Saturday 1st December 2012
http://dragonmeet.co.uk/
This is the game I'll be running at Dragonmeet 2012. A Gloranthan game set in Second Age Ralios using RuneQuest 6e as the game system.
Devoted husband, Grandfather of thirteen, Artist, Cartographer, and keen Games Master. As a RPG Convention List Compiler he attends many RPG conventions per year across the U.K. His work as an Entertainment Venue Manager means he gets to meet the equally famous and obscure of Britain’s popular culture. Darran has a small mischievous streak [that is a mile deep!] and often boarders on pure schadenfreude. With a penchant for drawing weapons he is certainly not a man to cross.
HeroQuest is the innovative, dynamic, and flexible rules engine by Robin Laws, suitable for play in any genre or setting. It present a simple and flexible system that allows Game Masters to make decisions the way authors and screenwriters do when creating novels, TV episodes and movies. HeroQuest encourages creative input from your players, resulting in an exciting, unpredictable narrative created through group collaboration. Its resolution methods and scalable character levels make it equally suited for any genre, from epic fantasy to satirical soap opera. Whether your next game idea draws on horror, war, westerns, martial arts, pulps, cyberpunk, cliff-hangers, giant robots, super-powered heroes, space opera, cop action, corporate intrigue, furry animals, swashbuckling adventure, Greek tragedy or even drawing room comedy, HeroQuest can handle it! You can even use HeroQuest to emulate a musical – although it won’t do the singing or dancing for you.
Completely rewritten by the Robin Laws, this new edition opens and details running the core system for any genre.
This book contains everything needed for play:
| HeroQuest 2009: We're back!!! Hello all, To begin, thank you all for your patience as Moon Design got through its quiet phase, mainly due to the trying economic times that face many of us. Work and travel overseas took its toll on my schedule, but that is largely all sorted now. Production is gearing back up and many things are getting back on track. My first announcement deals with an addition to the Moon Design Team. Jeff Richard is now my partner with the specific task of developing all Gloranthan HeroQuest products. He is the single point of contact for all authors. As for publications, here is the latest on what is in the works: -------------------------------------------------------------------- HeroQuest: Core Rules (2nd Edition). The long awaited book is finally here! This is Robin Laws' innovative, dynamic and flexible rules engine suitable for play in any genre or setting. It presents a simple and flexible system that allows Game Masters to make decisions the way authors and screenwriters do when creating novels, TV episodes and movies. HeroQuest encourages creative input from your players, resulting in an exciting, unpredictable narrative created through group collaboration. Its resolution methods and scalable character levels make it equally suitable to any genre, from epic fantasy to satirical soap opera. Whether your next game idea draws on horror, war, westerns, martial arts, pulps, cyberpunk, cliff-hangers, giant robots, super-powered heroes, space opera, cop action, corporate intrigue, furry animals, swashbuckling adventure, Greek tragedy or drawing room comedy, HeroQuest can resolve its scenes of conflict, both big and small. You could even use HeroQuest to emulate a musical—although it won’t do any of the singing or dancing for you. Completely rewritten by the original designer, this new edition opens and details running the core system for any genre. 160 pages. Available in June 2009 (including the Tentacles convention). The Sartar Book. In progress since 1980 (!), The Sartar Book is the largest Gloranthan sourcebook ever published and contains in one BIG volume (nearly 400 pages!) everything you need to run a Gloranthan campaign set amongst the storm-worshipping tribes of the Kingdom of Sartar; how to create Sartarite characters and clans, magic and religion of the Sartarites (including new HQ writeups of the cults of Orlanth, Ernalda, Humakt, Chalana Arroy, Issaries, Lhankor Mhy, Elmal, Urox and Yinkin), Orlanthi heroquesting, background information about Sartar and its people, an an epic campaign arc with love, vengeance, and mythic adventure - including adventures in the Upland Marsh and a major Heroquest through the Underworld. Tons of new material that has never been printed before - this is a hefty load of pure Gloranthan Gold. Most importantly, your heroes are the center of this saga! Although we are still working on final edits, art and maps, a special limited edition pre-release version will be available at Tentacles. Next up: -------------------------- The Pavis Book. The first supplement to the Sartar Book, the Pavis Book is an update of the classic Pavis and Big Rubble setting, revised for the HeroQuest rules. But this is not a reprint of the old material - the Pavis Book contains new adventures, new information, and insights into some of the secrets of the ancient Walled City. Contains writeups of the cult of Pavis, Yelmalio, the Seven Mothers and others. Whitewall: the Last Rebel King. Yep, you heard right, we are going to put your heroes right in the middle of the great battles of Whitewall and Iceland.Contains background on the Hendriking, Volsaxing and Heortland, as well as astory arc that puts your heroes in the middle of the action. Other manuscripts are still in the production pipeline, including Ian Cooper's Coming Storm Campaign, Distant Shores, the Aldryami Book, and Heroes of Malkion. More on their publication dates will be announced later this summer. Rick Meints Publisher, Moon Design |
I couple of years ago, after much convincing and demonstration, I got my wife Jenny to play in one of my role-playing games. She had expressed her displeasure about role-playing games before but on seeing that my friends from my hobby were more reliable and were ‘better’ friends than other acquaintances I have she relented. I did write this report at the time but didn’t post it anywhere as I didn’t have my blog up and running at the time.
Unfortunately the group at the time finished due to illness so that was the last session. When I restarted the campaign with a new group, Jenny was a little bit reluctant to join in from the start but for the last session she has now rejoined.
From September 2007
I had planned that HeroQuest session at the time, to take place with my home group, to be a skirmish-type game based on the Battle Of Dwarf Ford. However, my wife Jenny expressed an interest in taking part, something she had normally refused to do in the past. On the few occasions I had asked her to play or even if she was interested in learning what it was all about, she had said no. I hadn’t really pushed the issue; she had come with me to a few RPG conventions but looked on them as a trip away rather than joining in with the hobby itself. I had a smaller group for this session so Jenny did feel a little more comfortable with that for her first time. Jenny joined the other two players, my brother Russell and our friend Mick, people that she knew very well.
I spoke with her about what kind of character she wanted. She didn’t want anything from any of the HQ books as she hadn’t read up on them and thought that she would be at a disadvantage. She preferred just to come up with the name of her character and make the rest up as the game went along.
The as-you-go-method, perfect!
Her character was ‘Tristina the Mystic’, a woman with ‘hidden powers’. I quickly cobbled together a ‘Mystic’ keyword for her and allotted her thirty points to spend on nine more abilities, skills, followers, or items.
So instead of the skirmish scenario I had planned for the session I decided to go with a less-martial episode instead. I had the player characters escorting one of the Earth-priestesses to an inter-tribal Spring Festival that included a scared ceremony to awaken Voria and end the winter. Each of the local tribes put forth a candidate to participate in several contests to win the honour of becoming the ‘Maiden of the Flowers’ and hopefully successfully conclude the ceremony and end the icy grip of winter for another year. As this was going to be a big meeting with a festival atmosphere it was also hoped that the heroes could pin down some of the tribal leaders and get them to commit to help with the up coming battle with the Lunars.
They travelled to the site in the Colymar lands without any problems, picking up a fellow traveller, Thargan who helped them learn the finer points of Colymar treachery. Jenny seemed fine talking to this character played by me as her character, though she did talk in the third person. It was at her invitation that Thargan joined them on the journey though it was the other players that pointed out that he might not be trustworthy so to keep a watch on him.
They arrived without incident at the site of the ceremony, a large meadow located on a small hill near Apple Lane. They set up camp in the last available spot, next to the Balmyr tribe and the Colymar tribe. The other local tribes’ camps where situated around the edge of the meadow, only the contestants were allowed to set foot on the meadow during the festival. What shocked the heroes were the presence of not only the Telmori, the wolf runners but also a small delegation of Lunars! They had a small enclosure, heavily guarded, next to the Colymari camp. The Colymar and the Lunars had made a temporary peace treaty and as hosts to the festival had invited the Lunars to join in. This had obviously caused some resentment within the other visiting tribes, so much so that some of the northern tribes were noted for their absence. Those that did attend cast dark looks towards the Lunar camp; the mood was ugly.
However the festival was started by a small blessing ceremony by the Colymari hosts. Once this ‘Time of the Blessing’ commenced no blood could be spilt on the ground. Everyone at the festival was bound by this blessing while at the sacred site. If any blood was to fall upon the earth then not only would the spring ceremony fail but everybody’s’ land would stay in the icy grip of winter.
The following day each of the contestants was presented to the ensemble, each of the tribes had one ‘champion’ each. Though the heroes had escorted the Ilmori’s contender, Tristina also decided to enter the contest to be ‘Maiden of the Flowers’. Jenny didn’t need asking if she could enter her character in the contest, she just thought it would be a good thing to do.
The local champion of the Colymari, and the one tipped to win the contest, was Apple Blossom. The other major contenders were Snow Drop from the Malani Tribe, Wolf Thistle from the Telmori, Sunflower from the Alda-Churi, Wild Thorn of the Culbrea, Dark Flower of the Torkani, Wind Bloom from the Balmyr, and Blue Bell from the PCs clan, the Ilmori. To keep the ‘flower’ theme going in the names Tristina went with the name Mystic Rose.
Of course things turned bad when the Lunars showed up and camped on the site as well - apparently at the invitation of the Colymari hosts [remember that this is set in 1565, way before the lunar invasion of Sartar]. They also put in a contender, called Moon Orchid, into the competition.
Now Jenny was aware that the Lunars are the 'bad guys' of the campaign and also that one of the reasons of the trip down to the festival was to get help for the battle against the Lunars. She was a little bit shocked that they had turned up and was also beginning to be a bit wary of the Colymari.
The rest of the game dealt with the three days of contests, one contest per day. The first contest is singing, the second dance and the third is beauty. One of the other player characters, Russell's Edgewed, was chosen to be one of the judges so he was fairly busy and Mick's character Stefan, was looking into the plots and schemes of the Colymar, the Lunars and the rest of the tribes.
In the end the contest had three main contenders at the end: Mystic Rose, Blue Bell and Sunflower. Apple Blossom and Moon Orchid were cast out of the competition due to cheating as uncovered by the PCs.
Jenny decided to help Blue Bell, who was from her own tribe, instead of taking the crown for herself. That meant the final ceremony went very well and spring returned with a vengeance. Voria appeared and blessed the lands of the Ilmori and the other tribes that still had contestants in the contest.
Also the PCs were able to get many of the tribes on their side after meeting the leaders in a secret summit so the session ended well.
Jenny did seem to play well though did need some prompting to contribute to the story. She later told me she wasn't sure whether she could interrupt me or the others while they were talking. She was happy to play her role and was content to take part in the decision-making parts of the story.
With the change of the campaign and the restart of it she wasn't confident in joining the game. But now I have my kid sister, Amy join in on the new campaign my wife Jenny has also joined in the game again.
Maroof Levelhead's Story
“The sun illuminates only the eye of the man, but shines into the eye and the heart of the child.”
“Three things cannot be long hidden: the sun, the sky, and the truth.”
Weaponthane and ‘Protector of Hellbreak’, Maroof Levelhead is staunch and resolute in his duties including the maintenance and construction of the high watchtower and fortifications.
Maroof knows the local area, organising the tula patrols and leads the elite Sun-Fire Squad; drilling them in defensive tactics, horsemanship and riding.
When he was younger Maroof was not obligated to home; he wandered Dragon Pass like Elmal and met the DeathLords, the Stonemen and the Wild-Twins. He outmanoeuvred the Sun-Domers and cunningly overcomes the Redcloaks.
Bearer of Spear of Destiny and Brightshield, he is awe-inspiring in any conflict especially skirmishes and shieldwall fighting.
100 words
KeyWords
Heortling 13
Weaponthane 5M
Elmal Devotee 1M
Flaws
Duty-Bound 14M
Obligated to Home 1M
Not Young Anymore 19
Wanderer 18
Personality
Awe-Inspiring 19
Cunning 14
Levelheaded 5M
Resolute 17
Staunch 17
Relationships
ANCESTORS 13
BLOODLINE [Solni] 18
CLAN [Hruling] 13
CHIEF [Eldon] 13
Elmal Temple 5M
Protector of Community 1M
DeathLords [Contact] 19
Stonemen [Contact] 2M
Wild-Twins [Contact] 1M
Sun-Fire Squad 14M
Redcloaks [Adversary] 2M
Sun-Domers [Adversary] 2M
RUNE AFFINITIES
LIGHT 19
Dazzling Flash, Illuminate Surroundings, Resist Darkness, See in Darkness, Unquenchable Light.
DEFENCE 18
Defend Wall, Endure Wound, Hold Breach, Reflective Shield, Stand Fast.
SUN 19
Blazing Spear, Brilliant Shield, Clear Clouds, Comforting Glow, Unfaltering Defence.
Abilities
1H Spear/Shield Fighting 10M
Bearer of Mighty Weapons 1M
Construct Fortifications 1M
Defend Tula 5M
Drill Elite 5M
Horsemanship 2M
Inspiring In Any Conflict 19
Knows Dragon Pass 17
Knows Local Area 17
Lead Sun-Fire Squad 14M
Maintain Defensive Fortifications 1M
Organise Patrols 5M
Outmanoeuvre 19
Overcome Enemy 2M
Ride Horse 6M
Shieldwall Fighting 5M
Skirmish Tactics 1M
Use Watchtower 19
Special Abilities
Spear of Destiny 3M
Brightshield 1M
"It is a rough road that leads to the heights of greatness."
The Tarsh Twins have always been inseparable; whatever they do they must do it together. They look so alike with their Tarshite style black moustaches and their long, shaggy, black hair. When one speaks up the other.. .. finishes the sentence. Both are long-legged and fast runners with strong fortitude and everlasting stamina. They can endure any weather to trek over vale and dale and trudge any trail always side-by-side.
They are a little imperceptive with people especially when it deals with clandestine shenanigans but when they have made that intuitive leap they shout in concert, “We've got your number!”
100 words
KeyWords
Tarshsite
Runners
Twins
Mastakos Devotees
Flaws
Imperceptive
Inseparable Twins
Useless With Clandestine Shenanigans
Personality
Intuitive Leap
Obtuse
RUNE AFFINITIES
MOVEMENT
STORM
ENDURANCE
Abilities
Black Moustaches
Endure Weather
Everlasting Stamina
Fast
Long-Legged
Long Shaggy Black Hair
Look Alike
Must Do It Together
One Speaks Up
Other Finishes
Shout
Strong Fortitude
Trek Over Vale and Dale
Trudge Trail
“We’ve Got Your Number!”
“Doubts and mistrust are the mere panic of timid imagination, which the steadfast heart will conquer, and the large mind transcend.”
“The greatest honour history can bestow is that of peacemaker.”
Erminda Steadfast is one of the seven ring members and the Hearthmistress of the Solni Bloodline based at Hellbreak.
Strong and with a meaningful glare she gets things done and persuades and encourages everyone to keep working. However she is respected and revered by her community and she is fiercely protective of it.
Articulate, blunt and forthright she aspires for peace and intransigence.
Erminda fears the Predark but she perseveres bravely due to the espousal of her personal circle.
Erminda has helped and aided many Tarsh Rebels especially at the Battle of Karnge Farm and has gained the Jade-Glow Armring.
100 words
KeyWords
Heortling 13
Hearthmistress 7M
Enferalda Devotee 14M
Flaws
Blunt 17
Fears the Predark 1M
Fiercely Protective 19
Wants Intransigence 14M
Personality
Aspires for Peace 17
Forthright 17
Perseverance 1M
Revered 19
Steadfast 14M
Relationships
ANCESTORS 13
BLOODLINE [Solni] 18
CLAN [Hruling] 13
CHIEF [Eldon] 13
Ernaldan Temple 17
Espousal of her Personal Circle [Followers] 5M
Respected by Community 1M
Tarsh Rebels [Contact] 19
Karnge Farm Veterans 19
Predark [Adversary] 2M
RUNE AFFINITIES
ENDURANCE 18
Bear Heavy Burden, Ignore pain, Go Without Sleep, Remain Standing, Survive Battle.
HEAL PEOPLE 18
Diminish Injury, Ease Pain, Make Less Tired, Prevent Dying, Remove Hurt.
HEAL RELATIONSHIPS 18
Boost Confidence, Kiss and Make up, Prevent Anger, Reach Consensus, Sting Pride, Stop Argument.
Abilities
1H Spear Fighting 18
Articulate 17
Encourage Others 14M
Gets Things Done 16
Give Aid 19
Help Others 17
Keep Working 18
Know Hellbreak Settlement 4M
Meaningful Glare 18
Persuasive 2M
Strong 20
Personal Circle
ENARIN - Erantha Gor Initiate 2M
- Warrior 6M, Big Axe 13.
FALEENA - Nevala Initiate 2M
- Shepherd 6M, Know Area 13.
WEGINA - Mahome Devotee 6M
- Steadwife 2M, Know Darklore 16.
RIBENEA - Enferalda Initiate 2M
- Steadwife 6M, Loud Voice 13.
Special Abilities
Jade-Glow Armring 3M
Produce colour pictures of the different people in the setting of Glorantha in the style of the Osprey Soldier type paintings.
This one is my first, a Yelmalion warrior in
Based on a Greek hoplite with Sun and Yelmalio runes on his armour and shield. Out of the people in
The painting itself was coloured in Adobe Photoshop but I am not quite happy with it. I I may do it again with ArtRage once I get more time after Continuum.
This is in the SOLAR Book that will be sold at Continuum 2008.
The next one?
Probably the player characters in my home game so Orlanthi or Yinkini.