Understanding Glorantha

Lord Kruge

Mongoose
What is the best single purchase I could make to get a good detailed background on Glorantha? I don't care what edition, what company, in print, out of print, .pdf or deadtree. I'll find it somehow, but I want to start with one very good source. So, what do you think it would be?
 
Glorantha: Introduction to the Hero Wars from Issaries Inc. It's part of the Hero Wars/HeroQuest line, but contains no game mechanics. It's for the Third Age and is OOP, but is available as a pdf.

Glorantha: the Second Age from Mongoose. It's part of the RuneQuest line but also contains no game mechanics. It is of course for the Second Age. It is available in both print and pdf versions.

Glorantha, Genertela: Crucible of the Hero Wars. A long oop supplement for RQ3 from Avalon Hill. Third age, with a few game mechanics but mostly background.

Upcomeing: Mongoose is revising Glorantha the Second Age and combining it with the Player's Guide to Glorantha and Moon Design/Issaries are coming out with Intoduction to Glorantha, both slated for sometime this year.
 
Id put in another vote for Genertela: Crucible of the Hero Wars box, and say that Gods of Glorantha is almost as informative, (this one goes pretty cheap on E Bay as well, it seems). Both are 3rd edition Chaosium products. I think you can appreciate the Mongoose books more, after a good 3rd age grounding
 
Understanding Glorantha????

You want to heroform Greg Stafford??? ;-)

The best tries have been so far: Jeff Richard, Lawrence Whitaker and Peter Metcalfe (all in their own kind of way).

I like all three approaches (which are not incompatible, by the way).

My own two cents to this topic:
Try to understand Glorantha, and wherever you don´t get Glorantha... go MGF (maximum Game fun).

YGWV (Your Glorantha Will Vary) after all. :-)
 
Hi,

I have been playing in Glorantha for 28 Years, I have been illustrating Glorantha for 20 Years, I have been writing about Glorantha for 18 years, I have worked for Chaosium, Issaries, Moon Design, Mongoose, The Unspoken Word, Tradetalk and Tales of the Reaching Moon. I have written four 50 player Gloranthan Freeforms. And after all that I still don't beleive that I could claim to know 1/100th of the stuff there is to know about Glorantha. However I never fail to have fun with the setting, I love it deeply and its exploration is my passion. So just try to understand the bits that you need to, to a level that you can have fun with.

I would recommend that anyone playing in Glorantha read either Heroquest Voices or the 2nd Age Equivelant material in the Mongoose Books. That you only concern yourself with a few cults at a time. Keep non-humans as the weird and mystical, keep foreign powers the same where you can. Remember that if you take a small area that you can develope your own campaign around and then develop it your own way, rather than trying to tackle a huge amount of detail. If you want to create your own material, but use the Gloranthan material their are lots of little places where this can be done.

Some suggested places to start...

A small Orlanthi clan - It doesn't matter really if this is in Ralios or Kethaela, just create a small village or similar at its heart, some local woods inhabitted perhaps by local spirits, perhaps some elves or even a dragonewt. Then you need a few local hills, perhaps with the odd caves that are taboo, perhaps because they hold monsters or are of a religious nature. This is Glorantha so there should be at least one weird location from a forgotten era, a collossal face in the wilderness, a strange henge or monument or an bizarre ruin.
The inhabitants of this area need to be pencilled out, work out who the chieftain is, his wife, his champion, the local healer, a shaman or priest and perhaps two more local characters (a bully, love intrest or mysterious stranger).
Cults, keep it simple, Have most men worship Orlanth, most women worship Ernalda, then have the Champion worship Humakt, there will be most likely one follower of Lhankor Mhy, Chalana Arroy, Odayla or even Vinga. If you are doing a Draconised clan then you need to use Orlanth the Dragon and Ernalda the Scale.
You now need at least one source of conflict, a nearby clan, a troll tribe, nearby foreigners (Coastal Pirates, Praxian Nomads, or a small group of God Learners, is a good source). You will need to know a few protagonist from that enemy, their leader etc. You only need to know a little about this enemy to start with.

(To be continued)
 
(Cont.)

If you are playing a Dara Happan game, then instead of a Village you could look at setting the game in a small section of a city, familiarise yourself with the head of the household or Association, your family priest, the local merchants and perhaps a couple of NPC's in the association guard. Keep the cults simple, choose one or two. The opposition in the game comes not from monster but from opposing Associations. If you want to play a bigger plot then bring in the Golden Dragon Emperor and the EWF cronies. Alternatively why not create your own small town, there are plenty of sources on the net, from maps to building plans (Look a Babylonian, Assyrian sites for inspiration). You can then make the oppositions barbarian raiders, river pirates, foreigner polluting your purity).

If you are playing a game with a nomadic culture, it is not the location that is important, but the journey that is being undertaken. Think about a route and detail a number of encounters along it. You need to know who the chieftain or khan is, who the healers, warriors and potential wives are. Most nomad cultures are shamanic, so encounters do not just have to be of the physical kind, clan members could be possessed by hostile ancestors or spirit animals could be encountered. Again focus on a couple of primary great spirits. Enemies should be traditional ones for Praxians it could be Chaos, Pentans or other Praxian tribes. For Pentans it will be Praxians, Trolls and Foreigners from the east or west. For Agimori it could be God Learners, Fonritan Slavers or monsters. You also have to remember that the weather and elements will play a big part in these stories.

For the God Learners and Empire of the Wyrms Friends it is probably easiest to think about a cell or small group. The God Learners will be seeking to explore the world, perhaps upon a ship. Their scenarios could be a lot more about exploring the world, in some respects you only need to understand the God Learner perspective to do this, they will see each culture in this manner, as resources to be taken, entities to be categorised or people to be conquered, whilst protecting their own interests. The EWF will be similar, they are seeking draconic connections in the world, to spread the word. Both groups are essentially being sent on Missions in this case, for the better good of the Empire. Thier enemies are each other, and those that oppose their progression, but most of all it is their internal conflicts that will bave the greatest impact on most games. Create several 'Bosses' above the players and some contacts.

To be continued (if anyone is interested LOL)

Simon
 
Blackyinkin said:
The God Learners will be seeking to explore the world, perhaps upon a ship. Their scenarios could be a lot more about exploring the world, in some respects you only need to understand the God Learner perspective to do this, they will see each culture in this manner, as resources to be taken, entities to be categorised or people to be conquered, whilst protecting their own interests.

Just had a rather deviant impression of a God Learner/Star Trek mash-up. The God Learners do, after all, possess airships. I could quite easily see an episodic campaign where the PCs have been sent to explore new lands, seek out strange civilisations and so on. It could be an awful lot of fun...
 
Blackyinkin said:
(Cont.)To be continued (if anyone is interested LOL)

Simon
Colour me interested, too. :)

Despite having played RQ back in the early 80's, I still find myself rather overwhelmed by the depth of Gloranthan lore. I've never been quite sure how to approach it and the Second Age stuff stymies me even more! :oops:
 
Deleriad said:
Just had a rather deviant impression of a God Learner/Star Trek mash-up. The God Learners do, after all, possess airships. I could quite easily see an episodic campaign where the PCs have been sent to explore new lands, seek out strange civilisations and so on. It could be an awful lot of fun...

The God Learners aren't so hot at following the Prime Directive though...
:)
 
Rurik said:
Deleriad said:
Just had a rather deviant impression of a God Learner/Star Trek mash-up. The God Learners do, after all, possess airships. I could quite easily see an episodic campaign where the PCs have been sent to explore new lands, seek out strange civilisations and so on. It could be an awful lot of fun...

The God Learners aren't so hot at following the Prime Directive though...
:)

They just follow their own Prime Directive. Fantasy MechaPunk Trek Mirror Universe. It's fanboy pron...

Espok: A Zistorite with emotions removed and mechmagical ears plus a touch-based stun attack heroic ability.

Tyberian Quirk. Captain of the Starship with Charisma, Resilience and mastery of Seduction.

Maccorie. Rogue Mostali engineer with a speech defect and weakness for fermented mash.

I better stop before I start actually wanting to play this...
 
Chukup, the Wenelian Helmsman obsessed with the strange creatures known as 'wessels'.

Sooloo, the Kralorelan navigator who steers through draconic insight.

Ooohooroo, the beguiling EWF mystic who speaks a dozen languages thanks to a strange splinter of bronze lodged in her ear; Mistress of the draconic spell 'Hailing Frequency'.

Oh, boy - this could be a great Con scenario. You should consider it for Continuum...
 
Surely that should be a Truestone splinter...

Ooohooroo might need to be a beguiling master of communication from somewhere in the Middle Sea Empire... Pamaltela (or is that too cheesey?, heck that's an impossibility!!!).
 
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