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INTRODUCTION
WHAT IS A FANTASY ROLE-PLAYING GAME?
A role-playing game is a game of character development, simulating the process of personal development commonly called “life.” The player acts a role in a fantasy environment, just as he might act a role as a character in a play. In fact, when played with just paper and pencil on the game board of the player’s imagination, it has been called “improvisational radio theatre.” If played with metal and plastic figurines, it becomes improvisational puppet theatre. However it is played, the primary purpose is to have fun.
WHAT IS THIS FANTASY ROLE-PLAYING GAME ABOUT?
RuneQuest is a departure from most FRP (as they are abbreviated) games issued since the concept’s introduction in 1974. Unlike most others, this game is tied to a particular world, Glorantha, first glimpsed through Chaosium’s board-games White Bear and Red Moon and Nomad Gods. Those who have not seen this world before will find part of it within these pages.
However, this game is not limited to Glorantha. The experience system, the combat system, most of the magic system, and the training/guilds system, and everything but the specific references to the world of Glorantha can be adjusted to fit any time and space with a minimum of hassle. We think you will find this system more realistic, and at the same time more playable, than any system you have seen before.
HISTORY
Glorantha was created by its deities from the Primal Void of Chaos. At first, there was no history, for the initial creation formed the period of magic and timeless simultaneity called Godtime. During this time, all the world was populated with the beings and races of the Golden Age.
The birth into this world of Umath, the Primal Air, shattered the period of peace with crowding, confusion and fear. This escalated into the War of the Gods, resulting in the death of the Sun, the Great Darkness and Chaos let loose upon the world Total Destruction seemed near.
But Glorantha was not destroyed. Spurred on by Hope and Chance, the Seven Lightbringers sought through the Chaos-ridden Cosmos and, after harrowing adventures, liberated the life-giving Sun God. The joyful god leapt to his rightful place in the sky and the Dark was banished.
To keep entropic Chaos from coming to their realm again, the gods swore great oaths and compacts resulting in the Great Compromise. Men call this Time. By altering the world, the gods saved it, and History began.
There followed the Dawn Ages. This was a time of peace and growing, as the survivors rebuilt and taught themselves the way of the world inside Time. The ancient races, elves, dragonewts, dwarves, and trolls, were as healthy and proud as humans. In Dragon Pass, on the continent of Genertela, the First Council was a balanced organization including humans and non-humans, men and women, mortals and divinities.
This age of innocence could not last. Ancient feuds were remembered and conflicts grew with peoples outside the council. Inside dissension and outside enemies forced the formation of the Second Council, a warlike empire, which grew in arrogance and power until they dreamed of bringing back the Godtime. The experiment ended in the birth of Gbaji, the Chaos god, whose reign of terror kept Glorantha at war with itself for 75 years. This was the death knell of the inhuman races, which have never had the same stature in the world since then. This was the end of the Dawn Ages.
Out of this shattered world grew new political entities. Among the most powerful was the state which called itself the Empire of the Wyrms Friends. This empire, centered in Dragon Pass, lasted for 500 years, proud of and famous for their friendship with the dragons and wyrms of the pass. The peoples and places thrived, made contact with two other continents, and delved deep into spiritual byways.
After several hundred years the empire was replaced by a ruling body of men and gods called the Third Council. Legends relate that there was no telling the men from the gods in the council chambers.
But the magic of the council could not counter the miseries of its worshippers, or control the swords of the rebels who did not sacrifice to them. Foreign gods gained power and prestige as the provinces of the Third Council revolted or were overrun by invaders.
At last the council turned its energies to defending its worshippers. Epic battles raged across the land. Finally, the dragonewts, dormant for centuries, rose against the council and slew them all.
Some 78 years later the human allies aiding the destruction of the empire turned against the dragonewts. With few allies, they seemed helpless before the destroying might of the hordes. Nests were scoured with wildfire, planted with seeds laid by Chaotic parasites, sealed by diseases unnamable, and cursed by fear and loathing for any that would mourn them.
Heartless and relentless, the humans crushed and plundered, but when they closed in upon Dragon Pass the assembled human armies met those who would mourn the loss of dragonewts. The dragons from all across Time and Space assembled in their ancestral home to preserve the purity of their birthplace. The Dragonkill War got its name from what the dragons did, not what they suffered. Humans have feared the dragons since that time, despite draconic indifference, and none now seek to smash the eggs of the dragonewts, even though they might plunder the nest city.
Dragon Pass was abandoned by humanity. Elsewhere, old empires shook and seas were utterly closed to human crossing. New kingdoms rose to fill the power vacuums and new magics and deities broke free from ancient shackles.
North of Dragon Pass, in the region called Peloria, there arose the Red Moon Goddess. In her were balanced Constancy and Change, Life and Death, Love and Indifference, and all the dichotomies of the Universe, including a touch of Chaos. Her arrival changed the face of the land.
After living in Glorantha a short time she ascended to the heavens where she remains in her cyclical beauty, viewing the land which she left to her family below. The ever-reincarnating Red Emperor of the Lunar Empire is her son and her pride.
The Lunar Empire expanded from its founding in 1220. When defeated it rebounded stronger than ever. They went north to the icy wastes, east to the bounds of the horse barbarian lands, and west until they were halted by the magical Syndics Ban. But in the south the empire continued to grow and grow.
When they reached Dragon Pass they found it populated again. Moreover, it was owned by the Kingdom of Sartar, ruled by a wise dynasty cautious to maintain the great and magical laws which gave it its strength.
Despite initial defeats, the emperor eventually marched almost unhindered into the Sartar capitol of Boldhome. He defiled the Temple of Sartar and ravaged the city. So far, it was the typical Lunar conquest.
But the spirits of Sartar Temple incited the natives to rebellion. When the Lunar priestesses attempted to construct a Temple of the Reaching Moon on Wind Top to extend the Glowline, a dragon unearthed itself under the foundation, devouring the priestess there and half of the attendant armies. Shortly afterward, rebellion in the outpost city of Pavis spelled Lunar defeat, and the victorious barbarian warlord led his army towards Dragon Pass.
The warlord was Argrath Dragontooth, member of a minor Sartar household and refugee from Lunar justice. He had grown famous amongst the tribes of Prax and now claimed heirdom to Sartar’s realm. He defeated Lunar forces in a military victory and relit the fire in Sartar’s Temple with a command. Thus, the empire was thrown back again.
The bravery and glory of Sartar’s fight for independence attracted thousands of volunteers, and people from all about Glorantha became Adventurers in order to build up their skills to take their places in the ranks. The period was known as the Hero Wars, and the fighting around Dragon Pass drew the greatest collection of Heroes and Superheroes the world had ever seen in one place.
This is the game of that period. In these pages one learns how to start to become a Hero, to take one’s place in the Hero Wars.
THE WORLD OF GLORANTHA
On the facing page is a world map of Glorantha, the world of RuneQuest. It is not a planet, as is ours, but instead is a slightly bulging, squarish lozenge, like the earth-Rune’s shape.
The earth floats upon Sramak’s River, the Primal Ocean of mythology. The sky overhead is an bowl rotating about the Pole Star which marks the center of the sky, and is the only stable point in the celestial dome. Between the earth and sky is the turbulent realm of the air and storm gods. Underneath both earth and sea is the dark, silent Underworld.
The scale of the map is 1200 miles to the inch, or 760 kilometers per centimeter.
Mountains on the map are marked by solid black patches. Lesser ranges are not shown. The land areas are those which surround the mountains. The center of the map and the connected areas are water, as labelled. In strict terminology, the Oceans are the places which are connected directly to the Primal Sea, while the Seas have earth beneath them.
The shaded regions are places unknown to mortal races. There are lands of immensely powerful supernatural races, such as Altinela or Vithela or Luathela. These beings occasionally come to the world of men, but few men ever travel to them. Some are areas of myth, like the Sea of Fire where the sky fell to earth and set everything burning, or the Lands of Dawn and Dusk where the sun rises and sets each day. Only Heroes can travel to such realms and survive, and from there they can find their way to the very worlds of the gods.
The unshaded areas are those lands commonly known to mankind. The unlabelled box near the center of the map, on the southern edge of Genertela, is the area of the maps in the Appendices of this book, consisting of Dragon Pass and Prax.
Genertela is the name of the northern continent. It is colder than the southern continent, and the northern-most regions are abandoned by men but inhabited by ice demons. The White Sea separates the permanent winter from the northlands of men. The continent is temperate in climate, and in the south the seasons are moderate.
The great central oceans of Glorantha are mild and almost balmy, though seasons affect them. The many islands are pleasant places, semi-tropical in nature. Magasta’s Pool, at the center of the world, is a gigantic whirlpool which draws all the waters of the world to it and drops them to the dark primal sea below.
The inhabited lands of the southern continent developed independently from the north, though both cultures came into violent conflict during the Second Age. The northern coastal regions are extremely pleasant, but the temperature increases the further south one travels. Beyond the lands that men know are dense jungles and, finally, the arid and unlivable Burning Wastes.
Even in the central areas only some regions have been well-documented and mapped; others live on in the ignorance and bliss of illiteracy. Further publications by The Chaosium will explore and explain some of these regions in more detail. Interested parties are urged to contact The Chaosium for the details.
THE SAGA OF RURIK THE RESTLESS
To provide a running series of examples for the reader we will be presenting the Saga of Rurik the Restless throughout this book. For now, let’s roll up his characteristics. . .
STR [Strength]=12—This is a high average STR, allowing him to handle most weapons and wear any armor. Chapter IV, Combat Skills, gives more detail on these limits.
CON [Constitution]=16—An excellent roll. He will be able to soak up a fair amount of damage, and has a better than average chance of surviving things like Poison, Disease, etc.
SIZ [Size]=12—In 20th century America, this puts him at some 1.7 meters, above average height, and weighing perhaps 70 kilograms.
INT [Intelligence]=16—This is a very good roll. As you will see later, it gives him a number of advantages in gaining expertise in skill lets him memorize a goodly number of spells.
POW [Power]=12—Again, this is a high average roll. When he learns magic, he will have a good number of “POW points” to put into it, his chance of influencing others with his magic is decent, and he has a reasonable defense. Again, for more detail see Chapter V, Basic Magic.
DEX [Dexterity]=6—You can’t win them all. Our boy Rurik is starting out clumsy. This detracts from his chances of hitting and getting a parry in the way of a weapon, but fortunately DEX can be improved, as the muscles and reflexes are trained.
CHA [Charisma]=10—At this point, Rurik has an average chance of persuading someone to follow him anywhere, and is sometimes persuasive. Remember, this has nothing to do with looks.
RURIK’S SAGA—THE FIGHT IN GIMPY’S TAVERN
We have already established that Rurik can handle a cudgel with a 25% attack and 20% parry. His strike rank with the cudgel is 9, and a comparison of his 16 hit points with the hit location table shows that he can take 6 points of damage in his head, abdomen, and legs, 7 points in his chest, and 5 points in each of his arms.
Having reached his age of maturity, 16, he has gone to Gimpy’s Tavern (run by three Adventurers, all of whom lost a leg in a previous adventure) for the first time in his life. Intelligently moving down the bar from the rowdies at one end, his natural clumsiness literally trips him up (or is the boot of the rowdy with close-set eyes?) and he falls against a foppishly shabby sort sitting at a table in his path.
There is much shouting and insulting, and Rurik finds events moping too fast for him. In no time, the patrons have made a circle around him and his involuntary target and he seems to be in the middle of a duel. Youthful pride is too much to let him back out.
Being intelligent, Rurik has a good idea of whom he faces. This is Herkan Quickword, a known bully. Rurik is also aware that Herkan has picked up some training with the rapier he is now drawing, but has never been asked to join an Adventurer band. He is also somewhat smaller and less bright than our hero. Rurik hefts his cudgel and grins boyishly.
(Herkan actually has a STR [Strength] of 10, an INT [Intelligence] of 9, a POW [Power] of 8, a CON [Constitution] of 11, a DEX [Dexterity] of 13, and a SIZ [Size] of 9. Rurik has a 2 point per hit location edge on him and his cudgel actually does more damage. Herkan has managed to be trained to with a Rapier, which is added to his natural 5% bonus from the 13 DEX to give him a 25% chance with the rapier. He also parries at 25%. He doesn’t like Rurik’s grin.)
Herkan has a strike rank of 6 and attacks first, rolling a 44 (miss). Rurik's parry is 45, also a miss. Rurik’s attack and Herkan’s parry also miss. The more experienced habitues of Gimpy’s are having many chuckles at the expense of the combatants’ lack of expertise.
Second melee round, Herkan rolls 14, and Rurik’s parry of 53 is another miss. The hit location is 9, abdomen, and Rurik feels the metal of the rapier enter his side. It’s a shallow wound (only 2 points rolled for damage). Rurik misses his return attack and Herkan misses his parry.
Third melee round, Herkan again connects with 15, Rurik’s 56 missing the parry. Rurik left leg takes 3 points of damage. But Herkan is too cocky. His parry just misses the oncoming cudgel as Rurik rolls 01 on his attack! As neither of the combatants wears any armor, the referee rules that the critical hit does no special damage, rather than ignoring the effect of the non-existent armor. The cudgel lands on Herkan’s abdomen, for a roll of 10 out of the 12 a heavy mace (cudgel) can do. Herkan takes 10 points to his abdomen! This is 6 more than Herkan can take in the abdomen, so Herkan dies.
There is a stunned silence in Gimpy’s. Everyone looks around for a friend of Herkan’s to take up the quarrel, as Rurik hefts his cudgel and waits. When it develops that, indeed, Herkan had no friends, the patrons buy Rurik a drink.
A life form (such as that troll swinging the club at the character) is composed of a sprit and a physical form. The separation of the spirit from the body is known as death.
However, there are disembodied spirits around as well as the more obvious living beings. In fact, they practically swarm around sacred ground (any place where sacrifices have been made to gods). On the other hand, a barren stretch of rock or desert is extremely unlikely to have even one (unless, of course, the area is one where there used to be a lot of sacrificing. . .).
SHAMANS
Shamans are found largely among the nomad tribes and the smaller, family cults. Shamans concentrate on the manipulation of the spirit plane.
MASTERING THE RUNES
The universe is divided into two planes; the spirit plane and the physical plane. Mana is to the spirit plane what matter is to the physical world. POW [Power] is the capacity to collect mana. Spells then shape the mana to attain a particular effect.
RUNES
The Runes are symbols which have power inherent in them. They serve as aids in manipulating the universe. However, merely looking at a Rune is not sufficient to use its power. A character must know how to use it as a symbol to gain any benefit from it. In practice, this means being a priest or shaman.
Not much is known about the Runes themselves, although they have been known to change over time. Whether the Runes reveal a deep harmony in the universe, to which even the gods must conform, or whether the gods produced the Runes and they are manifestations of the gods is question of much dispute, even among the gods, from whom it is difficult to get a straight answer, anyway.
To the practical minded character, interested mostly in the uses of power, it doesn’t matter. The Runes are there, and they work.
TYPES OF RUNES
Runes fall into the following four classes; Elements, Forms, Conditions, and Powers. Each god has one or more specialties within the forces described by the Runes. These are the areas in which the particular god, and therefore his priests, are most effective and versatile. To say that a god is a Fire Rune god, an Illusion god, or whatever, is to say that priests of that god will specialize in that area. The specific Runes, in order of class, are as follows:
ELEMENTS
The Elements are what Glorantha is made of. During the Hero Wars period in Dragon Pass, and for some centuries before and after, six elements were recognized (one grudgingly).
DARKNESS—The most ancient Rune, the First Born, from whom all other Elements were born or descended. Darkness was the first Element to arise out of the primal chaos.
WATER—Water was born of Darkness. As an Element, it is called Son of Darkness, Pathway to the Underworld, and Supporter of the Earth.
EARTH—Earth is the third Element, Daughter of the Seas (though the dwarves think of Earth as male), Mother of the Sky, Wife to Many , Supporter of All. At least half the cults in Glorantha include the Earth in some manifestation or other, as Life-Giver, Stone-Father, Shaker, or Primal Ancestress.
AIR—Air is next, though actually Fifth Born, the Son of Earth and Sky (Sky was also the son of Earth). He is the Breaker of Laws, Destroyer of Heaven, Fighter against Darkness, and Liberator of the Sun. He is usually manifested as a storm god, such as Orlanth in Sartar or the Storm Bull of Prax.
FIRE/SKY—The Sky is different from the Air, for Air separates the Sky and the Earth. After his defeat by his son, the Sky has been aloof from mankind, although vestiges of his worship, such as the Sun Dome Temple, are still present in the land.
MOON—Moon is the Sixth Element, and little accepted amongst her peers. Outside the Lunar Empire, she has hardly any presence at all, though the Moon is sometimes considered a Condition Rune.
RUNE CULTS
As stated before, a Rune cult can be involved in the worship of deities, such as Orlanth, minor ancestor spirits, or anything in between. A cult consists of worshippers and a hierarchy. The hierarchy officiates at sacrifices and acts as the intermediaries between the worshippers and the deity. The hierarchy gains magical power (and a good living), the god power from the sacrifices, and the worshippers get whatever the hierarchy feels obliged to give them.
BECOMING A RUNE PRIEST
Magic in Glorantha today is very much like the art of building bridges before Newtonian physics. Bridges were in fact built, and there were certain rough and ready rules for what was possible, but much of the theory is not worth reading. It is known that battle magic is done by the spirit of the mage, while Rune magic is done with the aid of a deity. Beyond that, ignorance reigns.
A Priest is a specialist in using magic. The only way to learn the inner secrets of magic, known as Rune magic, is to become a Priest of a particular god. Also, even if a character knew the inner secrets, he would still need the assistance of a god in casting the spells.
BECOMING A RUNE PRIEST
Becoming a Priest is not easy. …
ORLANTH
MYTHOS AND HISTORY
Orlanth was one of the many sons of Umath, the Primal Air. His mother was a mountain goddess named Kero Fin, and because of this he has always been associated with mountains.
The most famous struggle of Godtime was the rivalry between Orlanth and Yelm, the sun god. It is known in mythologies which do not even worship these two gods.
In their own myths, the contest is central to worship. There are many tales telling of one or the other god’s victory. One such contest is when the gods made weapons. Yelm made the silent and far-shooting arrow, inspired by the piercing effect of his rays. Orlanth got the sword which was inspired by the slicing of the wind through the world. Later the duel grew more serious and Orlanth used the new power, Death, to kill Yelm. This brought the Lesser Darkness upon the world.
During the Lesser Darkness, Orlanth led a strong army of immortals with many allies.
Then Chaos crept into the world upon the trail made by Darkness. Monsters and demons scouted through the cosmos, preparing the way for the Devil. Gods whose names are lost to us now died. Realms of beauty were lost, and there was fear among the gods when Flesh Man gibbered his visions of the future to them. Orlanth found his mother dead, saw his father suffering and chained between the earth and sky, and took upon himself the task to right the wrongs which had brought such disaster about.
He took what tools and weapons he could, called some friends and met others along the way, and thereby joined the Lightbringers who searched unknowable paths to rescue the world.
For his leadership of the Lightbringers and his acknowledged superiority over Yelm, Orlanth was confirmed as chief of the air gods. He also took the title of King of the Gods. That title is recognized by Lightbringers and some others, but not by all of the deities of the world.
Orlanth’s cult is extensive, and it is understandable that such diversity would spawn some differences of worship. In general, three forms of the god are recognized. Orlanth Adventurous is the most widespread, for this god-form appeals to those who wander and adventure. Orlanth Thunderous is the weather god aspect and is worshipped where people commune with the violent storms of nature. Orlanth Rex is the King of the Gods, and is worshipped by chieftains and nobles and poets.
KYGER LITOR
MYTHOS AND HISTORY
BEFORE TIME
Kyger Litor is one of the old Dark Deities, but one whose importance was not possible until the creation of the Man Rune. From the vague and unknown spirits of the Old Dark, she stepped forth to mate with the Man Rune for her mistress, Subere, also called Hell Darkness. There, in the lightless world, the Men of Darkness were made, and so was spawned the race of trolls.
The troll races first lived within the bowels of the Underworld, and it was a satisfying, though primitive, life for them. Kyger Litor walked freely among all living trolls, and she founded many houses of noble trolls to rule over the lesser breed. These ancient beings are called the Mistress Race Trolls.
When Yelm the sun god came to Hell after being killed, Kyger Litor was among those Darkness deities who fought against him. Like the others, Kyger Litor was defeated, and so Yelm earned his place as a God of the Dead. But the bright death was too much for the dark troll races to bear, and they fled in fear and anger from their birthplace. Kyger Litor led them by secret ways to the surface world where Night already hid, and so began the Great Darkness. Trolls and their Dark God allies fought against the forces of the Surface World, where all was already well-disintegrated in the Gods War. Many spirits were killed trying to fight the exiled trolls, who still were very powerful.
The trolls ruled much of the surface world during the Great Darkness, but they also bore the brunt of the fighting against the things of Chaos which swarmed upon the world with the Devil. Islands of life clung precariously to their questionable existence through the war against Chaos, and were often led by trolls and their gods. Of those gods, Kyger Litor was the most popular.
During this war against Chaos, Kyger Litor built the legendary Castle of Lead in the region of the Rockwood Mountains near Dragon Pass and Prax. This region, a center of troll population called Dagori Inkarth, attracted the greatest amount of enemies of Chaos, and aided all nearby center of population by doing so. Kyger Litor also aided Waha once, and she was once saved by Arroin the Healer. Also, trolls from there fought in the I Fought We Won battle where Chaos was defeated in the Great Darkness.
THE BLACK FANG BROTHERHOOD
The Black Fang Brotherhood was formed some 200 year after the troll invasion of the Pavis Rubble, when a human shaman met Black Fang on the spirit plane. Black Fang was a legendary bandit of approximately 100 years before who had raided everyone inside the Rubble irrespective of race.
Black Fang’s spirit serves an unnamed god and can dispense Rune magic to worshippers.
BEAST MEN (AND MAN BEASTS)
In Glorantha, the Beast Men and Man Beasts live mostly in Beast Valley. They worship at the Wild Temple and their king is the centaur Hero, Ironhoof, son of the Mistress of Animals. There are many forms of these strange hybrids, but we will deal with the principle varieties of centaurs, manticores, and minotaurs. The Runes of the Beast cult are the Power Runes of Fertility and the Form Rune of Beast.
DRAGONEWTS
The dragonewts are an incredibly ancient race, so ancient as to have their own Rune. They are warm-blooded reptiles but humanoid in shape, with differing appurtenances (wings, tails, etc.) appearing and disappearing, depending on their stage of development. Even among those of the same stage of development, their skin colors may be different, although it is suspected that this may be simple paint or tatoo.
When a dragonewt dies, whether in battle or otherwise, he is reborn, with all memories or experience intact. However, a dragonewt must go through the stages described later, in order, and are far more regmented than humanity or most other humanoid species.
All dragonewts are left handed. If they die, they are reborn in the “nests” of their own home city.
LYCANTHROPES
Shape changers are a lonely breed, tainted with Chaos, and disdainful of civilization. Few know whether they are animals who can take on human shape, or humans capable of assuming the shape of an animal. In either case, they can assume the strength and senses of the animal form at the expense of some intelligence (varying as to species). In animal shape they are immune to the effects of bronze weapons, which bounce off. Only pure, Runic, metals can harm them, as well as magic. Thus, they will be affected fully by a Fireblade put on a bronze weapon, or the 3 points of damage from Bladesharp 3 put on a weapon. This damage will be absorbed by their skin armor.
Poison will affect a lycanthrope, if the skin of the creature is penetrated.
Lycanthropes are a very rare breed, no matter what sort of animal they become. The genes for lycanthropy are recessive, so that only matings between lycanthropes will breed true. Most children of two lycanthropes are either animal or human without shapechanging ability.
Lycanthropes can change form at will, taking 1 melee round to accomplish the change. On nights of the full moon, which happens once a week in Glorantha, the lycanthropes must change to its beast form and roam the countryside.
Their Chaotic nature gives them their abilities of shape change and invulnerability to impure metals. They do not receive any of the Chaotic features shown in Chapter X.
Contrary to popular folklore, the bite of a lycanthrope does not transmit the shape-changing ability.
The lycanthropes include bearwalkers, tiger sons, tusk brothers, and wolfbrothers.
PRAXIAN RIDING ANIMALS
The nomads of Prax each ride distinctive animals, whose attributes are similar in some ways to horses, but in other ways are quite different. Only a Praxian nomad could ride the animal of his tribe, and one would never touch a horse, not even to eat it. Horses are taboo on the Plaines of Prax.
The statistics are given for Adventurers running into Praxian nomads, who will not get off their animals if at all possible, and for the occasional Praxian Adventurer.
The riding animals of the nomads of Prax are the bison, the bolo lizard, the high llama, the impala, the rhino, the sable, and the unicorn.
BABOONS
Baboons are intelligent animals who dwell in plains and hilly areas. They are the victims of a curse. Like their unintelligent cousins, they travel in family groups of 15 to 20 individual males, females, and children. Their weapon use is limited to slings and spears, but they are proficient with claws with teeth. They may wear armor, but must buy it from humans.
They can use all normal battle magic.
They are beasts, and any Rune magic they use will be slanted toward the Beast Rune. They are said to have cult worshipping a monkey god with all the usual cult attributes. Baboons rarely enter other human cults since it is a rare temple which accept a baboon as a member.
To become a Rune Lord, a baboon would need skills 90% of in fighting with claws, teeth, spear, and sling. He would need skills at 90% in Tracking, Trap Set/Disarm, and Spot Hidden Items.
DUCKS
This is a race cursed by the gods during the Great Darkness for not joining them versus the forces of Chaos. It is unknown whether they were originally human and became feathered and web-footed, or originally ducks cursed with flightlessness and intelligence. They reside mostly in Duckpoint (in Sartar) and must, due to their small strength, use weapons such as short swords, slings, etc.
For arcane reasons, they are allowed to join certain Death Rune cults at full CHA [Charisma] value, but others deal with them at the usual -10 from CHA for being of a different race.
They come in a variety of different colored feathers and are excellent swimmers, though they cannot fly, having arms instead of wings. Most armor is too heavy for them.
Últimas palabras
Aviso de desambiguación
Información procedente del conocimiento común inglés.Edita para encontrar en tu idioma.
This is the 1st and 2nd editions of RuneQuest, which were sold in a variety of formats but did not vary that much content-wise. It includes versions published by Chaosium, Games Workshop, and Reston Publishing. It does not include versions published by Avalon Hall, the two-volume Games Workshop hardbacks, or the current Mongoose edition. The 3rd and subsequent editions varied significantly in content from the 1st and 2nd editions and should not be combined with these. Note that there was a reprint of the original 2nd edition in 2015 (RuneQuest Classic edition) via Kickstarter.
Editores de la editorial
Blurbistas
Idioma original
DDC/MDS Canónico
LCC canónico
▾Referencias
Referencias a esta obra en fuentes externas.
Wikipedia en inglés
Ninguno
▾Descripciones del libro
An updated version of the RuneQuest 2nd Edition rulebook,