Stupor Mundi Setting questions

I am intrigued by this, and in alot of ways, I am also glad the OGL game came out.

I have a few questions though before purchasing this:

1) Are All forms of magic used in this campaign (Rune, Spirit, Divine, and Sorcery)?

2) Are all creatures usable?

3) How detailed are the descriptions of the lands?

Thanks in advance.. I look forward to your responses.
 
1) Divine Magic and Sorcery are prevalent in Christian or Muslim lands. Rune Magic is reserved for pagans, which are still present a that time but basically hiding from the Church. Irene, the white witch that appears in the Hounds of Adranos free scenario, is a good example of a Rune Magician in Stupor Mundi. There are no examples of religions providing Rune Magic in the basic book, but in the Baltic expansion that I am writing at present there will be many rune-based cults. Spirit magic is not part of the core rules, so it is not present in Stupor Mundi.

2) There is a detailed list of what creatures from the Monster Book are best left out of your scenarios, plus statics for creatures like angels, djinni, etc., and notes on how to adapt some RuneQuest creatures like ghouls, dwarfs, trolls, etc. to a campaign based on historical folklore.

3) Not much, as you are supposed to have a rough idea of what medieval France or England looked like. I have written down some peculiarities of Italy and Spain in that age, though. See the preview for an example.
 
I brought the pdf (its good stuff) but the fluff said it came with two adventures - but I dont see any adventures in the pdf. i should have probably emailed direct about this but saw this thread and am lazy.
 
They begin on pp.41: Kidnapping in Al-Halisa and Lord of the Golden Eagle on pp. 57.

Al-Halisa is a real gem and could easily be adapted for any setting. I have not read the Lord of the Golden Eagle yet, but I am really looking forward to it. :D
 
Couple of Questions about the setting then. Does the background include things like the Catalan Grand Company in case the players want to form some similar group? I have always felt those guys where almost the perfect example of a group of successful adventures. And is there any differences in Muslim and Christian Sorcery? Might add in Muslim folklore evil sorcerers are often said to be fire worshippers, which are often thought to be another word for Zoroastrians. maybe if I buy it I could dust off my copy of the White Company by Sir Arther Doyle for ideas.
 
Background for the Iberian peninsula is just outlined, so there is no Grand Company. And there is no difference between Muslim and Christian sorcery. I have provided four sample sorcerers, two Muslim ones and two Christian ones. The Muslim sorcerers have some faint connection with fire because they command Djinni, which are considered fire creatures.
 
A quick note for those who appreciated the adventures: I have put an enhanced edition of "Kidnapping in Al-Halisa" on YourGamesNow. This package has colour battle-maps for several of the buildings that players are likely to explore during play, and a lot of cardboard figures.
 
And if you haven't got Stupor Mundi, this is an excellent, complex adventure with so many sub-plots, it could spark off 3 or 4 different scenarios all by iteself.

A full colour map with figures would make it very easy to run, especially as much of the action is in dark alleyways.
 
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