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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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