ISS2007-CONV - HeroQuest Conversion Guidelines

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GLORANTHA

Mythic Fantasy Roleplaying in the Classic Setting of Glorantha...

Conversion Guidelines for


Hero Wars and HeroQuest 1st Edition
To HeroQuest 2nd Edition

GLORANTHA
A Marvelous Roleplaying System
HeroQuest is an innovative, dynamic, and flexible narrative rules and guide their followers, sharing magics while pursuing their
engine. It presents a simple rules system that allows Game own enigmatic ends. Glorantha’s detailed cultures, histories, and
Masters to run games modeled on ancient myth, epic sagas, and myths are shaped by gods, heroes, and magic, and yet are plausible
tales of high adventure. HeroQuest encourages creative input from and logically self-consistent. Glorantha has been the setting for

ISS2007
players, resulting in an exciting, unpredictable narrative created the original RuneQuest roleplaying game, and the award-winning
through group play. computer game King of Dragon Pass. Glorantha is fully described in
the Guide to Glorantha, available from Moon Design Publications.
A World of Gods, Heroes, and Mythic Fantasy
Glorantha is the most elegant, original, and imaginative fantasy A Complete Roleplaying Game

HeroQuest Glorantha
setting since Middle Earth. It is a world of exotic myth and HeroQuest Glorantha contains the necessary game systems, com-
awesome magic, self-contained and unique in its creation. The prehensive descriptions of major cultures, extensive design and
existence and use of the magical and mythic realms are central staging notes, an epic scenario, and an introduction to the world
to the physics of Glorantha. Here the gods and heroes guard of Glorantha.
By Jeff Richard and Robin D. Laws
“Glorantha is my personal North Star as an author of
ISS2007 $39.95 USD vast fantasy game narratives... a sacred but unattainable goal.”
Ken Rolston, The Elderscrolls: Morrowind, Oblivion. Conversion Guidelines
HeroQuest and Glorantha are registered trademarks of
Moon Design Publications LLC. All rights reserved.
Compiled by Ian Cooper
Discover more at: www.glorantha.com.
PC used the pool attacking and defending. The pool was equal
to the PC’s ability rating, and any modifiers. Defeat or victory
OVERVIEW in an exchange resulted in the loss (or gain) of APs.
HeroQuest 2e and HeroQuest Glorantha dropped this in
This document helps you use Hero Wars and HeroQuest 1e favor of a simple first-to-five sequence of simple contests.
material with HeroQuest Glorantha. You can ignore references to APs in game text or NPC
As a rules-lite game, conversion between the editions is descriptions.
very straight-forward; the core mechanics of a simple contest Hero Wars used edges, written as ^X i.e. ^1 or ^2, to depict
are the same. the impact of equipment (or other advantage) on an extended
You will need HeroQuest Glorantha to make use of this contest. Handicaps are the reverse of edges. Handicaps and
conversion guide as we will focus only on the version edges adjust the number of AP scored for or against a player.
difference. If you do have characters from earlier editions, you HeroQuest 1e dropped both. Ignore in game text or NPC stat
should be able to use the advice to convert characters, but blocks.
there is no step-by-step process.
HeroQuest Glorantha focused on returning Glorantha to its AUGMENTS
ancient world roots. This trumps earlier information, but your HeroQuest Glorantha and 2e use a single augment to speed up
Glorantha will vary. play. Hero Wars and HeroQuest 1e use older calculations
The major setting change is to the Malkioni culture of which allow multiple augments, displaying these on NPC
Western Genertela. Older material drew on medieval Europe, 'leader sheets'. View these numbers with some mistrust. They
and was anachronistic. In the Guide to Glorantha and are 'inflated' for HeroQuest 2e or HeroQuest Glorantha. Use a
HeroQuest Glorantha, we replaced that with something rooted resistance, Easy, Moderate etc. based on your judgment and/or
more in the ancient world. the pass/fail cycle.

ABILITY TESTS
VERSIONS In HeroQuest 2e and HeroQuest Glorantha all contests are
apposed, using a difficulty rating. Hero Wars allowed
unopposed ability tests—a simple check of D20 under the
The first version of these rules Hero Wars was published in
ability. If a product mentions an ability test, set a difficulty
2000 (ISBN 978-1-929052-01-1)
level using the text for guidance.
The second version HeroQuest was published in 2003
(ISBN 978-1-929052-12-7). We refer to this as HeroQuest 1e
in the text to disambiguate. KEYWORDS
The third version HeroQuest: Core Rules was published in HeroQuest 2e and HeroQuest Glorantha treat a keyword as a
2009 (ISBN 978-0-977785-32-2). We refer to this as broad area of expertise, which can be raised, and a breakout
HeroQuest 2e. ability as ‘specialism’ for the character within that
HeroQuest Glorantha was published in 2015 (ISBN 978-1- competence. Hero Wars and HeroQuest 1e had them only as a
943223-01-5). It is the version of the rules in HeroQuest 2e, template requiring breakout abilities for contests.
presented for playing in Glorantha. Some sources refer to it as When reviewing stat blocks from earlier editions, or
HeroQuest 2.1e.. converting characters, group the abilities into keywords.
Whilst the discussion uses HeroQuest Glorantha (HQG), Figure the rating as the lowest ability you add to the group.
the same system, without Glorantha, is defined in the Give a modifier to breakout abilities to return them to their
HeroQuest 2e rules. own level.
For example, Barntar the Bold has Sword Fighting 17 and
Archery 19. The GM converts this to a Mercenary keyword at

CORE RULES 17 with the Archery a breakout ability at +2.


Note that Barntar does not lose his sword fighting as any
Mercenary knows how to fight with a sword.
Mostly, you can just ignore rules text and adjudicate the
Note: With the focus on resistances vs. opposition: you
contest with the rules in HeroQuest 2e or HeroQuest
may not need to convert any stat blocks for NPCs.
Glorantha. But here is some more detail to help understand the
Hero Wars keywords had abilities under keywords of Close
major differences.
Combat, Ranged Combat, or Mass Combat skill. These broad
abilities are not used anymore. Treat the styles listed as skills.
ACTION POINT EXTENDED CONTESTS Thus, in the Herder keyword in Thunder Rebels, the ability
Hero Wars and HeroQuest 1e used an extended contest in Ranged Combat (Sling or Archery) is listed. Replace these
which each contestant had a pool of Action Points (APs). A with separate Sling or Archery skills.
(As an option, allow a player to keep Close Combat, Air rune and most Orlanthi women have the Earth rune.
Ranged Combat or Mass Combat as a broadly defined ability.) HeroQuest 1e restricted characters to using more than one
Take any references to general Close Combat or similar ‘world’ of magic, at higher levels of competence. HeroQuest
abilities should as “any close combat ability”. Glorantha removes all such restrictions. Ignore references to
restrictions based on the three worlds theory.
PHYSICAL AND MENTAL ABILITIES
Hero Wars distinguished physical from mental abilities. Later BASIC MAGIC
editions dropped this distinction and you can ignore it.. There is no longer an idea of concentrating magic, as
introduced in HeroQuest 1e. The ‘world is made of
RESISTANCES VS. OPPOSITION everything’. A rune magician, spirit magician or sorcerer, can
HeroQuest 2e and Glorantha drop the use of stat blocks for use magic from any of the three systems without restriction. A
resistances, either for NPCs or 'the world'. Instead use a devotee or shaman may have restrictions on using magic from
difficulty rating: Easy, Moderate, Hard etc. As such, you no outside of their cult or tradition.
longer need stat blocks or 'world resistance'. This simplifies Ignore references to an ‘alien world modifier’ in earlier
GM’s preparation, and reflects that, in HeroQuest, a contest editions.
contains multiple tasks. Secrets, an insight into the god’s magic from reaching 1W2
For example, in a simple contest to ‘Rob the Wealthy in three abilities, no longer exist in HeroQuest Glorantha.
Merchant's House’ the PC picks the 'key' ability they will use Where an NPC knows a secret, treat it as a feat under an
at a moment of crisis in the contest: lock picking, climbing, appropriate rune instead. Great Secrets are the objective of
sword fighting, etc. HeroQuest Glorantha abstracts how 'hard' play, and no longer covered in cult descriptions.
this is, and lets the PC choose an appropriate skill, instead of HeroQuest 1e created the idea of Common Magic, a mix of
the GM preparing NPC stats or resistances for all the spells, feats, charms and talents. Common Magic is no longer
approaches a PC might try. an explicit concept in HeroQuest Glorantha. If an NPC uses
For this reason, you can ignore stat blocks for NPCs in the common magic, move the ability under the rune that seems
text of earlier publications. You can, if you wish, use them for closest to the common magic ability (spell, charm, or feat) or
guidance on setting the difficulty level. treat it as a standalone ability. Whilst Talents are not non-
canonical, ‘unique’ abilities that do not follow the normal
magic system rules are no longer emphasized in HeroQuest.
CREATURES You may wish to convert these to ‘standard’ magical abilities
Ignore the groupings given to abilities and specific ability
under a rune over having exceptions.
ratings. As you would treat any contest as having a resistance
HeroQuest 1e introduced common religions. They are
you do not need specific numbers. Instead use the abilities for
dropped in HeroQuest Glorantha. Convert common religions
color—how does the creature attack, how does it flee, how
to rune magic, spirit magic or sorcery in HeroQuest Glorantha.
does it resist a blow etc.
Default to rune magic if it is otherwise unclear.
You can ignore rules for poison, as presented for example
As an example, consider Lanbril, who is treated as a
in Anaxial’s Roster or HeroQuest 1e. There are no special
Common Religion in HeroQuest 1e. In HeroQuest Glorantha
rules for poison in HeroQuest 2e. Poison is just color
Lanbril has become a theist cult.
describing how an attack works. Use to aid in ‘telling the
In HeroQuest 1e, Lanbril has the common magic of:
story’ when interpreting contest results.
You can ignore rules for creatures’ Tapping. Treat this as a
Face of Lanbril talents—Avoid Discovery, Cause Little
normal ability. The color is that it drains the victim. You may
Pain, Conceal Small Object, Confuse Onlooker, Confuse
choose to apply the Consequences of Defeat to reflect the use
Victim, Darken Window, Face in the Crowd, Lose Pursuit,
of tapping.
Silent Step, Unerring Throw.

MAGIC
but in the HeroQuest Glorantha product, Pavis: Gateway to
Adventure this has been converted to be a rune cult with two
divine affinities:
Magic represents the main change between versions.
Everyone in HeroQuest Glorantha has three runes with
Disorder Rune Affinity j Lanbril practices his trade
which they do magic. In supplements for prior editions NPCs
regardless of the consequences for others and delights in
won't have their three runes detailed. Whilst this is not needed
trickery and treachery. His cultists are known to use the
for play, the GM can determine NPC’s runes if they wish.
Disorder Rune Affinity to: lie convincingly; to open locks; and
Look at the NPC’s cult affiliation and personality as described
to free themselves from bonds. Initiates strong in this rune are
in their biography. In addition, use the principles described in
selfish, shameless and treacherous.
HeroQuest Glorantha, for example most Orlanthi men have the
For example, Kulbrast the Lucky is a devotee of the
Illusion Rune Affinity i Lanbril masks his crimes and his Orlanth cult who has the feats of Sunset Leap at 12W and
actions with falsehood, concealment, and tricks. His cultists Guided Teleport at 15W. The GM converts this to a Movement
are known to use the Illusion Rune for a variety of criminal rune affinity at 12W with a breakout ability of Guided Teleport
purposes, including: to lie convincingly; to block magical at +3.
attempts to determine who committing a crime (including by Note that Kulbrast does not lose Sunset Leap, but any rune
divination); to move unseen and unheard; to blend in with magician can do that now.
one’s surroundings; to conceal items; to disguise oneself; to (In HeroQuest Glorantha, rune magic ‘Feats’ are closer to
appear exceedingly ordinary and forgettable; to mimic the hero-forming as described in Hero Wars. A devotee incarnates
voice of others; to feign one’s own death. Other uses of this the mythical actions of their deity.)
power is to manufacture magical dusts whose varying Earlier editions placed considerable emphasis on joining a
enchantments may cause the inhaler to sneeze uncontrollably, sub-cult of the god, which represented a specialization of the
sleep, block any scent trail which might exist or that stink so god's magic. In HeroQuest Glorantha we take a simpler
badly even humans can track it by scent; or powders that may approach, and initiates are associated with the god, not one of
explode and create thick opaque clouds of smoke. Initiates the deity’s sub-cults. Where an earlier edition sub-cult offered
strong in this rune are deceitful, indirect, and manipulative. specialized affinities, in HeroQuest Glorantha membership of
a sub-cult provides knowledge of additional magic under one
HeroQuest Glorantha drops Misapplied Worship. A player of the god’s runes.
character worship Glorantha’s deities in different ways without Some gods in Hero Wars had aspects, because they could
penalty. be approached in different guises. Aspects in HeroQuest
Ignore all references from Hero Wars or HeroQuest to Glorantha have become initiating to the god through different
magic having penalties for ‘inherently difficult magic’—this runes, representing their different aspects.
is no longer used. Some GMs may wish to keep the idea For example, in the Hero Wars supplement Thunder Rebels
that some magic is difficult in Glorantha (mind control, worshippers joined Orlanth through as aspect of the god:
polymorph or invisibility); in which case use a higher Adventurous, Thunderous or Rex, they picked one of the sub-
resistance for those abilities. cults of that aspect such as Finovan, who offered raiding
Ignore all references to resistances for magic as an magic, or Vingkot who offered magic against the trolls.
In HeroQuest Glorantha worshippers join Orlanth
active ability in prior editions. The GM should set a
Adventurous if they initiate through their Movement Rune.
difficulty rating based on their feeling of the story needs.
Orlanth Thunderous through the Air rune, and Orlanth Rex
through the Mastery rune.
RITUAL MAGIC The magic gained from divine rune affinities is the
Ritual Magic does not use special rules in HeroQuest equivalent of the magic available from various sub-cults.
Glorantha. Rituals exist, an attempt to obtain community Always strive for simplification, ignoring sub-cults in favor
support for magic would involve a ritual for example, but of the deity’s main cult.
rituals use the existing contest mechanics. Reserve sub-cults for specialist use of the divine affinities,
or consider that an NPC or PC is a member of the sub-cult as
RUNE MAGIC well as the main cult if it seems appropriate to their
Rune Magic was theism in previous editions. Two differences conception, such as if they are a devotee.
need addressing.
First, in earlier additions theism provided affinities— SPIRIT MAGIC
groups of feats derived from an area of the god’s mythology. Spirit Magic was animism in previous editions. A spirit
An initiate could not use an affinity directly, but as an magician requires the Spirt Rune. When determining NPCs or
augment, or by improvising a feat. PCs runes, include the spirit rune if they are an animist.
When using rune magic, a divine rune affinity is any rune The levels of sprit magicians have changed their names. A
the initiate shares with their god. The initiate uses their divine spiritist is a spirit worshipper and a practitioner is a member of
rune affinity to work magic directly. a spirit society.
Conversion requires mapping the feats in the affinities to an We no longer distinguish the names of charm and fetish to
appropriate rune and treating them as examples of the typical represent augment vs. act usage.
things that a character could do with that rune. Spirit magic is in a charm but the ability to use it directly
For a devotee, look for the lowest feat that maps to the new comes from membership of a spirit society. Treat fetishes as
divine rune affinity and treat that as the rating; treat other direct abilities for a charm possessed by a member of a spirit
named feats as breakout abilities. Some devotee NPCs or PCs society.
may be better treated as initiates under the new rules; they A spirit ally is now called a spirit companion.
have direct access to magic.
A charm has a taboo that the animist must follow, again a wizard priest of their temple, most worshippers have a few
when converting NPCs and PCs consider that they will have charms or spells to augment their abilities with and no direct
taboos that they have to observe. magic. Rarely a westerner might have a charm or spell as a
In earlier versions a charm/fetish took its rating from the breakout ability, which they can use directly. Drop magic for
spirit bound within it. Binding a spirit required a contest, so a non-wizard NPCs or PCs, or treat it as a stand-alone ability if
more powerful spirit was harder to bind. appropriate to the character conception.
HeroQuest Glorantha treats a charm as a breakout ability Adepts no longer exist as described in HeroQuest 1e.
from your Spirit Rune—your ability to use the charm defines Grimiores are the means to use Sorcery in HeroQuest
of its power, not the strength of the bound spirit which is not Glorantha. In HeroQuest 1e an adept could use any spell
recorded. When converting NPCs or PCs find their lowest within a grimiore at their Use Grimiore ability. Now their
rated charm or fetish, subtract one and make that the Spirit grimiore is a breakout from the Law rune, and spells are
Rune’s rating. Treat fetishes or charms as breakout abilities separate breakout abilities that must be learned. Determine
with a modifier of the difference of their rating to the Spirit what spells an NPC or PC knows. Treat spells known from
Rune. (Note that because you cannot improvise charms, we Talismans as the spells the sorcerer knows from a grimiore.
need to record all of them; so we must treat them as at least a Grimiores have one rune and the four sorcerous techniques:
+1 breakout.) summon/dismiss, command, combine/separate, and tap.
For example, Braggi is a practitioner of Kolat who has the Rewrite grimiores by picking the rune most associated with the
Breath Friend fetish at 5W and the Uncle Frost fetish at 8W. activity they were focused on.
The GM converts this to a Spirit Rune at 4W. For charms the For example, the GM wishes to convert the Ship of Life
GM records Throw with Wind +1 and Change Direction of church from HeroQuest 1e to HeroQuest Glorantha. She
Wind +1 for Breath Friend; Coat with Frost +3 and Sudden decides that making Navigationalism, a Malkioni philosophy,
Chill + 3 for Uncle Frost. The GM adds taboos of Never is an appropriate conversion for the church. She decides that
Commit Adultery and Must Tend Oak Trees. she will convert the scripture of the church into a grimiore, the
In Hero Wars, “talent” referred to an innate ability gained Infinite Sea Wisdom grimiore. As the Navigationalism
when an animist integrated a spirit. In HeroQuest 1e, it philosophy is based around boating, she decides that the Water
referred to a common magic ability. Talent is no longer used in rune is the most appropriate rune for the grimiore. She takes
HeroQuest Glorantha. Integrated spirits should be converted inspiration for some spells in the grimiore from the write up of
into charms. the movement’s founder Eliavar, who she decides created a
philosophy of brotherhood. Members of the Navigationalist
Spirits
Spirits no longer have a Might rating so ignore Hero Wars movement consider themselves part of a ’ship’ under a teacher
references to Might. A listed Might should be taken as a or ‘captain'. They owe loyalty to their ’ship-mates’ first and
foremost. The world is a sea of troubles that threatens to
guide to the contest resistance, and references to Might
capsize the ‘ship’ if the ‘crew’ do not work together. The ship
should be read as an appropriate ability.
may be any community, and the meaning of ship may be
Spirit combat is treated the same as other contests in
figurative not literal.
HeroQuest Glorantha.
w Infinite Seas Grimoire: this grimoires contains spells that relate to
SORCERY navigationalism. Spells include:
Wizardry is now Sorcery in HeroQuest Glorantha. Drop the ws Fast Sailing: combines Water with Movement to speed
distinction between wizard and sorcerer. An NPC or PC who the passage of a vessel across the waters
practices sorcery will have the Law rune and their grimiores wl Blood Brothers: combines Water with Harmony to
will be a breakout from that. conduct a ritual that binds two or more together in a ritual of mingling
Churches and Saintly Orders no longer exist as defined in blood, that assists brothers when working together and hinders any who
would betray their brothers.
HeroQuest 1e. Saints are called Ascended Masters, but provide
w Navigate: a ritual that commands water to ‘find a way’ and
no direct magical benefit from worship and do not have cults.
find the route to a person, place, or thing. The ‘path’ appears as a
Liturgists and Orderlies do not exist as a career paths, nor
shimmering trail of vapor in the air.
Scriptures (and the associated Blessings and Cursings), wg Breathe Water: separates Air from Water to allow the
Formularies, and Talismans. The Invisible God does not grant target to breathe water.
miracles. PCs who are liturgists or orderlies should either be wx Water of Life: combines Water with Air to create a healing
converted to use a grimoire instead, or drop their magic draught, that washes away wounds and purges sickness.
altogether. Scriptures and formularies may be translated into a
grimoire. MYSTICISM
Ignore references to the Saint’s Plane and Portals of Power Mystic Magic from Hero Wars does not exist in later editions.
with reference to how Sorcery works. Mysticism is an approach to worship whose effects are usually
Although Westerners venerate the Invisible God, guided by
OTHER
described by one of the existing magical systems.
Illumination is detailed in HeroQuest Glorantha p.202 as a
cosmic insight. Various mystical schools or philosophies train
disciples to achieve Illumination. The schools themselves offer
no magic, existing only to teach a disciple the path to DISEASE
Illumination. Most schools combine mysticism with the Anaxial’s Roster discusses how disease works in Glorantha. A
worship of existing deities and portray Illumination as a deeper host is possessed by a disease spirit and can then infect others.
insight into their own beliefs. This remains true, but you can ignore the special mechanics
Illuminates of some traditions, such as Larnstings or given in Hero Wars.
Dragonspeakers may gain magical insight once illuminated Possession by the spirit is a contest. Defeat in spirit combat
that allows them to use their runes to create new magical indicates that the PC is now a carrier. The carrier can now
effects. They rarely do so because of the spiritual pollution infect others who fail in a contest against the disease. Trigger
entangling themselves with the middle world causes. Such the contest if someone is in close proximity to the carrier, and
magic is beyond the scope of these notes. fails to observe good hygiene etc. Both the carrier and
subsequent victims suffer penalties from the illness as per the
Consequences of Defeat.
CREATURES Note that although it is not explicitly stated in discussion of
Do not worry about trying to systematize the innate magical
disease spirit in Anaxial’s Roster, a spirit may be bound by a
abilities possessed by creatures in books such as Anaxial’s
shaman into a well or similar inanimate host and all those that
Roster. The magic systems in HeroQuest Glorantha reflect the
come into contact with the source risk infection.
approaches used by mainstream cultures in dealing with
otherworld entities, but they are not the only routes to magic in

SUMMARY
Glorantha. Instead focus on describing what the PCs see when
creatures use their magical abilities. An advantage of the move
away from stat blocks for creatures is that it is no longer
Although there are changes to how magic works, these
necessary to define them in the same rules terms.
changes are less significant than they might seem. Few
Wizardry or Animist cults were presented in published
GUARDIAN BEINGS material. Most of the published material uses Theist magic,
Guardian Beings (or Wyters) are the personification of the where versions of the most common cults already exist for
Magic rating of the community in HeroQuest Glorantha. Not HeroQuest Glorantha, or the conversion is straight forward.
all community’s magic ratings represent a guardian or wyter, In addition, the mechanical simplicity of the game system
but established entities such as clan, town, or city will have a means that little conversion is needed in most cases—the GM
guardian. just sets a resistance and runs the contest according the the
Sartar: Kingdom of Heroes gives explicit rules for HeroQuest Glorantha rules. Most of the need for detailed
determining the magical abilities of Sartarite clan wyters. definition of cults etc. comes from Player Characters and not
These can be thought of as specific abilities that the wyter has, Non-Player Characters.
that give a commensurate bonus to the community’s magic Finally, the major goal of HeroQuest Glorantha was to
rating when used by the PCs. eliminate ‘special case’ rules and simplify the game. Broadly,
Where a GM has centered the campaign around a ignore special case rules from older editions. Resolve
community, it may be appropriate to detail any guardian’s everything using the standard mechanics. The special case
specific abilities, by a mechanism similar to the clan generator rules might inform the GM when setting a resistance or
in Sartar: Kingdom of Heroes. providing color to their narration, but otherwise have no effect.

OTHERWORLD BARRIER
Earlier versions of the rules gave a resistance to crossing the
barrier to the Otherworld when beginning a HeroQuest. This
GETTING HELP
meant any adventure could come to a halt because the PC’s Have any questions? Need help with a conversion question. The
botched the roll to pass the barrier. people at BRP Central are always happy to lend a helping hand.
Notionally crossing the barrier is still hard, and requires the Check them out at:
support of the community, but the GM should set the https://basicroleplaying.org/forum/51-HeroQuest/
resistance as for other contests, an auto-success if failure is not
interesting and a harder resistance if the story has an And don’t forget to visit the HeroQuest section of our website:
interesting branch on failure. https://www.chaosium.com/heroquest/
GLORANTHA
Mythic Fantasy Roleplaying in the Classic Setting of Glorantha...

GLORANTHA
A Marvelous Roleplaying System
HeroQuest is an innovative, dynamic, and flexible narrative rules and guide their followers, sharing magics while pursuing their
engine. It presents a simple rules system that allows Game own enigmatic ends. Glorantha’s detailed cultures, histories, and
Masters to run games modeled on ancient myth, epic sagas, and myths are shaped by gods, heroes, and magic, and yet are plausible
tales of high adventure. HeroQuest encourages creative input from and logically self-consistent. Glorantha has been the setting for

ISS2007
players, resulting in an exciting, unpredictable narrative created the original RuneQuest roleplaying game, and the award-winning
through group play. computer game King of Dragon Pass. Glorantha is fully described in
the Guide to Glorantha, available from Moon Design Publications.
A World of Gods, Heroes, and Mythic Fantasy
Glorantha is the most elegant, original, and imaginative fantasy A Complete Roleplaying Game
setting since Middle Earth. It is a world of exotic myth and HeroQuest Glorantha contains the necessary game systems, com-
awesome magic, self-contained and unique in its creation. The prehensive descriptions of major cultures, extensive design and
existence and use of the magical and mythic realms are central staging notes, an epic scenario, and an introduction to the world
to the physics of Glorantha. Here the gods and heroes guard of Glorantha.

“Glorantha is my personal North Star as an author of


ISS2007 $39.95 USD vast fantasy game narratives... a sacred but unattainable goal.”
Ken Rolston, The Elderscrolls: Morrowind, Oblivion.
HeroQuest and Glorantha are registered trademarks of
Moon Design Publications LLC. All rights reserved. By Jeff Richard and Robin D. Laws
Discover more at: www.glorantha.com.

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