RuneQuest - 4E - Roleplaying in Glorantha
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RuneQuest
backed up by powerful shamans, can overwhelm a superior
civilized phalanx lacking magical support.
In melee combat, magic is similarly decisive. When two
equally-skilled weapon masters fight, the one with the better
magic usually wins. If you plan on having a combat-oriented
adventurer, it is wise to have that adventurer join the cult
of a war god!
Runes
Runes are a key feature of RuneQuest and the Gloranthan
setting. They are cosmic archetypes—the elements, the
powers, and the forms that make up the universe. An
adventurer’s affinity with a specific Rune affects their magical
potential, personality, and even characteristics.
The Runes are the source of the gods’ powers, and drove
the cosmogonic cycle known as the Gods War. The Elemental
Runes are commonly conceived as being arranged on a
wheel, where Fire/Sky is overcome by Water, Water by Air,
Air by Earth, Earth by Darkness, and Darkness by Fire/Sky
before the wheel cycles again. Other Runes are inherently
conflicting polarities, such as Life and Death.
These Runic conflicts are themes embedded deeply into
the Gloranthan setting. As Rune affinities develop and the
magical potential of an adventurer increases, they become
Rune Masters, eventually taking part in the great cosmogonic
cycle of the Hero Wars.
Magic and Mythology
The gods are active forces in the world, spirits omnipresent,
and each year the mortal world must perform sacred rites
and actions to revive the dying world and give birth to a
new year. Gloranthan reality is defined by mythology, not
by hard logic or physics.
This mythological reality is a defining feature of both
Glorantha and RuneQuest. Adventurers may undertake
actions that are in accordance with a myth, and their deeds
often create new myths. Even seemingly mundane adventures
such as looting an ancient tomb or stealing cattle may take
on mythological overtones.
Ideals and Motivations
Heroic adventurers in Glorantha are often driven by powerful
emotions and their spiritual and religious impulses. They
have strong feelings about their world and are tied into the
ongoing and eternal cosmic conflict. In RuneQuest, this
is represented by Rune affinities and Passions that give
significant bonuses and abilities. The gamemaster should
always ensure that players have a say in the behavior of their
adventurers, but players should also accept that high Passions
and affinities risk being weakened through contrary behavior.
This does not result in your adventurer being forced into
a mold, nor is it the intention of the system to take away
your ability to make decisions for your adventurer. The
system simply makes sure that adventurers act in ways that
are consistent with the Runes and Passions that drive them,
even when there is a cost.
An adventurer without deep Passions or strong Rune
affinities is always weak and at a disadvantage compared to
the passionate adventurers that throw themselves unreservedly
into the Hero Wars.
Cults
An adventurer’s cult is often their most important resource,
providing communication between mortals and the cosmic
entities known as gods. A cult is a community as well as a
religion, and provides for the many needs of mortal beings.
Membership in a cult gives access to a fraction of its
deity’s power, manifested in the form of Rune magic. An
adventurer must have a strong affinity with one or more
Runes shared with a deity to join its cult. A cult also teaches
less powerful—but more ubiquitous—magic called spirit
magic to its members. In exchange, the member supports
the cult with sacrifices, worship, and loyalty.
In short, the cult provides support for the adventurer’s
way of life. By advancing within a cult, an adventurer gains
magical power and important temporal resources.
Kinship
In the violent world of Glorantha, an adventurer without
kin is a lonely and isolated person. Adventurers have their
immediate family—their parents, siblings, children, and
spouse—and a larger kinship group such as a clan.
An adventurer’s kin support them against enemies, ransoms
them when captured, and avenges them when injured.
All these functions are important during play, not just considerations
for roleplaying.
For example, a blood feud is a threat to adventurers that
could injure others when carried out by the relatives of their
victims. A hapless herder might be avenged by their Rune
Lord kinsman.
Passage of Time
Time can pass quickly. In RuneQuest, the assumption is
that one season passes each time the adventurers have an
adventure. In little more than a month of playing every week,
a game year has passed. After a real year, the adventurers
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