (BTW this is what I have done in my book The Celestial Empire).

Now in a game that has less strict professions/character classes such as Timinits & Trolls, it's not as straightforward. Saying that any 'thief' PC has thieving tools is a no-brainer. But what about the 'jack-of-all-trades'— he obviously cannot have the tools of all trades!

16 October 2012

The Closing



A Malki port before the Closing

The very same port after the closing

15 October 2012

RuneQuest 6 Review

The ever spot-on Lev Lafayette has published an in-depth review of RuneQuest 6. This review is recommended reading, especially to old grognards who wonder what differences lay between the latest incarnation of their favourite fantasy role-playing game and previous editions.

There are also several threads currently going on over at the RQ-Rules mailing list precisely on spell balance, differences with previous editions, etc. Do subscribe if you are interested.

T&T Character Sheet

I've found a nice T&T Character Sheet (compatible with both T&T 7+ ed. and Timinits & Trolls) here: T&T Character Sheet.

13 October 2012

Plant-Men and Sentient Animal-Human Hybrids

The following is on top of the post I wrote 6 months ago about Plant-Men; Greg has added an interesting piece about the various races of 'Elves' on the Moon Design web-site, which I am copying here for ease of reference:

Q: What colour of Elves have existed in Glorantha? What plants are they associated with? Do they still exist?

A: The first point to make is that the 'colour' classification of Elves is a God Learner construct, and, though widespread among many humans, is not used by Elves themselves. It is not a literal description of the appearance of the Elf races, who appear generally plant-like in many typical hues — green or yellow leaves, colourful flower-like parts, etc. The colour associations are from God Learner sorcerous investigations that related these types to elemental associations. Thus, Brown and Green are both Earth Colours, Blue is the Water Colour, and so on. Red Elves are the Heat of the south, while the Yellow Elves were found by the God Learners to be much closer to Halamalao, God of Light, than any other type of Elf.
Secondly, two common uses of the term 'Elf' are found in Gloranthan usage. One strictly refers only to a humanoid plant-being that is associated with trees. The second more broad usage is common among humans to refer to a wide range of different plant beings, not all of which are true woody elves. The term Aldryami would be more correct for the latter. Even some types of "Elves" are not actually true Aldryami, a word reserved for those beings descended from Aldrya, Gata, Aron, and Halamalao.
With those provisos in mind, the best known types of Elf are as follows:
Brown Elves (Mreli): These are associated with deciduous trees, and are the most common type of Elf in Genertela at the end of the Third Age. When Elves work they always group together no matter what tree they are from, and so it is common to see Elves from willow, birch, oak and elm living together. Since Elves are related to local species of trees not all Brown Elves are known to each other. The Genertelan and Pamaltelan forests are the most obvious example of this estrangement.
Green Elves (Vronkali): Associated with coniferous trees, they are the sole elven inhabitants of the pine forest of Winterwood in northern Fronela. Green Elves are also found in all Brown Elf forests, which they protect while the Mreli hibernate through the winter. Tree Elves do not recognise a segregation of types among themselves and so Green Elves are mixed with the Brown. Observers usually note that Elf groups have individuals who correspond to many types of trees among them.
Yellow Elves (Embyli): Associated with tropical evergreen trees, the Yellow Elves are the most common type in Pamaltela, and are also found in southeastern Genertela, the East Isles and other islands. Yellow Elves, like others, come in many shapes and sizes, colours and leafage, all depending upon the species they are related to. Where Green and Brown Elves are found in the same areas as Yellow Elves (notably in Fethlon, Vralos and the Pamaltelan mountains), the different species mix together in a single Aldryami society.
White Elves (Halamali): White Elves were the first children of Flamal, nurtured by the pure light of Halamalao, the Aldryami sun god. The White Elves were related to the magical trees that grew in the highest forests covering the slope of the Spike in the Godtime. When the Spike exploded, the immortal forests were destroyed, so that no White Elves remain in Glorantha today. White Elves are still in the God Plane. They are the celestial trees, from whence they are worshipped by the Elves today.
Moon Elves (Rufeldryami): These Elves live only in special imperial gardens, though a multitude live among the forests on the Red Moon, especially the Tendarshan Forest on the Moon's northeast face. Others are found in the hero planes of the God World. The Moon Elves have never left their protected gardens, so that many non-Lunars doubt their very existence. They are so beautiful that most mortals are knocked senseless by their mere scent. [Note: there aren't any Moon Elves in Second Age Glorantha]
Fire Elves (Olembi): In the far south of Pamaltela, beyond the lands of mortal men, everything is made of fire so that hills, rivers and the vales in between are all burning. The Fire Elves are associated with the fiery trees that cover huge parts of the landscape. The have never visited the Inner World during time except aboard the firebergs. In visions of the Hero Wars many seers have seen the burning of vast forests. A few others, claiming more clarity, say that the burning forests seen in so many visions are not doom for the Elves, but part of the Aldryami plan, and shows the Fire Elves coming to aid their kin.
Blue Elves (Murthoi): Water-breathing Aldryami related to forests of kelp and other large water-plants, Blue Elves are still found in coastal waters, as well as in some large freshwater rivers and lakes. There are several species of human sized Murthoi (though humans are generally unaware of the differences between them), and many smaller types unrecognised outside of the waters.
Black Elves (Voralans): These are associated with fungi, and live in isolated forests of giant mushrooms that are often found cultivated in and near Troll lands. They have never been numerous on the surface world because they require such dank conditions for health. Occasionally these beings are found in other Elf communities, like the puffball or mushroom people found in Genertelan forests. Voralans are not true Aldryami, because they are descended from Mee Vorala rather than Aldrya.
Red Elves (Slorifings): Also known as 'goblins', these beings are associated with ferns and mosses and are still common in the great swamps of Pamaltela. Two huge nations of Slorifings exist, one on the east and the other on the west of Pamaltela. These include a huge number of species of Slorifing with a range of appearance from the humanoid to the monstrous. The Slorifings are usually found in mixed groups, but generally reject the woody Aldryami, since the Slorifings are not true Aldryami themselves.

Another interesting Q&A is the following one about hybridisation between sentient races:

Q: Is it possible for a human and an elf to have a child? How about other races?

A: The Gloranthan intelligent races are all separate species and are not able to breed with humans or each other. Elves, in particular, are intelligent and mobile plants and cannot normally reproduce with the 'meat-people'. Sexual activities are possible with some species of Aldryami, though this resembles sex only to the human partner, not the Elf or Dryad. Even Trolls cannot breed with humans, though sexual practices are very similar among the two races, and sexual relations are possible, though extremely rare.
However, in the earliest myths these beings had not yet differentiated, and so some bizarre cross breeds were spawned then. Those powerful fertility magics could be obtained by HeroQuesting and used to circumvent the normal restriction. In particular the Empire of the Wyrm's Friends were able to produce cross-breeds of different intelligent species (and even with animals, though not with plants), but no one has done this since. As the Hero Wars unfold, player Heroes of an eccentric bent might find ways to get these magics again, but this would be an incredibly difficult task, and the usefulness of such an act is questionable in any event.

The interesting reference in the passage quoted above is the one to the practices of the Empire of the Wyrm's Friends, which is a Second Age empire — and a rival to the Middle Sea Empire.
I can imagine that human-animal hybrids do exist in the Second Age, spawned by the EWF's horrendous magics. Some of these sentient hybrids may have been captured by, or fled to, the Middle Sea Empire. With the Closing upon the coasts of Pamaltela at the time of the campaign described in this very blog, some of these magical hybrids may thus have been stranded on Pamaltela and, with the demise of the Middle Sea Empire, may have been freed. The picture below then becomes a very inspirational piece of art:



A tiger-human sentient hybrid and a former Umathing slave are battling their way out of a ruined subterranean stronghold of the God Learners. On their way to the surface world, they stumble upon a squad of horrific rat-human hybrids, who have decreed this portion of the underworld should be theirs!
All are using Zistorite weapons found abandoned in the subterranean ruins.

10 October 2012

Art for Umathela (8)

I've found this picture on the internet:



The forest has encroached on an abandoned Malki city that used to belong to the Middle Sea Empire. A group of Aldryami are wandering through the plant-covered ruins, and are having fun with the stuff they have salvaged from the God Learner buildings. The Wort-Man on the foreground is trying out a God Learner staff (not sure it's a good idea...), whilst the one on the background is looking at the pictures in a Malki book.

19 September 2012

T&T: New French-Language Edition - Spell Glossary (Part Two)

This is a companion post to the 7 September post.

Should an English-speaking person try and use a French-language T&T supplement, here's the French-to-English spell glossary:

Abeilles porte-malheur    2    Unlucky Bees
Abracadabra    1    Hocus Focus
Allez, hop !    4    Upsidaisy
Allez, Va-t'en (AV)    1    Oh Go Away (OGA)
Antidote    4    Too-Bad Toxin (TBT)
Automรฉtamorphose    8    Imafrawg
Bรฉnรฉdiction du dieu troll    5    Trollgod's Blessing
Bien fermer    1    Lock Tight
Bling-bling    1    Sparkle
Bon esprit    5    Dear Lord
Bouge pas ! (BP)    1    Hold That Pose (HTP)
Bouge-moi    10    Blow me to…
Bouge-toi    11    Blow you to…
ร‡a c'est de la barbe !    1    That's a Natty Beard (TNB)
Casse    5    Breaker Breaker
Confusion    3    Befuddle
Conjuration    3    Dis-Spell
Contrรดle des esprits    2    Spirit Mastery
Coup du sort    8    Patterns of Fate (PoF)
Coup dur    2    Whammy
Coupe le cordon    11    Cut the Cord
Crรจme de la Kremm (CdK)    1    Crรจme de la Kremm (CdK)
Debout les morts ! (DLM)    1    Dem Bones Gonna Rise (DBGR)
Dรฉflecteur de magie    5    Resist Magic
Dรฉmon invisible    12    Invisible Fiend
Double vue    5    Second Sight
Double-double    4    Double-Double
Drelin    2    Ding-a-Ling
ร‰kremmage    1    Suppress Kremm
Envol    3    Fly Me
Et on reprend couleur    6    Blue Shirt of Life (BSL)
Exomรฉtamorphose    9    Yerafrawg
Exorcisme    12    Banishing
Expertise    3    For What It's Worth (FWIW)
Explosion de puissance infernale (EPP)    10    Hellbomb Burst (HB)
Fais dodo    3    Rock-a-Bye
Feu ร  volontรฉ    3    Fire at Will
Feu follet    1    Will-o-Wisp
Flaire magie    1    Detect Magic
Fluide glacial    2    Dura-Spell Battery
Guรฉrison    3    Healing Feeling
Guimauve Infรขme    3    Slush-Yuck
Indic    3    Find Person
Invocation    12    Summoning
Invocation de l'eau    1    Call Water
Invocation du feu    1    Call Flame
Lame de Vorpal    1    Vorpal Blade
Lame infaillible    2    Unerring Blade
Langue universelle    10    Wizard Speech
Maximus    11    Bigger is Better
Mรฉduse    9    Medusa
Mini-portion (PP)    10    Smaller is Smarter
Mirage    2    Mirage
Mur invisible    7    Invisible Wall
Nรฉcromancie    12    Nefarious Necromancy
Nuage de malheur (NDM)    3    Devoted Rain Cloud (DRC)
ล’il de chat    2    Cateyes
ล’il omnipotent    2    Omnipotent Eye
Pains de glace    3    Freeze Please
Passe-passe    5    Zingum
Patauge    2    Glue You
Pentagramme protecteur    4    Protective Pentagram
PES    5    ESP
Pieds ailรฉs    2    Little Feets
Planque    2    Hidey Hole
Prends-ร‡a (PC)    1    Take That You Fiend! (TTYF)
Prise rapide    3    Hard Stuff
Prof    1    Teacher
Protรจge-moi    3    Shield Me
Puissance explosive    3    Blasting Power
Pygmalion    9    Pygmalion
Qui est lร  ?    1    Know Your Foe
Qui va lร  ?    1    Who's There?
Raclรฉe    7    Zappathingum (ZapT)
Radiesthรฉsie    2    Find Object
Remaniement    12    Omniflex
Renaissance    13    Born Again
Revers de fortune (RdF)    6    Reversal of Fortune (RoF)
Sang-Dragon    8    Zapparmor (ZapA)
Smog    4    Smog
Sort Mortel n°9 (SM9)    9    Death Spell #9 (DS9)
Souffle bobo    2    Poor Baby
Source mortelle    9    Mortal Source
Tiens, le voilร  (TV)    1    Oh There It Is (OTh)
Toc toc    1    Knock Knock
Toquรฉ    4    Dum-Dum
Vรฉrole mentale    5    Mind Pox
Vision animรฉe    6    Porta-Vision
Visions mystiques    6    Mystic Visions
Voyage astral    11    Ghostly Going
Zizanie    3    Firestorm of Protest (FOP)
Zombi    8    Zombie Zonk

18 September 2012

Yay! Second Age Gloranthan Travelogue in the Works!

Pete Nash of BRP Rome and RuneQuest 6 fame is working on a "field guide"-like bestiary for Second Age Glorantha written in the manner of the real world bestiaries of yore. Rather than paraphrasing his post from the Moon Design forum, I'll simply re-post it over here:

For those of you who have an interest in Gloranthan monsters, the good news is that the Bestiary has been finished for quite a while now. In fact I completed it more than a month ago, but due to the release of Pavis and my own hectic workload for RuneQuest 6, I haven’t gotten round to posting anything about it.

So to help out Jeff, I thought I’d write a bit about the book and the design concept behind it.

When Jeff first approached me with the concept of writing a Bestiary I was somewhat wary. My enthusiasm was jaded by the work I’d previously put into Monster Island, which due to certain circumstances I ultimately did not submit to Mongoose. Jeff’s irrepressible enthusiasm however, soon got me to change my mind. What he envisioned was not yet-another splat book full of characteristics and combat skills, but something in homage to the Sandy Petersen’s Field Guide publications.

For those of you who have never seen one of these Petersen’s Field Guides, they are stat-less but very evocative descriptions of the weird creatures of the Dreamlands and Cthulhu Mythos, supplemented with stunningly beautiful, full page art. After Jeff posted me his own personal copy to wet my appetite, I was hooked and began to think about how the text of the book should be presented.

Since Jeff knows that I’m an armchair classicist, he suggested I write the book as if it the author was a Second Age God Learner, in the style of Herodotus, Pliny and Aelian. That is to say, philosophical discourses well peppered with entertaining anecdotes. That sealed the deal and I agreed to write a Gloranthan Bestiary, with Jeff’s proviso that I come up with a truly insane explanation of Jack-o-bear ecology.

I had foolishly imagined that tossing this off would be a matter of six week or so of solid writing. Yet the more I considered just what exactly should be included in the book, the deeper my anxiety about the level of research would be required. I quite literally sat around for a couple of days considering the different approaches I should take.

There are, as with any work which has to fit into a huge body of established lore, issues concerning accepted canon. Glorantha has several ways of sidestepping this problem, not least the fact that there are very few objective truths in the world. However, a book which simply regurgitates the same old myths and information which have been published a dozen times before, won’t win it any fans — no matter how good the art!

To make this a worthwhile purchase then, I would have to create new material or present known knowledge in an exotic or wildly misinterpreted way. That is a dangerous path however, especially if my imagination took things so far into left field that even Greg would baulk.

So I came up with an idea I pitched back to Jeff. I would deliberately exaggerate the theories and observations of the God Learner author (after all, that’s what makes reading Pliny fun), then Jeff and Greg could append footnotes decrying everything recorded as wrong, in the most sanctimonious style of Minaryth Purple, the Third Age Lhankor Mhy scholar transposing the work. This would not only avoid messy editorial revisions, but also add to the whole entertainment.

My next thought was how to come up with so much material. With an average of 1,500ish words required per creature, I was going to run out of ideas pretty quickly and the text would indeed descend into bland psuedo-scientific categorisations. I flipped back through some of the early RQ2 publications and decided what was needed was a on-running narrative, in the style of Biturian Varosh. Not only would this ease the creative workload, but it would allow the bestiary to become more akin to a compiled travelogue.

Thus, with those two concepts in mind I began to sketch out the epic explorations of Danakil Thesager, early God Learner naturalist, explorer and exile of Jrustela. I decided his records would present creatures in the order he encountered them, which would preserve the timeline of the anecdotes. I then looked at Gloranthan history to search out the most famous events which occurred during the early empire, so that the narrative could provide brief eye witness accounts.

This took several more weeks of planning, but I finally decided on beginning in 823 with the expedition against the Umaliath fireberg and ending in 843. During that time Danakil would unwittingly embark on several Heroquests, participate in the Too Tall Battle and even witness the destruction of Duke Dorvis at Ezel — and these would not even be the most spectacular events he would have a hand in. At the conclusion of his journey he would have circumvented the world, visiting most of the major land masses and written about an awful lot of creatures.

Thus it began. I re-read all my books written by famous 19th and early 20th century British explorers. Watched lots of Ray Harryhausen movies. Delved deep into certain forbidden tomes of the Stafford Library.

Now nearly 100,000 words later, we have the epic and sadly fragmentary accounts of a God Learner explorer whose light hearted, almost comedic experiences, slowly change from wonder, to astonishment, incomprehension and finally growing horror. We see his thoughts and attitudes evolve as his grasp of myth grows and we see how his Runic Sight colours his opinions. There’s also a lot of fun stuff about all the creatures he meets too — and yes, he does come up with an explanation of Jack-o-bear ecology.

Are his wild tales true? Did he accidentally awaken the Faceless Statue, sail the Worm Sea on a mile wide raft of living Timinits and witness the greatest monster of Loral Island? Are Aldryami really carnivorous, do Mostali actually exist? Was there a fundamental objective truth to his reports which has been revised out of existence with the re-weaving of Arachne Solara’s web? That is for the reader to decide and for me to shut up about...

07 September 2012

T&T: New French-Language Edition - Spell Glossary (Part One)

It is extremely nice and helpful to have a French-langage edition of Tunnels & Trolls. It is particularly handy to introduce the younger generation to role-playing games, since they usually do not master the English language well enough [although I did start with the Holmes Basic Set myself at age 12...]

Anyway, even though French-speaking people now have a French-language edition of Tunnels & Trolls, most published adventures are in English. This is not a problem since there aren't that many technical terms, and you needn't be a genius to understand which English term corresponds to which French one.

Spells, however, are quite a different matter. The English-language spells have zany names, whereas the French-language ones are much more serious. Compare Yerafrawg with Exomรฉtamorphose...

I hence provide a useful English-to-French glossary of spell names. French-speaking T&T players can refer to it whenever they are using an English-language T&T adventure or publication. Enjoy!

Banishing    12    Exorcisme
Befuddle    3    Confusion
Bigger is Better    11    Maximus
Blasting Power    3    Puissance explosive
Blow me to…    10    Bouge-moi
Blow you to…    11    Bouge-toi
Blue Shirt of Life (BSL)    6    Et on reprend couleur
Born Again    13    Renaissance
Breaker Breaker    5    Casse
Call Flame    1    Invocation du feu
Call Water    1    Invocation de l'eau
Cateyes    2    ล’il de chat
Crรจme de la Kremm (CdK)    1    Crรจme de la Kremm (CdK)
Cut the Cord    11    Coupe le cordon
Dear Lord    5    Bon esprit
Death Spell #9 (DS9)    9    Sort Mortel n°9 (SM9)
Dem Bones Gonna Rise (DBGR)    1    Debout les morts ! (DLM)
Detect Magic    1    Flaire magie
Devoted Rain Cloud (DRC)    3    Nuage de malheur (NDM)
Ding-a-Ling    2    Drelin
Dis-Spell    3    Conjuration
Double-Double    4    Double-double
Dum-Dum    4    Toquรฉ
Dura-Spell Battery    2    Fluide glacial
ESP    5    PES
Find Object    2    Radiesthรฉsie
Find Person    3    Indic
Fire at Will    3    Feu ร  volontรฉ
Firestorm of Protest (FOP)    3    Zizanie
Fly Me    3    Envol
For What It's Worth (FWIW)    3    Expertise
Freeze Please    3    Pains de glace
Ghostly Going    11    Voyage astral
Glue You    2    Patauge
Hard Stuff    3    Prise rapide
Healing Feeling    3    Guรฉrison
Hellbomb Burst (HB)    10    Explosion de puissance infernale (EPP)
Hidey Hole    2    Planque
Hocus Focus    1    Abracadabra
Hold That Pose (HTP)    1    Bouge pas ! (BP)
Imafrawg    8    Automรฉtamorphose
Invisible Fiend    12    Dรฉmon invisible
Invisible Wall    7    Mur invisible
Knock Knock    1    Toc toc
Know Your Foe    1    Qui est lร  ?
Little Feets    2    Pieds ailรฉs
Lock Tight    1    Bien fermer
Medusa    9    Mรฉduse
Mind Pox    5    Vรฉrole mentale
Mirage    2    Mirage
Mortal Source    9    Source mortelle
Mystic Visions    6    Visions mystiques
Nefarious Necromancy    12    Nรฉcromancie
Oh Go Away (OGA)    1    Allez, Va-t'en (AV)
Oh There It Is (OTh)    1    Tiens, le voilร  (TV)
Omniflex    12    Remaniement
Omnipotent Eye    2    ล’il omnipotent
Patterns of Fate (PoF)    8    Coup du sort
Poor Baby    2    Souffle bobo
Porta-Vision    6    Vision animรฉe
Protective Pentagram    4    Pentagramme protecteur
Pygmalion    9    Pygmalion
Resist Magic    5    Dรฉflecteur de magie
Reversal of Fortune (RoF)    6    Revers de fortune (RdF)
Rock-a-Bye    3    Fais dodo
Second Sight    5    Double vue
Shield Me    3    Protรจge-moi
Slush-Yuck    3    Guimauve Infรขme
Smaller is Smarter    10    Mini-portion (PP)
Smog    4    Smog
Sparkle    1    Bling-bling
Spirit Mastery    2    Contrรดle des esprits
Summoning    12    Invocation
Suppress Kremm    1    ร‰kremmage
Take That You Fiend! (TTYF)    1    Prends-ร‡a (PC)
Teacher    1    Prof
That's a Natty Beard (TNB)    1    ร‡a c'est de la barbe !
Too-Bad Toxin (TBT)    4    Antidote
Trollgod's Blessing    5    Bรฉnรฉdiction du dieu troll
Unerring Blade    2    Lame infaillible
Unlucky Bees    2    Abeilles porte-malheur
Upsidaisy    4    Allez, hop !
Vorpal Blade    1    Lame de Vorpal
Whammy    2    Coup dur
Who's There?    1    Qui va lร  ?
Will-o-Wisp    1    Feu follet
Wizard Speech    10    Langue universelle
Yerafrawg    9    Exomรฉtamorphose
Zapparmor (ZapA)    8    Sang-Dragon
Zappathingum (ZapT)    7    Raclรฉe
Zingum    5    Passe-passe
Zombie Zonk    8    Zombi

30 August 2012

Varanids

Varanids are intelligent, large lizard creatures from western Pamaltela, moving on four legs. They can rear up on the hind legs, and are able to use simple tools. The leaders are even more intelligent, with some magical powers.

God Learners haven't had enough time to study them and to ascertain whether they were related to Slarges, to Lascerdans, or both. The general opinion amongst Umathings is that they are related to Slarges and are hence monsters. People living in the wild, however, like hermits and fur trappers, have been known to befriend Varanids. Female Varanids are especially curious of human tools and implements.

Illustration from Cรฉdric's Hors du chaudron de Koscista Noga blog.

29 August 2012

Maggot Lamia

A maggot lamia is the offspring of a mortal woman (usually Fonritan) and a succubus in male form. Maggot lamiรฆ resemble beautiful women from the waist up, but have a bloated, white, wormlike body. For some strange twist of fate, a maggot lamia hasn't inherited the lamiรฆ's magical talent for illusion, and hence cannot modify its appearance. The maggot lamia has also lost the chaotic taint associated to her lineage.
As a result of their inability to hide their appearance, maggot lamiรฆ are cast off their home land and end up wandering in the remotest parts of Pamaltela. Ironically enough, the chaotic 'standard' lamiรฆ remain in civilised lands, whereas the non-chaotic maggot lamiรฆ must live far from them.

Despite their appearance and their unlucky life, maggot lamiรฆ aren't aggressive vis-ร -vis humans on the whole. On the contrary, a lone maggot lamia will welcome human company in the hope of alleviating her life of seclusion. A maggot lamia will be especially keen on receiving news of any relatives she may still have in the land whence she comes.

As written above, maggot lamiรฆ have lost their species' illusion powers. Instead of it, they have another power to be randomly rolled (or chosen by the GM) on the following table:
  1. Bestow Luck
  2. Detect Chaos
  3. Detect Lies
  4. Divination 
  5. Exceptional Intelligence
  6. True Sight

Just like the kiss of a 'standard' lamia, the kiss of a maggot lamia will drain magical energy from a person. However, there obviously aren't as many people willing to kiss a maggot lamia as there are to kiss a 'standard' lamia disguised as a lovely human female...

27 August 2012

Art for Umathela (6)

Hors du chaudron de Koscista Noga is one of my favourite blogs. Cรฉdric, the blogger, posts his amazing black-and-white ligne claire fantasy drawings inspired by Slavic mythology. My own Second Age Umathela being also much inspired by Slavic art and legends, Hors du chaudron de Koscista Noga has obviously struck a chord with me.

Cรฉdric also being a nice guy, he's allowed me to use his drawings to illustrate my posts, so be prepared to see a lot of his art over here.


24 August 2012

The Problem With Maps

Apparently, up until the beginning of the 20th century, people had no idea what the shape of their country was. As an example— the ultra-jingoistic book Le Tour de la France par deux enfants (1877), which narrates the travels through France of two young boys, had the aim of instilling a sense of French grandeur and unity in its readers; yet it didn't even feature a map of France. The map only came with the 1905 edition of the book.

Now we all know how prominently maps feature in RPG supplements. Even though supplements describing a given locale are normally restricted to the GM's eyes, it is a fact that players often have access to them— and to their maps. As a result, players have a good sense of the geography of the GM's world, or at least of the part where their adventures take place. I for one am a maps buff, and I love supplements such as Sartar: Kingdom of Heroes with its beautiful, full-colour maps. Heck, even the 14-page Player's Primer has a nice map of Sartar on p.5. Now I'm not suggesting these maps be removed, but how can you give the players a sense of wonder at the size of the Lunar Empire or at the complexity of the navigation in the Rightarm Islands if they know the geography?

19 August 2012

The Uz of the Tarmo Mountains

There isn't much official information available about the Uz of the Tarmo Mountains. The following is from Races of Glorantha, Volume One (Mongoose, 2010):

The Uz of the Tarmo Mountains are not Muri but are Uzdo. The mountains are high and snow-covered, well suited for the cold loving dark trolls. The trolls of this region were not followers of Moorgarki, arriving on the surface in a separate exodus from Wonderhome, however many still worship him for his powers to fight against the Pamaltelans. Kyger Litor is most beloved of the Tarmo Tribes but her worship is done in a manner unrecognisable to the trolls of Genertela. The Tarmo Trolls delight in raiding and devouring the oases of Tarien. Other monsters also dwell in the region such as the monstrous Grey Giants and flying Hoon, which the Trolls have learned to drive into battle against their foes. By great irony the Tarmo Trolls are as equally affected by the Trollkin curse as the Genertelan Trolls, however the trolls rarely entertain their runt offspring and cast them out into the wilderness. Hordes of hungry trollkin sometimes ravage as far as southern Umathela.

In my Glorantha, the Tarmo Trolls are nomads. The cold mountains do not produce enough food to sustain a sedentary population of hungry, healthy Uzdo (remember— the Enlo are cast away). As a consequence, the Tarmo Trolls are always on the move, exploiting what little food they can find in the mountains, and sometimes raiding the Tarien oases.

The Tarmo Trolls have tamed giant wolf-spiders, which they use as beasts of burden to carry their belongings whenever they move across the mountains from campsite to campsite.

16 August 2012

Giant Vronkali

The southern slopes of the Tarmo mountains are covered with Sequoioideae, the tallest and largest trees in the world, which thrive in this peculiar ecoregion, usually hot, but sometimes receiving the Umathelan storms from the north in Storm Season. It's also kept moist by the fogs of the Dark Season.

Just as Vronkali relate to coniferous forests, Giant Vronkali relate to Sequoioideae, and the southern slopes of the Tarmo mountains are their natural home. They are so large and strong that they have no foes. However, for some peculiar reason, they fear birds, even though the latter cannot harm them. Well, we humans are also afraid of cockroaches, which cannot harm us, so let us not mock the Giant Vronkali.



Cleverly enough, the Uz of the Tarmo Mountains have managed to raise flocks of birds that they use to open their paths when travelling through the redwoods of the southern slopes.

15 August 2012

Timinits & Trolls (Rules) ‒ Part One

This is my happy month :)

After the publication of my Planet of the Apes article in issue 16 of the RPG Review, I am proud to announce that issue 13 of Rule One Magazine features Part One of my Timinits & Trolls rules to game in Second Age Umathela using the Tunnels & Trolls engine.

Part One actually only contains a brief introduction to the Tunnels & Trolls engine, and a short time-line of Second Age Umathela.

Parts Two and Three — the actual flesh and bones of the system — will be published in issue 14 of Rule One Magazine, some time in the autumn of 2012.

14 August 2012

Planet of the Apes rpg

Issue 16 of the RPG Review is out. The RPG Review is a free, downloadable Australian gaming magazine devoted to RPGs, be it reviews, gaming theory, adventure supplements, gaming aids, industry gossip... Each issue has a central theme. The latest was science fiction.


Why am I mentioning this on a Gloranthan blog? Well, the reason is that issue 16 of the RPG Review features my very own Planet of the Apes rpg (check pages 55-56), which is really a mere adaptation of the T&T rules to my style of play. It might be of interest to those following this blog because the Planet of the Apes rpg is the foundation upon which I've built my more elaborate T&T-based Second Age Glorantha games.

18 July 2012

Hornilian Encounters

The 1D100 table below the picture has, yet again, been shamelessly stolen from Jack Mcnamee's terrific blog, and slightly adapted to Second Age Pamaltela by yours truly.

Hornilio is described on the glorantha.com web-site as "a complex concatenation of salt marshes, swamps, bogs, and mud flats, inhabited by goblins and monsters. The land is less often visited than even the wastes of Porlaso across the sea, mainly because the goblins of Hornilio seem to be organised.
Here are only marshland and swamps, so low and level that tides wash far inland and the rivers flood far to the sea. Huge monsters from earlier ages inhabit this place."

Why would any delver want to go there? Who knows! But in case they should, you as the GM are ready to make their life miserable!


Horrible insects, leeches, bog water — a gross, clinging place that you just want to get out of as soon as possible.

–5 to all skill checks without something to get rid of the constant insects.

1-2: Reed eels. 3D6 Sentient reeds with bulbous suckers at head. Wait for animal to wade into them, then latch of from all sides and drain it of blood.

3-4: 2D4 Ooze fish: Massive, heavy fish attach themselves onto feet of wading party, use weight to drag them down to depths/under mud. Can be removed instantly by plunging sharp object into special spot beneath their blowhole.

5-6: Halitoad (large frog-like reptile), belches toxic gas.

7-8: Horrible Insects! Roll 1D4: (1) Insects that make all your intestines come out your orifices, (2) insects that secretly eat your tongue, replace it and then speak for you, (3) insects that make you come out in boils that then burst into more insects, (4) Insects that get in your stomach and make you give birth to their insect child.

9-10: Newtling witch. Can cast leech swarm; skin+organs turn to 3D6 leeches, attack party.

11-12: Swamp octopus. 2D8 tentacles drag delvers into swamp.

13-14: 2D4 leeches cling to party. If not found, leech 2 points of CON per day.

15-16: 1D6 Bloated bog corpses. Explode with gas that causes vomiting and attracts all insects in large range to you.

17-18: Sentient fungoid mastermind, controls all plants that are coated with its slime.

19-20: 1D4 Ticks. Paralyse you as you sleep.

21-22: Amphisbรฆna. Check wikipedia page for ideas.

23-24: Chaotic Gnome — Intelligent, telepathic, eats gold, lives in small specially-made vial, when released can only tunnel straight down super fast.

25-26: Bog hag (Anaxial's Roster, p222-223), will perform haruspicy.

27-28: Wrecked ship in tree fern. The tree fern is home to an Olarian, which must be defeated if the delvers are to explore the wreck.

29-30: Swarmhaven. A small Olodo village, besieged by insects. No-one's willing to go out to find and kill the insect god.

31-32: More horrible insects! Roll 1D4: (1) Insects that burrow into your brain and control you, (2) insects that cause massive bloated swellings that release toxic gas when popped, (3) insects that tear through the area devouring all food, (4) insects that get under your fingernails and make you lose control of your fingers at bad times.

33-34: Old shack. Newtling shaman keeps flasks in river with spirits; will sell them. Roll 1D6 for spirit contained in flask:
(1)- Amnesia Spirit (INT-based skills are reduced by the spirit's POW)
(2)- Confusion Spirit (Befuddles victim)
(3)- Disease Spirit (Anaxial's Roster, p224-230)
(4)- Fear Spirit (Demoralises victim)
(5)- Greed Spirit (Victim is enamoured of a specific item)
(6)- Idiocy Spirit (INT of victim reduced by ½ the spirit's POW)

35-36: Tameable giant alligator. Resting — sore tooth.

37-38: Hunting band of dinosaur-riding Slarges from Wongarissi. Remember: they hate humans.

39-40: Friendly black slime ghost.

41-42: Glade of massive, dark red mushrooms; when properly prepared, can be used as nerve poison; paralyses victim for 2 hours, give or take 1D8×10 minutes.

43-44: Quicksand bog, fore-runners are trapped. Sink 30cm per round.

45-46: Even more horrible insects! Roll 1D4: (1) insects that give you uncontrollable shakes, (2) insects that get in your body and slowly grow like a strangler fig until the entire inside of your body is nothing but a giant coiled worm, (3) insects that get right up in your junk, (4) unstoppable army ant insects that swarm over and devour anything in their path.

47-48: 2D4 strangling vines.

49-50: Will o' wisp, attracts party into holes, mud or quicksand against their will.

51-52: The Mere of Dead Faces: Lord of the Rings-like corpses all around water, fires on them, attract anyone who looks at them.

53-54: Poisonous river.

55-56: Alligators pretending to be log in middle of river that needs crossing.

57-58: 2D6 Mosquito women. Emaciated women with wings and proboscides.

59-60: Big marshy lake.

61-62: River.

63-64: Bog everywhere. Movement halved. There's a small safe path hidden in the mud.

65-66: Fog.

67-68: Insects intensify; –10 to all skill checks unless delvers can get them off.

69-70: Party of travelling Timinits. Willing to barter with party.

71-72: Party of travelling Uz looking for giant insects. Humans are considered as good insect-bait.

73-74: Still, stagnant pool. Sentient.

75-76: Slorifing wedding/funeral on barge, everyone in white and silent.

77-78: Slorifing party off to pay homage to their Queen. Severed human heads would certainly constitute a nice present to her.

79-80: Grey giant fishing. Low intelligence (INT 2D6), wary of strangers.

81-82: Holy fuck kids it's even more horrible insects! Roll 1D4: (1) Insects that bind you up and fill you full of their young, (2) insects that were inside you the whole time, (3) insects that eat your eyes and other vital organs from inside, (4) insects that know no god or king rise from the earth. The sky turns black. There is nothing but the swarm.

83-84: Hungry Gulper (Gloranthan Bestiary, p22-23).

85-86: Lesser Hydra, 2D6 heads (Gloranthan Bestiary, p24-25; Anaxial's Roster, p179).

87-88: Puffball smoke ghost mushrooms give advice from dead friends.

89-90: Black slime ghosts haunt party. Will arise from their bodies at inconvenient times, making them bleed from eyes. Can be banished temporarily with rum + fire.

91-92: Midget Slashers (Gloranthan Bestiary, p30-31) hiding in ambush until party nears.

93-94: Giant demon toad with fat Orveltor (Gloranthan Bestiary, p34-35) in mouth.

95-96: Gigantic hole in the swamp, all water rushing into it. Leads to Voralan-inhabited underground swamps.

97-98: Drunk Gorakiki Insect Lord.

99: Malevolent Timinit wizard, slowly turns party into plants.

100: Insect god. The party is on its back.




RuneQuest 6 Free Download: Games Master's Pack

The dead tree version of RuneQuest 6 is still on its way, yet the Design Mechanism have already churned out their first free download!

The RQ6 Games Master's Pack is downloadable for free from the web-site. At 76 pages, it's a massive free supplement. Kudos to Loz and Pete for their dedication!

It contains:
  • A nice Hellenistic-themed cover picture
  • A map of the (again) Hellenistic-looking city of Meeros
  • A 17-page introductory scenario set in the city of Meeros
  • A 14-page action-packed swords & sorcery scenario set in a high fantasy milieu
  • All the charts, tables, and sheets from the rule book in one convenient location
  • Condition markers (yes! now isn't this the epitome of old school role-playing??)
  • A 2-page player character sheet

14 July 2012

Issue 15 of Wyrms Footnotes Available

Issue 14 of Wyrms Footnotes was published by the Chaosium in April 1982. Now Moon Design have announced the availability of Issue 15 of Wyrms Footnotes... Why, that is a mere 30-year hiatus between two issues.

Anyway, even if the former Wyrms Footnotes was a RuneQuest magazine and the new incarnation is a HeroQuest magazine, the continuation of the numbering reveals a sense of continuity between the 'old' and the 'new' Glorantha, which warms the heart of the grognard in me.

Here's the announcement by Moon Design:

After a short rest, Moon Design Publications announces that the legendary flagship Gloranthan "magazine" [at this size and general awesomeness, Wyrms Footnotes is better thought of as a regular Glorantha Companion] Wyrms Footnotes is back with Issue 15! Articles and scenarios by Greg Stafford, Sandy Petersen, Jeff Richard and Rick Meints, including:
  • Adventure Time with Sandy Petersen!
  • The Upland Marsh!
  • Sun Dome County (in Sartar, not Prax)!
  • The Far Place!
  • War in Glorantha!
  • Magical Regiments of the Hero Wars!

And much much more! In all, some 88 pages of pure Gloranthan gold!

The prices are announced as follows:
  • Bundle of Paperback and Electronic Download, $20.00
  • Electronic Download, $10.00


13 July 2012

Aldryami Forest Umathelan Encounters

In 950, a noted Jrusteli scholar wrote a book proving that the Elves of Enkloso were extinct. That was, however, wishful thinking on the Malki scholar's part... The Wort-Men were not extinct — they had merely retreated into the deepest recesses of the forests.

Should your party have survived the Dark Forest encounters from yesterday's post, here are further encounters for the deepest, Aldryami-inhabited part of the Umathelan forests. As was the case with  yesterday's post, this table has been stolen from Jack Mcnamee's blog extraordinaire.





1-2: 2D10 tiny glowing fairies slowly circle party in ring, singing. Paralyse on touch, then cut out heart and enter cavity.

3-4: 3D6 Bush Babies (T&T: MR 15; RQ: use Trollkin, SIZ 4, CON 9; Original RPG: AC 10, HD ½). Paralyse on touch, then climb up adventurer to eat. Vulnerable to caring words.

5-6: 2D10 Voralans [Mushroom-men] (T&T: MR 30, DEX 16; RQ: use Voralan, SIZ 6, CON 11; Original RPG: AC 8, HD 1) shoot poison darts from the trees. They will use guerilla warfare, shooting and then vanishing into the trees, laughing. Roll 1D10 for each dart. (1) Trip out, (2) suffer a horrible slow rotting disease that will make you lose a leg, (3) Massive swelling around affected area, (4) Massive rainbow boils swell to burst with hallucinogenic gas, (5) Blood won't clot, even smallest wounds will continue to bleed until death, (6) Sweaty areas sprout with corrupting fungus, (7) Paralysis, one limb at a time, over a period of days, (8) Mind rots away, lose memories and points of INT, (9) Extremities curl and turn black, (10) Extremities - fingers, toes, etc - split off you to become Mushroom-man. All effects will take a day or two.

7-8: Great shambling mossy tree-beast in the mist. Anyone it turns its gaze on begins to sprout flowers, turning into a plant. Make it gross and debilitating — eyes burst and bloom into orchids, legs root into ground, mouth chokes on blossoming fruit.

9-10: Princess Mononoke. Masked girl with poison dagger, two massive white wolves, painted with red markings. Will stealth and stalk the party until their guard is down, then race in and strike.

11-12: 2D6 Butterflies flutter from trees — some brown, some multicoloured with eye markings. Land on people and suck up their life-force, gaining colour. Those with full colour can use it to emit a blinding flash attack.

13-14: Wind chimes hang from trees. Tiny wires strung everywhere will set them ringing when crossed. Shaman above will summon Dagger-storm if he hears the chimes ring; makes knives fall as rain in a mile radius.

15-16: Stream flows over mossy rocks. Moss covers all of ground for miles. Many patches of moss are just thin camouflage stretched over the mouths of the moss-beast.

17-18: Voralan village visible through trees. Voralans have laced the surrounding ground with tiny poison spikes.

19-20: Thin, trailing vines hang from trees like curtains. Will latch onto adventurers with tiny mouths and begin to suck out blood, excreting poison that leaves them slow and lethargic.

21-22: Heavy leaf-litter conceals poisonous snakes.

23-24: Edible mushrooms. Roll 1D5: (1) Hallucinogenic, (2) make you grow to gigantic size temporarily, (3) shrink to tiny size, (4) poison, (5) revelatory dreams, (6) go blind.

25-28: Lumberjack camp — tons of tools for sale.

29-30: A massive white stag. Will help the pure of heart. Kill it, and a massive black horror-ooze will emerge from its corpse.

31-32: Fairy ring of mushrooms, portal to Aldryami grove.

33-34: Hollow tree with tiny family living inside.

35-36: Troll village, friendly.

37-38: Forest floor covered with leaf-litter; uncovering it reveals that you're walking on massive piles of Leprechaun gold, will all vanish three days after being taken.

39-40: Travelling Aldryami party. Will give party food and rest for coin, but disappear at inconvenient time.

41-44: Woods whisper faint phrases.

45-48: Flower fields, with big bee hives hanging from the trees around. Bees buzzing around pollinating.

49-50: Close trees — carts and cars have trouble. Dark even at mid-day.

51-54: Mist and rain. The trees start to shiver, spraying raindrops everywhere.

55-58: Warm day. Snowflakes fall. Some of them are in the shape of pictures, and some of those foretell future events.

59-62: Forest fire.

63-64: Trees part to reveal clearing around lake choked with lilly-pads. Small island in centre.

65-66: Ancient, beautiful ruins. Statue of lovers in centre surrounded by rare roses. Passage underneath leads to hidden underground bathing pool.

67-70: Babbling brook in path, must ford or go around.

71-72: Massive amounts of birds congregate here, all different varieties.

73-74: Olarians having a picnic. Have only a front — hollow rot behind. Can cure or cause diseases.

75-76: Cliff in path. Steep and overgrown.

77-78: Ground takes sudden, steep turn downwards. Slippery with leaf litter and treacherous with tree roots.

79-80: 1D3 Maggot Lamiรฆ twined around tree — beautiful blind women with giant maggots for legs. Ask the party riddles. Correct answers rewarded with good luck.

81-82: Thin black shadow-men stalk party, feed from their dreams. PC's will lose memories — spells, weapon training, etc — as shadow-men grow fat.

83-84: Chaos-tinged men follow the party stealthily. Devour any corpses they leave behind, gaining the powers of each.

85-86: Glisters follow along with party; bright will-o'-the-wisps that feed off emotions. Change colour depending on emotion PC's display, emotions in their presence are heightened to the point of insane outbursts. Gather to strong emotions.

87-88: Tree with single bulbous purple fruit. Closer inspection reveals that the fruit is skeletal human head. Eating will give you +1 INTelligence, but give you a split personality.

89-90: Wide river. Those who travel down it will see ghostly cities of incredible beauty appear on the shore at night. Men and women with glowing eyes will stop and beckon to the travellers. Anyone who lands on shore will never be seen again, obviously.

91-92: Wedding between a Hollow Bride and a giant wolf, with fairies presiding as priests and revellers. PC's invited to attend.

93-94: Plant labyrinth with 2D4 Timinits in its centre.

95-96: Beautiful glowing part of woods in eternal twilight. Idyllic; full of edible food and water. Party will begin to lose memories and minds the more they stay. Days will secretly pass in hours.

97-98: Maiden sits on lilly throne in pond surrounded by weeping willows. Storks everywhere, spike-things come from her elbows and knees. Takes a liking to PC, offers to take him down into pond with her. If they accept, she will give them a stork afterwards - the stork will die instead of them if they reach 0 HP. They will not remember what happened down there.

99-100: The Wild Hunt charges through and captures the PC's. They will be hunted for the pleasure of the Fairy King.

12 July 2012

Dark Forest Umathelan Encounters

OK, today's post has been directly ripped off the fucking brilliant post on the Rotten Pulp blog...

This is Second Age Umathela, so there aren't any hostile Elves in the forests... which does not mean the forests are safe, though. Here's a nice D100 encounter table for those unwary parties who have adventured into Umathela's Dark Forest.

1-2: 3D6 Bush Babies (T&T: MR 15; RQ: use Trollkin, SIZ 4, CON 9; Original RPG: AC 10, HD ½). Paralyse on touch, then climb up adventurer to eat. Vulnerable to caring words.

3-4: 1D6 crows follow party, gain 1D4 crows per day. Dive-bomb when party is distracted. 5 or more crows can try abducting party member - roll under DEX (T&T: LVL1 DEX SR; RQ: Agility roll; Original RPG: roll under DEX×5%) or be carried off.

5-6: Vangono's horror with cub. Attacks if angered.

7-8: Skin Kin. Skin flaps hanging from branches. 2D6 detach and float after party discreetly; attack by stripping flesh off party members to replace it with themselves. If someone is killed in this manner, the stripped skin becomes another Skin Kin, and the dead man will be puppeteered by the skin kin. Will retreat if party cuts themselves.

9-10: Blood-Oak blocks path. Vine tendrils around it grapple, takes 3 rounds to drop grappled hero into concentric teeth that go through center of tree. If a vine is severed, three more grow in their place (prevent this by cauterising wound). Its wood is super valuable, screams when burned.

11-12: Snicket swarm — 4D6 rat-bird things tear through area, leaving everything exposed at head height stripped bare. Listen check to hear them coming, reflex save to avoid.

13-14: Snake-Armed Ruby Brain Beast. 5 snake arms; each can grapple or claw.  Placing palm on gem in back will instantly kill it.

15-16: Patch in middle of road is covered trapdoor, leads to underground webbed cavern with Trapdoor spider. Spider pops out to grab nearby enemies and bind them in its web below, injecting them with paralysing poison to eat later.

17-18: 1D6 Olodo robbers lay trap in road — front party members will be swept into rope trap, robbers will make demands of remaining members from trees.

19-20: 1D4 Black vines twined in shape of humans, white masks in place of faces. Touch transfers your face to them, stealing your mind. Vulnerable to mirrors. Mask can be transferred back by use of a mirror.

21-22: Find a wolf in a trap. Will struggle at first, but if released and healed will become loyal to party.

23-24: Broken-down cart with carcasses of draught hogs. 1D100 guilders worth of Gems, baby in basket under wreckage — seems to be from wealthy Malki family.

25-26: Tiny Umathing village. Distrustful of strangers, but have food. All old women in town currently out on hill putting old iron knives in the ground. Twin brothers are making a furrow around the village. They're preparing for an undead attack after a Nontrayan cultist died in childbirth.

27-28: Gigantic multi-layered cake in the middle of the forest. Unattended. Delicious.

29-30: Olodo camp. Friendly, lots of music. Will take party onboard in return for odd-jobs.

31-32: Lightning storm. Builds in intensity, starting a fire, until one bolt slams down near the PC's as a solid, bright crystal, surrounded by shrapnel of the same material. In light, the crystal becomes volatile and explosive; in darkness, becomes incredibly heavy.

33-34: Massive, recently-vacated cocoon hanging from tree, warm and protected. Will give all who sleep within it revelatory dreams.

35-36: Lake with bathing Rusalki - water-nymph ghosts. Beautiful, will lead travellers down to underwater village. Breathing is fine as long as you hold their hand.

37-38: Travelling explorer investigating rare animals, will accompany PC's or buy any corpses they have.

39-40: Old shack with saws, tools, etc. Woodsman owner will return soon.

41-42: Razorleaf wood. The leaves here draw blood when they touch. Trees begin shake, shedding more and more leaves.

43-44: Chasm with river at bottom. Rotting ropes show where bridge used to be. Might be just wide enough to jump.

45-46: Daggerslash. Resembles dead piece of wood, attracts party with distressed moaning sounds then latches onto them like beartrap with 40 rows of sharp claws.

47-48: Glade of massive, dark red mushrooms; when properly prepared, can be used as nerve poison, paralyses victim.

49-50: 1D4 Bear traps surrounding tied basket of food, money and goodies.

51-52: Path cuts out, rocky outcrop on one side, thick forest on other.

53-54: Skull butterflies flutter to party, play music. Land of the dead slowly opens up between tree trunks around them.

55-56: Deep fog falls. Party is likely to loose their way.

57-58: Bushfire.

59-60: Tree trunks fallen in way, must go around.

61-62: Smoking crater with shiny glimmer in center.

63-64: Flock of birds fly off at parties approach, screeching wildly. Everything nearby is aware of parties presence

65-66: Idyllic clearing with clear brook going through it.

67-68: Stream, must be forded or bridged.

69-70: Multiple skeletons stuck together into horrible beast - horseclaw, vulture, man and Vangono's horror.

71-72: A wooden puppet skeleton hands from a tree with offerings around it. It's a horrible idol, will offer advice if given food to eat.

73-74: Man entirely covered in tattoos hung from tree; if touched, tattoos will transfer to toucher, move slowly, whisper strange demands.

75-76: Trap in ground covered by leaf-litter. Falling in it leads to a banquet table, with chairs that will bind around PC's. Other guests in increasing stages of being transformed into plants. Log-man offers food and wine.

77-78: Witch trapped in Ice, six hands, holding a silver dagger in each. Seven gold-encrusted rubies frozen around her head. Lots of burnable tinder around.

79-80: Sleeping children in glade.

81-82: Statues cowering away from chasm - an invisible bridge leads over it.

83-84: Ghost Funeral procession.

85-86: PC's meet party of hungry ogres. Will pretend to be friendly travellers, and will try to kill and eat the PC's during the night.

87-88: Baba Yaga's hut. "Fou, fou, fou! I feel the Russian Spirit!" Hut on Chicken legs surrounded by skulls with glowing eyes. Baba yaga makes constant unreasonable demands or devours you, but her servants will help you stop her if you treat them kindly. May give guidance in rare cases.

89-90: Secret Timinit hive.

91-92: Thorn queen on throne, surrounded by dead children, can tell prophecies by pulling out eyes. Has power over all children, vulnerable to objects with five sides. Will ask riddles, attack with children and thorn vines from throne if angered.

93-94: Crystal guardian; as many heads as party members, each head copies one party members attributes and actions.

95-96: Forest is sentient, breathes.

97-100: A quiet, peaceful day. Birds chirp. The party feels at ease.

03 July 2012

RQ6 Stats for HeroQuest Publications

Someone on the Glorantha Yahoo list asked the following:

[We] wished that HeroQuest books, especially campaigns, had RQ stats added. Once RQ6 is out, wouldn't that be cool? I don't know how difficult it would be to achieve this, I'm sure there are many legal problems or other technicalities I'm not aware of, but if this could be done, even as just an appendix, I'm pretty sure it would be good for sales.

To which Loz answered:

We're way ahead of you.

We're intending (that is, Design Mechanism and Moon Design) to release PDF files with appropriate RQ6 stats and notes to accompany HQ books. Books won't be dual statted; that would inflate page count horribly. However RQ players will be able to use HQ books as fully as possible with these PDF stat packs. And, many GMs like their stats separate from the core text anyway, so it makes sense to adopt this approach.

It will take some time to put these together of course; time we don't have right now. But it's All Part of the Plan.

This is just รผber cool. And, as mentioned by Loz, it would keep the stat blocks [let's admit that stat blocks are a pain in the arse] separate from the juicy text of the HQ books.

02 July 2012

The Look of Second Age Westerners

OK, today's post is straight out of the HeroQuest forums out there at Moon Design's web-site.

The original poster wrote:
I am really enjoying the Look of Glorantha blog Moon Design is doing for the lead up to the Big Glorantha guide.
While waiting for RQ6 I am reading the Abiding Book for MRQ2.
Does a Second Age Westerner look different from a Third Age Westerner?
Is it only a matter of worldview that was changed by the disasters between the Second and Third Age, or did it also set them on a new path of cultural development?

To which Jeff replied:
I fear the Mongoose artistic accuracy was almost always very bad (Dara Happa Stirs is a notable example) and Greg and I really have no idea how they depicted Second Age Westerners. However, this article does give correct information as to the look of the Second Age Jrusteli:

http://moondesignpublications.com/blog/jeff/quick-summary-gloranthan-cultures-part-two-westerners

Cool link. I especially like this picture by the immense Ivan Bilibin:
it fits in well with my own view of the Umathelan Malki people.