About Me
28 February 2012
The Lascerdans
What little information I have managed to scavenge is as follows. Lascerdans inhabited Umathela before and in the Dawn Age, when they were exterminated by the elves of Pamaltela. Lascerdans descended from the pel-mre of the distant, mythical past of Pamaltela, reptilian life created by Pamalt and Balumbasta. That would have made them distant relatives of the Slarges.
Physically, Lascerdans looked like muscular lizard-men with a gaping mouth. One description mentions their having the head of a basiliscus. Although Pamaltelan humans remember them as coming "from the mountains", Lascerdans were at least semi-aquatic, preferring river-bottoms and swamps.
The Lascerdans dammed the rivers to make shallow lakes and swamps, which destroyed forest land, though it did create some mangrove forests. However, the elves of the woods at the time were mostly green elves, and could not survive in mangroves.
The Lascerdans farmed and fed on pens of freshwater manatees (and probably other aquatic livestock), and their infamous slash-and-burn practices were not true slash-and-burn. Rather, the Lascerdans chopped out huge tracts of forest, burnt the wood, and hauled the greenage back to the rivers to use as cheap and fast manatee fodder. They recognised that they got more useful fodder from cleared areas than from the huge tree-covered portions, so they became tree-enemies. That might explain why the elves fought a genocidal war against them. The last Lascerdans were exterminated along the Palau River in 475
It is believed that the Lascerdans worshipped a fire god (a volcano god like the Olodo?), the Mother of Manatees (a herd goddess), and, more importantly, the River Gods of Umathela. They left some mysterious ruins in the forests of Umathela, called Lascerdan Stones.
Canonical sources mention the Lascerdans as being 'extinct' in Second Age Pamaltela but, hey!, my Gloratha varies...
27 February 2012
The Iqari
Back when Pete was working on the Mongoose Races books he asked Greg if there were any rules about creating new sapient races and Greg said, I believe, that Pete could invent new ones if he wanted to.
They were originally created for our Gwenthia book and are a particular favourite of ours, so we threw them into a few places.
They're part human, part raptor. Quite ferocious, but also with a developed civilisation.
According to The Abiding Book, Iqari are found in the upper peaks of Jrustela, and as an allied colony in the God Learner city of Arstranwal, which has been built in the high crags overlooking the Umathelan plain. There is little more information about the Iqari in the Mongoose supplements, so I shall copy the description found on the Gwenthia wiki:
With human bodies and the head and wings of an eagle, Iqari are formidable hunters, possessing the keen sight and instincts of raptors, and the strength and size of humans.
Iqari are social amongst their own kind, but are antagonistic towards most other species, and any who venture too close to their mountain colonies. Certainly they are intelligent, with tool-making and building skills. No one has yet been able to venture successfully into the mountainous reaches they inhabit to view first-hand what kind of settlements they occupy, but the common view is of great collections of nest-like structures that form crude versions of cities, high in the mountain peaks.
Iqari can fly far and wide, but seem to prefer the areas around their home mountains. Iqari hunting flocks regularly attack the settlements clustered in the fertile lower reaches of the hills and mountains, taking livestock and the occasional human victim - either as prey or simply for the joy of the kill.
Iqari communicate through a complex series of beak-clicks, sqwawks, feather-ruffles, head-tilts and hand signals. Some have noted that they can understand certain languages but lack the ability to speak them. As yet, negotiation with Iqari has been futile: they are unwilling to communicate openly or offer any respite from their attacks.
As well as their natural hunting abilities, Iqari employ long, barbed spears when hunting or attacking. These two-metre long weapons are dreadful in use, being either hurled from on-high or used as lances in the feared Iqari death-plunge.
Edit: The Iqari have both arms and wings, so the picture above does not correspond to how they actually look like.
26 February 2012
RuneQuest 6 Latest News
Here's the progress so far.
Playtesting
Our stalwart playtesting crews have worked they way through character creation, skills, equipment and combat chapters putting each to the test, suggesting revisions, identifying problem areas and highlighting what's worked very well for them. The input has been great and Pete and I spent time during the recent Petecon to address each point and challenge and integrate them, where necessary into the rules fabric.
The above chapters, along with Creatures, are nearing completion and will soon be sent for editing after we've completed some minor additional revisions.
Magic
RQ6 will have five very different magic systems: Folk Magic (Common Magic as was), Animism (spirit magic), Mysticism (brand new), Theism (Divine) and Sorcery. Initial writing is complete on three fifths of these and will form the next round of playtesting.
Folk Magic is a radical revision of old Common/Battle Magic. We've de-emphasised the combat aspects and vastly increased the more utilitarian spells. Old favourites are still there, but every spell has undergone a substantial degree of revision. Mysticism is completely new and aims to allow characters to replicate all manner of wuxia, martial arts, ki, and other powers that focus on self-realisation and potential. Its not a spell-based system, but it does have a very wide range of different effects/talents to offer considerable flexibility. Animism is a complete overhaul of the old spirit magic rules to clarify, expand and explain the system in detail. Theism and Sorcery are next up and these will, again, be overhauled with an eye on flexibility.
Creatures
A huge chapter, there's a wide range of beasties and mythical monsters along with playable races - each with character creation guidelines. Old favourites are in there (but no specifically Gloranthan critters) along with some new additions. We've tried to give each creature or race a unique spin making for more rounded creatures than simply things to butcher and steal from. Expect extensive rules for how creatures react and fight, along with guidelines for creating your own.
Art and Layout
Art is commissioned and we have a team of three very talented artists working on illustrating the book. Having seen some of the sample art, I'm very impressed and once we're in a position to share some of it I'll post samples on the DM website. But work is still underway, so patience please!
We have also commissioned a professional layout guru to work on the book's presentation. Clean, readable and easy on the eye is the overall theme. There'll be no intrusive borders, good use of white space, consistent and recognisable design elements, and a book that should look good in dead tree and PDF versions that remain printer-friendly.
So a lot has been happening and RQ6 has taken several bounds towards realisation. There has been some project slippage due to personal lives and Real Life intrusions, but nothing that has significantly delayed our progress.
Thanks for bearing with us.
Some more information from the Design Mechanism forum:
So, with some of the sting taken out of Folk Magic will another magic system carry the weight of combat-focused spellcraft? Will we see Bladesharp, Speedart, Disruption, Multimissile shifted to another magic system? Or will they remain "Folk Magic" with a more limited effect?
Some of them remain in watered down version. The more potent effects will achieve apotheosis to a higher level of magic. A lot of the problems I saw in long running RQ2/3 campaigns was the out of control magic inflation which eventually rendered weapons and armour superfluous. So we're reining that in a bit.For those that are worried about Glorantha backwards compatibility we will undoubtedly make a Battle Magic supplement/conversion available for free download.
20 February 2012
Art for Umathela (1)
This page is dedicated to Andrei Guselnikov's (Андрей Валерьевич Гусельников) art depicting ancient Slavic deities. The pictures are absolutely amazing.
Time-Line of the Campaign
Rumours of the Closing are reaching Umathela. It's going to be several terrifying years of incoming doom for coastal people who rely on the sea, not helped by the dragonship attacks.
Eastern Umathela is more or less reunited under the leadership of the local God Learners, centred in Cerngorth. Is their leader in the 10th century already called the 'Lord of the World's Knowledge'?
Western Umathela is much more of a very loose coalition of city-states, which don't have any control whatsoever on the interior. And altough a noted Jrusteli scholar has written a book in 950 proving that the elves of Enkloso are extinct, the latter are in reality quietly plotting the Reconquista of Western Umathela.
17 February 2012
The Olodo
They retreated to the inhospitable areas of Umathela. In my opinion they somehow went "wild" and I hence intend to depict them as woodwoses.
There is little information on the religion of the Old Wayers. They are supposed to practise a mix of theism, shamanism, and even Invisible God worship. Yet some Olodo worshipped the volcano god Aurelion when on Jrustela. Even though it is unknown what happened to those particular Olodo when the Seshnegi settlers arrived, I find it cool to think that some of them where amongst the colonists transported by the Waertagi, and that they have hence had an influence on Pamaltelan Olodo religion, because I want to have at least one active volcano in the interior of Umathela, and I want to use the Olodo as antagonists to the PCs. And I'm sure antagonists with fire magic are going to kick arse.
25 January 2012
The Order of Cerberus
A community site dedicated to the Italian version of MRQII has been created. It is called the Order of Cerberus and features news about products and cons in Italy, a free introductory scenario, and several gaming aids such as new creatures, magical items...
22 January 2012
T&T: New French-Language Edition
Well, believe it or not, there is going to be an 8th edition of T&T: it will be based upon the rule book and the magic book of the 7th edition published by Fiery Dragon, but with a different, improved presentation (I agree 7th ed. was horribly presented... what a mess!). Some excerpts from Flying Buffalo's 5.5 ed., and which were not included in Fiery Dragon's, will also be incorporated, again for clarity's sake, plus some bonus stuff like firearms, poisons, a glossary of arms and armour... Ken St. André himself will add some more bonus stuff. And it will only be available in French, at least at the moment.
Much of the art will be from the 5th ed. by Flying Buffalo, and Liz Danforth is adding some new art. You might even have a say in what she will be drawing — more on her blog.
T&T 8th ed., in French, expected at the end of February 2012. Yippee!
18 January 2012
Zak S GM survey
GM Questionnaire
Repost and answer. Or, if you don't have a blog, answer in the comments. Or be a big rebel and do neither [OK, I did both].
1. If you had to pick a single invention in a game you were most proud of what would it be?
That would be when I ad-libbed an entire session when in high school. At the time, following one's notes or a pre-published module was the gospel.
2. When was the last time you GMed?
June 2011.
3. When was the last time you played?
Two weeks ago.
4. Give us a one-sentence pitch for an adventure you haven't run but would like to.
You're cornered and there's no way out except through the ghost town.
5. What do you do while you wait for players to do things?
Fix myself a tea/coffee.
6. What, if anything, do you eat while you play?
Fruit or weird Chinese snacks.
7. Do you find GMing physically exhausting?
Yes.
8. What was the last interesting (to you, anyway) thing you remember a PC you were running doing?
Crashing through a well-defended fortress through the front gate on a berserk elephant.
9. Do your players take your serious setting and make it unserious? Vice versa? Neither?
I've had this kind of issues running CoC, I guess because the players know they're supposed to be serious and so they're not. This is why I don't run CoC any longer. What I do is I run weird fantasy. The players aren't expecting mind boggling monsters so when there's one they're all panicky.
10. What do you do with goblins?
Er, no goblins in my games.
11. What was the last non-RPG thing you saw that you converted into game material (background, setting, trap, etc.)?
A photograph of an incredible vertical shaft in China.
12. What's the funniest table moment you can remember right now?
Back in university-- I was running a Star Wars game and the players were about to shoot down an Imperial ship. One of the players shouted 'You're crazy... There could be gold on it!'
13. What was the last game book you looked at--aside from things you referenced in a game--why were you looking at it?
LotFP Tutorial book. Playing the solo adventure.
14. Who's your idea of the perfect RPG illustrator?
Dario Corallo.
15. Does your game ever make your players genuinely afraid?
See No.9.
16. What was the best time you ever had running an adventure you didn't write? (If ever)
Honestly I think I've always enjoyed my adventures more than pre-written ones.
17. What would be the ideal physical set up to run a game in?
A castle.
18. If you had to think of the two most disparate games or game products that you like what would they be?
T&T and LotFP?
19. If you had to think of the most disparate influences overall on your game, what would they be?
Hongkong action movies and Central/Eastern European mythology.
20. As a GM, what kind of player do you want at your table?
Players looking for role-playing and immersion.
21. What's a real life experience you've translated into game terms?
Exploring a cave complex in Southern France.
22. Is there an RPG product that you wish existed but doesn't?
Yeah, there was... so I wrote it!
23. Is there anyone you know who you talk abotu RPGs with who doesn't play? How do those conversations go?
I had a colleague who played boardgames but not role-playing games. He just kept saying 'Yeah, I'll have to try' but never did.
10 January 2012
Teleos Crazy Idea
Anyway, since I'm reading Carcosa and recovering from the last game session at the same time, I have these weird ideas materialising in my feverish brain about using Carcosa for a Second Age weird fantasy campaign at the centre of Glorantha. Right... Carcosa = Teleos. The size of the map is right. The dinosaurs are right. The cannibals are right.
Here are the correspondences that have popped up in my head:
- Carcosa = (Second Age) Teleos
- Dinosaurs = Dinosaurs
- Snake-Men = Dragonewts
- Aliens = God Learners
- Alien technology = Zistorite technology
- 13 different coloured human tribes = either decide that there used to be 13 tribes in the Second Age before their number was reduced to 7 in the Third Age; OR make the 6 extra tribes sub-tribes of the 7 canonical ones... Obviously the Bone Men from Carcosa are the White Men from Teleos.
- Sorcery = God Learner sorcery
- Old Ones = this is the only correspondence I'm struggling with... Maybe some forgotten myths unearthed by the God Learners?
06 January 2012
Too Many Good News! Part Two: The Design Mechanism To Launch Free Magazine!
At the moment it appears that the as-yet-unnamed magazine might also feature Gloranthan content, thanks to the partnership between The Design Mechanism and Moon Design.
Stay tuned for more information...
Too Many Good News! Part One: Wyrms Footnotes Returns!
Moon Design have just announced the come-back of the Gloranthan magazine Wyrms Footnotes, after a hiatus of 30 years (!). I am particularly pleased with their decision of labelling the new issue as issue No.15 and not as No.1. This is a good "continuity" message for us fans, and also (IMHO) a sign that this magazine will bridge the gap between old- and new-school gaming. Hooray!
Real Gloranthan fans will have noticed that the artist of the cover is none other than Jennell Allyn Jaquays who (as Paul Alan Jaquays) was extremely influent, both as a writer and as an artist, at the time of the original RuneQuest 2.
Here's the original piece of news: Wyrms Footnotes Returns!
24 November 2011
Steve Perrin Interview
This spurred me to look for the Perrin Conventions online again. Wow... great stuff. I'll certainly be using them a lot for Timinits & Trolls. Googling Steve's name on the internet also brought up an interview from about one year ago, which I had completely missed at the time. Definitely an interesting read, which I recommend.
Cover Art for RuneQuest 6

Here is the accompanying text from the Design Mechanism web-site:
We're delighted to share with you the stunning cover art for RuneQuest Sixth Edition.
By Pascal Quidalt, the picture is, of course, an updated version of the iconic original RQ cover (originally painted by Luise Perrin). Pascal, who has done some outstanding covers for roleplaying games, has taken that original and created a beautiful and unique take on the imagery.
The artwork depicts Anathaym, a Meerish warrior of the Cult of Theera, under ambush by a cunning, predatory, Slargr (pronounced SLAR-guh) when she mistakenly wanders into its hunting territories. The hulking creature tears away her shield - a typical slargr tactic - leaving the shocked Anathaym to rely on her spear and its Bladesharp matrix.
Will she survive? The RuneQuest rules, using Anathaym as our example heroine, will give you the answer...
RQ6 will be setting-agnostic, hence the funny names, but the obvious Gloranthan imagery is a Lunar/a Templar lost in the Pamaltelan jungle... which is pretty evocative in light of which Gloranthan locales this blog usually likes to explore...
28 September 2011
The Jack-of-all-trades
The Jack-of-all-trades corresponds to what is called a rogue in the original T&T rules. The issue I have with that term is that whilst it originally fit in well with the idea I have of the 'default' adventurer (the Grey Mouser is the seminal rogue, and he is as capable in spell-casting as in combat as in thievery), the term itself has gradually become synonymous with thief over the years in the context of fantasy rpg's.
I believe that the author of the recent fantasy rpg Lamentations of the Flame Princess, which has marvellously bridged the gap between old school and new school gaming, has hit the same problem: in LotFP, the rogue class has been renamed Specialist. Whilst I agree with the renaming of the class, and with its description, I am not overly satisfied with the term— because it reminds me too much of the Specialist Mage.
Here's the deescription of the Specialist character class from LotFP (I reproduce it because it's freely available on its web-site):
Fighters are adventurers because they are so inured to death that they cannot settle down to a normal life. Magic-Users are those that have pursued the dark arts and are no longer welcome in society. Clerics are charged by their god to go forth and perform their special duties.
Specialists? They do it because they want to. Whether inspired by greed, boredom, or idle curiosity, Specialists are professional explorers risking life and limb simply because a less active life is distasteful to them. In some ways this makes them the only sane and normal adventuring characters, but in other ways it makes them the most unusual.
The Specialist is unique because the character class has no special abilities of its own. Instead, a Specialist is better at certain activities that all characters are able to do at a basic level.
I fully endorse the above for the Jack-of-all-trades of my Umathelan campaign!
17 September 2011
My Game
I am currently working on the rules, which are based on a set of house rules successfully used with the kids. The idea is to have a set of rules that are simple, "old school" but still Gloranthan in taste. I will be posting the first draft soon.
At the moment I can reveal the following:
- player characters are defined by 10 characteristics
- the game mechanics emphasise the use of Talents
- there are nine character classes: Jack-of-all-trades (really the T&T rogue renamed), Journeyman (citizen), Soldier (warrior), Wizard, Alchemist, Herbalist, Minstrel, Sage, and Thief. The latter are based on Adapting Arduin Characters to Tunnels & Trolls, an article written by Ken St André in issue 11 of the Sorcerer's Apprentice.
- there are 4 kinds of magic: Hedge Magic (freeform, low intensity, corresponding to Gloranthan Battle Magic), Wizardry (corresponding to standard T&T magic, and used by Malkioni Wizards), Spirit Magic (still to be developed), and Cult Magic (based on the priestly magic devised by Dorothy V. March in Mirabile Dictu! Priests as Characters in T&T, in issue 17 of the Sorcerer's Apprentice).
- PCs can join cults and thus have access to Cult Magic irrespective of their class.
16 July 2011
Yet Another Edition of RuneQuest in the Works!
True, Moon Design are producing Gloranthan supplements of the highest quality, but they are meant to be used with the HeroQuest system, and they are set in Third Age Glorantha.

But an excellent piece of news has hit the "d100-sphere" today: renowned MRQII authors Lawrence Whitaker and Pete Nash are teaming up again to produce a new edition of RuneQuest and supporting supplements. This new edition of RuneQuest should hit the shelves in 2012. It will be the 6th one after two editions by the Chaosium, one by Avalon Hill, and two by Mongoose. Apparently (information is scarce at the moment), the new RuneQuest will cover both Second and Third Age Glorantha.
Loz and Pete have created an ad hoc company for their endeavour called Design Mechanism, but they will closely co-operate with Moon Design.
More information can be found at the following links:
EDIT: Loz has posted the following on the rpg.net forum boards today:
[Answer to a question re: RQ6 v MRQII] Rules and mechanics cannot be copyrighted, so our work will build on MRQII although the words will obviously be completely new. Plus, the system will got fully reviewed, revised, tweaked and the few broken-ish bits fixed.
[Answer to a question re: RQ6 v Glorantha] The RQ6 core rules won't be set in Glorantha at all. They'll support Gloranthan adventuring, but they'll not specifically use the setting. One of the beauties of our partnership with Moon Design is that we can bring RuneQuest back to Third Age Glorantha, which couldn't have happened under the Mongoose licence, so you can expect to see some Third Age RuneQuest books again in the future, as well as some Second Age. We haven't battened-down a Glorantha plan yet - there are other priorities - but rest assured that Glorantha is on the radar.
15 July 2011
Introduction to the Umathing Campaign Game
They call it the Imperial Age, but we call it the Forlorn Tide.
It did start well, though. The Empire was good at the time. Imperial ships† took us from the barren lands of our forefathers and brought us to our new home. Imperial settlers helped us clear the woods and drain the marshes. This also drove out the wort-men who lived here before we did.
We grew and we throve on this new land of ours with rolling hills and open fields. The Imperials lived in their great towns on the shore, we lived in our steads and townlets and kept to ourselves. But soon the Empire grew wicked and slanderous. Our elders had to bow down to their aldermen; our warriors were taken far away to fight wars which weren’t our wars. Many did not return. Worse of all, however, was the weightiness that the Imperial wizards took. They built their lore halls were they would grow in uncouth spellcraft-lore and dwimmer-lore, and whence fearsome gear-beings stepped out. They brought in bug-men from their home island. This was too much. We got together, swore oaths of help and brotherhood, and set upon the evil that the Empire had become. The strout was long and harsh but in the end we won.
Life is tough, though. Trade hasn’t borne well our newfound asideness. The great towns on the shore yold to us but kept many of their wizards who may still plot against us. Leftovers of their eerie checkouts are still there; fearsome fiends dwell in forsaken wrecks. Yet young daredevils set out to delve into those stows. This game is about their undertakings.
13 July 2011
Umathings
Remember— These Slontan Orlanth worshippers didn't voluntarily come to Umathela as settlers by ship; they were magically transplanted from Slontos to Umathela by the God Learners! This is the kind of traumatic experience whose victims are bound to suffer some kind of mental relapse later on...
What is the Umathings' world view? City dwellers are sorcerous madmen. Elves and goblins are evil wort-men. Timinits are yet eviller bug-men. Anything else is just monsters. So basically far from home = danger and monsters. As a consequence, the Umathings lead simple and secluded lives. They have their steads, they practise slash-and-burn agriculture, and they raise their animals. They worship their storm and agricultural gods, which are completely unrelated to their neighbours'. I also assume that their language has kept some archaisms from Slontos; I will try to make that apparent in my posts.
However, despite this heavy conservatism and general isolationism, some Umathings are born with an urge to discover what lays past yonder hills... these people are the stuff adventurers are made of.
12 July 2011
I have chosen
Some useful links/suggested resources:
- David's Umathela page (Third Age page, but it does include a lot of useful information on Umathings)
- Tradetalk #14, Umathela, also by David Dunham
- Umathela on the Glorantha Wiki
- Umathela, from the defunct Gloranthan reference library
- Map of Second Age Glorantha: Umathela is in the bottom left corner
25 May 2011
Bargain sale!
24 May 2011
MRQII is Dead
You won't see any MRQII-related news on this blog any longer. If I manage to get my Tunnels & Trolls-based Pamaltelan campaign going, however, you might see background information. Stay tuned...
08 November 2010
25 September 2010
My Glorantha Does Vary
The reason is quite simple: the campaign game that I have started is for the kids (ages 11 and 13) meaning I need an easy-to-use set of rules, flexible, with little to learn/memorise. I also own the 5th edition of T&T in French, and the differences are minimal.
The first session today went very well. I'll explain in another post how I have "HeroQuest-ised" the T&T rules to render them more compatible with the style of play typical of Glorantha.
14 August 2010
Players' Primer
12 January 2010
RPG Review - Issue No.6
24 December 2009
MRQ II Preview
01 December 2009
Mongoose RuneQuest Second Edition (MRQ II)
Here are a few interesting highlights:
- a complete overhaul of the (lousy) MRQ rules
- the most excellent rules from Loz' Guilds, Factions and Cults are one of the cornerstones of MRQ II
- re-written magic rules
24 June 2009
[campagne - 055] la trollesse
La tête de la trollesse a un air à la fois fâché et effrayé. Son visage est assez émacié, et pâle, même pour une trollesse. Ses yeux sont rougis, et paraissent supporter difficilement la lumière de la torche. Elle ne sent pas très bon...
La trollesse s'approche encore de vous, puis se pose sur la corniche. Elle vous scrute, toujours de cet air mêlé de colère et d'effroi.
07 June 2009
[campagne - 054] dans la grotte
Oui, vous avez raison, ce ne sera pas très sûr... Nous n'avons pas de vêtements de rechange... cela ne me dit rien de me faire hacher menu et boulotter toute crue... Essayons plutôt les grottes, mais attention, ils n'ont pas besoin de lumiere... on sera vite repéré !Les héros entrent donc dans la grotte. On n'y voit goutte, mais une torche faisait partie de l'équipement, qui est vite allumée. Au fur et à mesure que vous avancez, vous entendez plein de bruits bizarres : des rires, des pleurs, des lamentations, des chuchotements, mais qui semblent tous émis par la même voix !
14 October 2008
[campagne - 053] un paysage étrange
De la colline, le chemin redescend vers une plaine morne située au centre d'une cuvette dont les bords sont constitués de montagnes nues et très rocheuses. De nombreuses grottes ou cavernes s'ouvrent sur les flancs de ces montagnes.
19 September 2008
[campagne - 052] perdus dans le Plan des Héros !
Vous vous dirigez vers le bosquet où se trouvaient les autres krjalki, mais il n'y a plus personne. Le pisteur restant dit qu'il peut essayer de suivre les traces.
04 August 2008
[campagne - 051] une prisonnière !
06 July 2008
[campagne - 050] combat magique
Tchapakan est resté dans la tour. Il fouille rapidement la cave, mais n'y trouve rien. Milka rejoint le guide au rez-de-chaussée et entend les mâles qui essaient de forcer la porte, mais cette dernière a l'air bien solide.
Les femelles krjalki envoient une bordée de Disruption sur les héros en haut de la tour. Eporedos est touché au bras gauche (1 point de dégâts). Kirit et Eporedos essaient des Fly, mais ne réussissent pas.
09 June 2008
[campagne - 049] assiégés !
Vous fermez toutes les issues. Kirit est monté sur le toit avec un des pisteurs, il voit les krjalki en bas, fumant de haine. Tchapakan achève donc le molosse. Au moment où ce dernier expire, les krjalki femelles deviennent folles de rage, elles lancent des disruptions vers Kirit et le pisteur. Ce dernier est légèrement blessé.
D'autres disruptions atteignent Kirit et le pisteur. Ce dernier meurt et disparaît de la tour !
24 May 2008
[campagne - 048] ça ne se passe pas du tout comme prévu
27 April 2008
[campagne - 047] ça ne se passe pas comme prévu...
Cependant au moment où les krjalki quittent la tour, ils ne sont pas deux, mais une douzaine ! Tous ceux que Milka avait vus dans la tour ont l'air d'être du voyage.
06 April 2008
[campagne - 046] le parchemin
Vous émergez lentement de votre stupeur et vous rendez compte que le paysage, autour de vous, a sensiblement changé. La colline est toujours là, mais cette fois la tour est en bon état. Vous-mêmes êtes affublés de ridicules armures dorées et de heaumes à plumeau. Les pisteurs, eux, sont devenus petits, bronzés, et sont nus à l'exception d'un pagne autour de la taille. Un soleil puissant et chaud brille au-dessus de vos têtes.
Tchapakan, le premier, rompt le silence... « Ça ne ressemble pas tellement au Ralios, ici ! »
25 March 2008
[campagne - 045] au pied de la tour en ruines
Milka a regardé le parchemin que lui a remis Heliern et y a vu une prière, donc probablement un sortilège, qu'elle ne connaît pas.
15 February 2008
[campagne - 044] dans la tour en ruines (suite)
Les autres (Kirit, Éporédos) n'entendent rien. Kirit voit juste Tchapakan qui se tient la tête et qui crie.
En même temps que ceci arrive, les krjalki qui étaient au sol sortent de leur torpeur et se relèvent.
Kirit lance à nouveau un Slumber, un mâle et deux femelles qui venaient de se réveiller se rendorment aussitôt. Il reste donc deux mâles et une femelle (toujours la même) debout. Cette dernière envoie de nouveau avec succès un Disruption sur Kirit, qui subit 3 HP de dégâts dans l'abdomen.
07 February 2008
Signs & Portents RuneQuest Index
I am copying the index here for ease of reference:
Glorantha
Gloranthan Goodies.................Equipment....S&P 40
Twenty Gloranthans.................NPCs...........S&P 43
My Brother's Feast...................Scenario......S&P 44
Prophet, Adventurer, Warder....Elfs.............S&P 49
The Elder Wilds.......................Elfs..............S&P 50
The Voralans..........................Black Elfs.....S&P 51
The Voralan Tribes..................Black Elfs....S&P 53
Scenarios
Raven in the Roost.................S&P 35
The Mad Druid.......................S&P 36
A Recipe for Disaster..............S&P 41
Tors and Tombs.....................S&P 42
Vignettes...............................S&P 43
The Quest for the Stones.........S&P 46
Bad Dreams..........................S&P 48
Creatures
Lesser Known Fauna and Flora......S&P 37
RQ Spirits...................................S&P 44
Hunter's Spoils............................S&P 47
Alternative Elemetnals.................S&P 48
Camel Spiders............................S&P 52
Shapeshifters & Deceivers............S&P 53
The Serpentine Hive....................S&P 53
Magic & Magic Items
Enchanted Items...............Magic Items.................................S&P 38
Rune Magic......................More Spells..................................S&P 39
Enchanted Encata.............Magic Items and creating them.......S&P 45
Living Magic.....................New Magic System........................S&P 46
Wondrous Materials..........Magic Item Components.................S&P 50
Legendary Swords...........Magic Swords................................S&P 51
Summoners.....................Summoning Rules.........................S&P 52
Other Stuff
RQ Variant Weapons................S&P 36
Totally Random Characters.......S&P 38
RQ Arrows...............................S&P 40
RQ Druids...............................S&P 41
Sprit Evocation........................S&P 45
A Job Well Done (Rewards).......S&P 49
Note: I've removed all the Slaine and Elric/Hawkmoon stuff.
[campagne - 043] dans la tour en ruines
Tchapakan arrive au pied de la tour.
24 January 2008
[campagne - 042] le bivouac
Le lendemain matin, vous voyez la tour sur sa crête qui dépasse au-dessus des brumes matinales. Rien ne semble bouger.
10 January 2008
[campagne - 041] la tour en ruines
Le bois est très proche du hameau. Vous y pénétrez en faisant attention à ne pas faire trop de bruit (pas évident...). Au bout de quelques heures, le terrain se met à monter sensiblement. Par-dessus la cime des arbres (des feuillus, qui n'ont guère plus de feuilles en cette saison), vous apercevez une crête. Sur la crête, une tour en ruines qui domine la forêt.
À première vue (et de loin), vous ne percevez aucune activité autour de la ruine.
01 January 2008
[campagne - 040] Douze Chênes
28 December 2007
[campagne - 039] la piste
Au bout de cinq heures, la nuit commence à tomber. Vous vous approchez d'un hameau. Les pisteurs vous disent quelque chose en theyalan. Il vous semble comprendre : « Ici hameau appelé Douze Chênes ».
25 December 2007
[campagne - 038] chez Heliern
Il vous donne également un rouleau scellé avec la marque des Érudits. « Ne l'utilisez qu'en cas d'extrême nécessité ! », vous prévient-il.
06 December 2007
[campagne - 037] la fuite des krjalki
3me round
Éporédos lance un Neutralise Magic sur le mur, mais le sortilège échoue.
Tchapakan essaie de se trouver une place en hauteur pour voir par-dessus le mur, mais les fagots n'offrent pas vraiment un support. Et la ferme fortifiée n'a pas de fenêtre de ce côté-ci.
Kirit aimerait bien balancer un deuxième Slumber, mais avec ce boucan et cette obscurité, pas moyen de savoir où se trouvent les krjalki.
4me round
Éporédos lance à nouveau un Neutralise Magic sur le mur, mais le sortilège échoue encore.
Tchapakan se déporte pour essayer de voir par-delà le mur de ténèbres, mais ce dernier est assez large pour couvrir tout l'enclos de part en part.
5me round
Éporédos parvient à dissiper le mur de ténèbres. Il y a plusieurs moutons morts ; des traces de sang se dirigent vers le muret opposé au vôtre. Aucune trace des krjalki.
Kirit s'élève au-dessus de ses compagnons. Maintenant que le crépuscule est bien avancé, il est incapable de voir au-delà de quelques mètres après le muret d'en face. Aucune trace des krjalki non plus...
29 November 2007
[campagne - 036] l'attaque des krjalki
Soudain, alors que le jour n'est même pas encore tombé, vous voyez trois formes humanoïdes à tête de chien, ainsi qu'un gros chien, sauter par-dessus le muret de l'enclos et se jeter au milieu des moutons. Les moutons commencent à courir dans tous les sens, paniqués, en bêlant très fort.
27 November 2007
[campagne - 035] plan de la ferme de Jistin
25 November 2007
[campagne - 034] le récit de Jistin
Je suis sûr qu'ils vont revenir ce soir. On les a signalés au nord d'ici, hier, et en général ils bougent du nord au sud avant de disparaître pendant quelques semaines. Planquez-vous chez moi, attendez-les, et faites-leur leur fête ! »
20 November 2007
[campagne - 033] la ferme de Jistin
Vous descendez de vos voitures et passez le portail de la ferme. Heliern vous fait signe d'entrer dans la fermette. La première pièce est une sorte de salle de réception, décorée d'un goût très douteux, très m'as-tu-vu. Deux vilains vous y accueillent et vous font signe de vous asseoir. Ils vous apportent aussitôt des chopes de bière. Heliern vous explique que Jistin est un ancien mercenaire saugite ayant beaucoup fait pour l'Empire dans cette région, et même ailleurs. Comme suite à une blessure magique infligée par un ami-des-dragons qui ne put être soignée, il reçut un fort dédommagement, ainsi que le rôle de surintendant du pays de Saug pour le compte de l'Empire. Jistin élève des moutons et brasse de la bière. C'est l'homme le plus riche de Merein — après Heliern, bien sûr.
Jistin avait un fils unique qui est mort dans le nord de Ralios en se battant contre les amis-des-dragons. Jistin vit dans sa fermette avec son épouse et quelques vilains qui lui sont asservis. C'est lui le dernier à avoir perdu des bêtes dans des attaques imputées aux krjalki.
16 November 2007
[campagne - 032] Merein, 2me jour
Les domestiques vont et viennent, apportant fromage, charcuteries, légumes saurs et lait ribot. Une grosse corbeille au milieu de la table est remplie de bon pain chaud. Il y a des pots de compote et de la pâte de coing pour accompagner tout ça.
Après la collation, Heliern paraît. Il est vêtu en bourgeois aisé, et non plus en marchand comme vous avez eu l'habitude de le voir pendant votre voyage. Il vous propose de vous accompagner à la ferme de Jistin, là où les dernières attaques des krjalki ont eu lieu.
06 November 2007
[campagne - 031] le pays de Saug et Merein

Le voyage se poursuit agréablement le long de la rivière. Heliern et ses hommes discutent allègrement, l'air beaucoup moins sur leurs gardes que lorsque vous étiez dans le pays de Keanos.
Au bout de deux jours, vous arrivez en vue d'un gros bourg sur la rive gauche de la rivière, ceint d'une palissade de bois, et avec un faubourg au moins aussi grand que le bourg lui-même. Heliern vous explique que vous êtes enfin arrivés à Merein, la « capitale » du pays de Saug (du moins du point de vue de l'Empire).
Les gardes de faction à l'unique porte reconnaissent Heliern et vous laissent entrer sans poser de question. Peu après, vous arrivez en vue d'une riche demeure au rez-de-chaussée construit en pierre, et à l'étage construit en bois. « On est chez moi ! », dit Heliern avec un large sourire.
31 October 2007
[campagne - 030] le pays de Saug
30 October 2007
[campagne - 029] Troisième mi-temps
15 October 2007
[campagne - 028] la soule (suite)
Vous entendez des bruits de lutte, puis le bois de la cabane vole en mille morceaux, tandis que Heliern est projeté à l'extérieur. Il serre très fort la soule dans ses bras, reste quelques instants suspendu à mi-air, puis se met à voler en direction de l'en-but. Le jeune odalli crie quelque chose à ses compagnons, qui redescendent des arbres et courent pour défendre l'en-but. Un odalli plus âgé sort son arc, encoche une flèche, et commence à viser Heliern.
15 August 2007
[campagne - 027] le jeu de soule

26 July 2007
[campagne - 026] le défi
Revenu au camp, Heliern confime l'impression de Tchapakan. Les odallis vous défient à un jeu de soule. S'ils gagnent, ils gardent la moitié de vos bagages. S'ils perdent, ils ne gardent qu'une charrette. dans tous les cas, ils vous laisseront passer après le match.
Heliern est prêt à accepter, mais il faut que vous participiez ; il attend donc votre accord.
16 July 2007
[campagne - 025] Keanos, 5me jour
À un moment, alors que vous vous reposez au fond d'une combe, deux humathis qui étaient partis en éclaireurs reviennent, l'air inquiet. La route est bloquée en amont, et ils pensent avoir vu au moins une douzaine d'odallis embusqués derrière les rochers. La combe est trop encaissée pour que vous puissiez contourner l'obstacle, et de toute façon les bêtes seraient incapables de porter leur charge sur des pentes aussi abruptes.
Que faites-vous ?
Signs & Portents issue No.46
15 July 2007
Signs & Portents issue No.45
The same author who brought us Spirits in S&P issue 44 brings us Spirit Invocation this time. Again, it is a Gateway article that I will probably salvage for my Imperial Chinese rolegame.
Then there is an article about the effects of booze on MRQ characters, and another article about new magic items (we're treading the D&D path again, gentlemen).
And if three MRQ articles weren't enough, there also is a small article about Mongoose having acquired the Eternal Champion licences for use with MRQ!
23 June 2007
[campagne - 024] Keanos, 4me jour
Au cours du bivouac, Heliern vous dit qu'il espère atteindre la passe entre le pays de Keanos et celui de Saug le surlendemain. En fait, vous pourriez même l'atteindre le lendemain soir en marchant bien, mais il vous explique que ce serait suicidaire de passer la nuit en haut du col, à cause des températures.
Le lendemain, vous vous remettez en route sans trop presser le pas. Il devient de plus en plus difficile de faire avancer les charrettes : le revêtement de la route est cassé, et les hommes de Heliern montrent tout leur savoir-faire dans ces situations difficiles. Les humathis en profitent pour repérer les alentours et vérifier qu'il n'y a pas d'odallis hostiles dans les parages.
13 June 2007
[campagne - 023] une étrange rencontre
Kirit peut constater que l'homme est seul.
La caravane est maintenant à l'arrêt. Heliern regarde s'approcher l'inconnu. Maintenant qu'il est près de vous, vous vous rendez compte que c'est un sorcier malkioni, dont certaines parties du corps semblent de métal, ou alors avoir été remplacées par des pièces métalliques.
Le sorcier s'arrête devant Heliern et l'apostrophe en ces termes : « Quelle est ta religion ? »
Heliern : « Je suis malkioni, de l'ordre de Saint-Sestercien. Mes hommes sont également de bons malkionis, sauf mes gardes qui sont humathis. »
Le sorcier répond : « Hm. Des malkionis accompagnés de barbares, quelle décheance ! Écoutez-moi bien : être malkioni, c'est parfait. Humathi, passe encore. Mais méfiez-vous des amis-des-dragons ! Ils sont partout ! Ils trament des complots contre nous ! Ils fomentent des troubles ! Tout est de leur faute ! »
Puis, il vous dépasse, et continue son chemin...
28 May 2007
Signs & Portents issue No.44
There is also a very long article with lots of different spirits that feel more at their place in a RW setting than in Glorantha... he he, stuff to salvage for my Imperial Chinese game.
27 May 2007
[campagne - 022] Keanos, 3me jour

Pourtant, tout se passe bien. Le lendemain, vous repartez vers le nord-est. Le paysage est de plus en plus aride, pourtant il ne fait pas particulièrement chaud.
25 May 2007
[campagne - 021] le parchemin
Cher Rastok,
À la suite de longues recherches, nous sommes portés à croire que vous êtes le dernier parent vivant de feu le vidame D'Aymé.
Si c'est bien le cas et si aucun élément ignoré de nous actuellement [tache] je suis chargé de vous informer que vous êtes le seul bénéficiaire du testament et des dernières volontés de Monseigneur le vidame défunt.
[tache] je vous presse de vous présenter en [tache] dans la ville de Drom.
Dès lors, et sous réserve que vous soyez en mesure de prouver votre identité au moyen d'un certificat signé par deux témoins honorablement connus, j'aurai le plaisir de vous remettre les différents documents afférents à la propriété du titre de vidame [tache] et de tout ce qu'il contient, y compris une cave à vin de grand prix, de ses dépendances, ainsi qu'une somme de vingt mille couronnes d'or.
Votre dévoué
Maître Barl
21 May 2007
[campagne - 020] un spectacle macabre
14 May 2007
[campagne - 019] Keanos, 2me jour
12 May 2007
[campagne - 018] Keanos
Au cours du troisième jour, les collines deviennent plus montagneuses, et leurs flancs se couvrent d'arbres secs mais denses. Heliern devient soupçonneux et ordonne à ses domestiques et à ses mercenaires d'ouvrir les yeux et de marcher groupés. Même les mules ont l'air inquiet.
10 May 2007
[campagne - 017] en route vers l'Est Sauvage !
Heliern vous explique que ce sera tranquille les deux premiers jours car vous serez toujours en territoire impérial. Mais à partir du troisième jour, vous pénétrerez dans le pays de Keanos, qui est un territoire hostile à l'Empire — et même aux Empires, pour être précis.
04 May 2007
[campagne - 016] Drom - la Grand'Foire
Vous remarquez que c'est le quartier malkioni autochtone qui est le plus surveillé par les patrouilles de l'Armée de la Droiture, et que les habitants de ce quartier regardent passer les soldats avec ressentiment...
La Grand'Place est immense et grouille de monde. Vous repérez l'étal de Heliern, bien placé au carrefour de tous les passages. Il vend principalement des livres, de gros grimoires reliés, à des gens à l'accent méridional, qui lui fournissent en échange quantité de marchandises très diverses : barriques de vin, tonneaux de bière, viande et poisson séchés, épices, armes, armures, vêtements de soie, de lin, de coton. Ses gardes du corps repartent régulièrement stocker tous ces biens dans une pièce du caravansérail qui appartient à Heliern.










