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Runequest Is a Trademark (TM) of Issaries, Inc Credits and Contents Credits Contents Author Interior Illustrations Credits & Contents 1 Robin D Laws Craig Brasco, Bob Cram, Jeff Cram, Mike Hamlett, Rick Hershey, Tim Hibbetts, Welcome to Glorantha 2 Editor Dan Howard, Jeffrey Koch, Tom Scholes, Ian Belcher Joe Slucher & Colin Throm The Two Empires 15 Major Cultures 32 Cover Art Publications Manager Tony Parker Ian Belcher Major Races 65 World Gazetteer 82 Cover Design Production Director Bob Cram, Dan Howard & Alexander Fennell Campaign Setting: Jeff Koch Safelster, Cities of Intrigue 125 Proofreading RuneQuest Logo Brian Leech Index 158 Anne Stokes Special Thanks Maps Ian Barstow, Richard Ford & Greg Keith Curtis Stafford Copyright Information Glorantha – The Second Age ©2006 Mongoose Publishing. All rights reserved. Reproduction of of this work by any means without the written permission of the publisher is expressly forbidden. All signifi cant characters, names, places, items, art and text herein are copyrighted by Mongoose Publishing. This game product contains no Open Game Content. No portion of this work may be reproduced in any form without written permission. To learn more about the Open Game License, please go to www.mongoosepublishing.com. This material is protected under the copyright laws of the United Kingdom. This product is a work of fi ction. Any similarity to actual people, organisations, places or events is purely coincidental. RuneQuest is a trademark (TM) of Issaries, Inc. Produced under license from Issaries. All rights reserved. Printed in China. 1 WELCOME TO GLORANTHA his book contains everything a roleplayer needs return with wondrous new abilities. Those who fail these to launch an epic RuneQuest campaign set in the daunting tests may be diminished, destroyed or eternally Tclassic setting of Glorantha, a world of mythic lost in the mythic realms. adventure. Glorantha puts its own distinctive spin on the classic themes and images of the fantasy genre. Explorers, adventurers and kings are not the only ones This chapter gives both the Games Master and players who wield magical power here. Ordinary people practice a grounding in Glorantha’s essential concepts, cultures, their own spells and charms, helping them to feed, clothe races and history. and shelter themselves in what would otherwise be a hostile environment. Myth and Adventure Glorantha is a world of clashing cultures, where good Glorantha is a world permeated by magic and shaped by and evil are not always easy to sort out. Though cursed myth. Its heroes achieve power by questing for runes, with more than its share of tyrants, monsters and villains, physical manifestations of the eternal abstract forces that no single one of its cultures maintains a monopoly on shape its destiny. Eventually they graduate to even more virtue. Two warring cultures can be, from their own point powerful magics, learning to gain power by emulating of view, equally right — or equally ruthless and brutal. the deeds of the gods, mastering the arcane formulae Cultures differ on the correct way to live, the true events Welcome to Glorantha of the sorcerous arts, allying with spirits, or achieving of myth and history, and the very purpose of existence. meditative awareness of life’s unknowable secrets. And that is just the humans: Glorantha’s inhuman races In doing so, they draw on one or more of the mythic follow their own alien agendas, as laid out from the Otherworlds surrounding their everyday material world. beginning of time. With the right magic, they can travel to the realms of the gods, become participants in their ancestral myths and In its glorious Second Age, Glorantha is the prize of warring Empires. Two Empires, more similar than they would like to admit, vie for ultimate dominance. The God Learner Empire seeks to crack open and lay bare A Classic Setting, Revisited the very secrets of the gods, manipulating them to their Greg Stafford’s world of Glorantha has been own ends. The Empire of Wyrm’s Friends works to thrilling and inspiring gamers since 1974, with the appearance of the board game White Bear and transform its land and people into a gigantic, mystical Red Moon. RuneQuest, the original Glorantha dragon, which will take fl ight and reshape the entire roleplaying game, debuted in 1978, published fi rst world. by Chaosium and later by Avalon Hill. Since then legions of fans have plumbed Glorantha’s depths The Second Age is a time of unprecedented discovery and and puzzled over its secrets. It supports a thriving convention scene and robust Internet presence. exploration. For the fi rst time, trade and travel allows the Subsequent Gloranthan games include the King interaction of far-fl ung cultures. Both Empires innovate of Dragon Pass computer game and HeroQuest feverishly, unveiling new forms of magic, new devices, roleplaying game. new modes of perception. The new Mongoose Publishing edition of RuneQuest is the fi rst to lift the veil on Glorantha’s Against this backdrop of unfettered progress, dark omens Second Age, which has previously been presented gather. Men have pushed the Glorantha’s eternal laws of as a murky past of wonder and mystery. myth and magic to the breaking point. How long will it be before the world strikes back at them, punishing their unprecedented hubris? 2 Gloranthan Themes 1. Everything is magical. The Dragon is everything. Soon, everything will 2. Myth is real. be the Dragon. 3. The past shapes the present. 4. Myth is true, even in its contradictions. — Ervaling Scalemaker, Wyrmfriend Priest 5. Forgetting Number 4 can get you killed. 6. Truth is a matter of perspective. 7. He who embraces materialism at the expense of the spirit can become temporarily powerful but courts Always keep in mind, though, that these resemblances Welcome to Glorantha ultimate disaster. are superfi cial, if not coincidental. Glorantha is a place 8. War can be heroic and glorious but is always governed by the laws of magic, not physics. Vegetation devastating and cruel. patterns exist because gods put those plants there, back in 9. Ordinary lives are sustained by the idealism of the time when deities and men mingled in the everyday communal sacrifi ce, of love for family and clan. The world. The world’s terrain was shaped by divine action. grand sweep of history is fuelled by greed, aggression Objects fall because the laws of magic decree that they and pride. should. 10. History is cyclical. The world rises from the ashes of catastrophe, recovers and prospers. People becomes This can sometimes prove dangerous. Unlike like the proud and complacent, tampering with cosmic forces, reliable, repeatable laws of science, the rules governing visiting catastrophe upon themselves. The world rises magic are mutable and can change. And when they from the ashes of catastrophe… change, everything is up for grabs. Geography The World Gloranthans believe that the world is fl at. They are At fi rst glance, the world of Glorantha seems to be much absolutely correct. like our own. Land masses rise from a vast ocean. There are mountains and valleys, rivers, lakes, and streams. Our world is a globe spinning in space, orbiting around The sun rises in the east and sets in the west. Coniferous a sun, which is part of a galaxy of other stars. Glorantha forests cover its colder expanses; jungles and deserts is an enormous earthen cube, fl oating on an infi nite sea, carpet its hot zones. Objects fall to the ground when you with only one of its surfaces ever so slightly exposed. drop them. When not otherwise stated, assume that the Swirling in the centre of this exposed surface is a basic facts of humdrum reality are the same in Glorantha devouring whirlpool, Magasta’s Pool, which continually as they are in our world. draws the world’s water down into it. The sky overhead is literally a dome. Attached to the dome are Glorantha’s stars. Other celestial bodies, including Glorantha’s sun, move around the dome but are A Moonless Sky not fi rmly affi xed to it. During the Second Age, Glorantha has only one moon, the Blue Moon, which is hardly ever seen, Other supernatural realms surround the material world of though its movements through the sky can be Glorantha, also called the Inner World. Beneath the cube plotted indirectly, by marking the action of the tides. It briefl y appears every six days, as a blue and its enveloping sea is a realm of Darkness. streak dropping into Magasta’s Pool. The world’s major land masses are the temperate, heavily Keep this in mind during night adventures. Players populated continent of Genertela and the tropical, less hoping their characters can navigate via moonlight hospitable land of Pamaltela, where grass does not grow. must be reminded that in this world, there is none to be found. A major island called Jrustela serves as home base to the God Learner Empire. Other, less sweeping civilisations are found on smaller islands like Brithos and Vithela. 3 Calendar Magasta’s Pool Before the rise of the God Learners, most cultures of Glorantha used their own calendars or no calendars at all. The God Learners chose the most popular calendar, that of a First Age culture called the Theyalans, and have popularised it throughout the world. Anybody who does business with the Jrusteli, even their enemies, knows how to use their calendar of choice. Each week is seven days long. The days of the week are, in order, Freezeday, Waterday, Clayday, Windsday, Fireday, Wildday and Godday (in areas where more than one god is venerated, the last day is called Godsday). The Old Ways Theist cultures access their higher magic through Eight weeks make up a season.
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