Art by Andrey Fetisov, used with permission from Chaosium Inc.

Ludo and Jörg are joined by Diana Probst, aka Berra from Beer With Teeth, bravely entering a realm of unreal time before sunrise.

News

Episode 2 of our Initiation to Glorantha series was released, and teasing upcoming interviews, including Diana’s

Ludo is chuffed about his review of the starter set making it onto the Chaosium blog.

The PDF of the Weapons and Equipment Guide is out, and it’s up to the listener whether to believe Diana’s tale of how her name appeared on the cover (There is no take-over of Chaosium’s Glorantha line by Beer With Teeth, according to Diana: “Too much work”).

The concept of providing your standard RPG lists of sharp and otherwise deadly items in context with the culture is what makes this a Gloranthan product,. Saying that it has been a dive into a Gloranthan midden might be mis-interpreting Ludo’s experience.

We discuss Chaosium’s naming sense for their Gloranthan products. Gamemaster Screen Pack for a scenario book with a sandbox was underselling the product, and the Weapons and Equipment Guide is really an introduction to the material culture of the world.

The New Gamemasters Month starts this January, a guided seminar teaching new game masters how to actually run a roleplaying game. Chaosium contributes with the RuneQuest Starter Set.

New on Jonstown Compendium we find To Hunt A God, the final volume of Austin Conrad’s Myth of the Month.

Diana is teasing that Beer With Teeth are about to deliver a manuscript to Chaosium supporting the Starter Set.

We mention Dario Corallo’s cardboard minis for the Rainbow Maps scenario, the Holyday Dorastor products The Seven Hills (containing eight scenarios) and two short christmas-themed ones, Krampuslauf and Joulupukki.

The Gloranthan West gets some attention, too, with the first in a series of map PDFs of Gloranthan regions starting with Kanthor’s Isles, and then there is Nick Brooke’s art-book illustrated by Katrin Dirim explaining The History of Malkionism.

(As always, you will find the complete listings of Jonstown Compendium new releases in our weekly Newsletter/Blogpost Journal of Runic Studies)

Main Topic

Adventures in Jonstown

In our main topic we aim to explore how to take the RuneQuest Starter Set and get more scenarios out of it.

Jörg praises the resources the city has to offer to adventurers (player characters), like the library.

Diana points out that by having played through the scenario the adventurers will have built up a reputation in the city,

We discuss how rather lengthy training efforts can tie an adventuring party down (e.g. ability training, which takes two seasons), and that the city of Jonstown can offer scenarios to do on the side without lengthy travel that would interrupt such training.

Ludo points out that the background information in the Glorantha Book (book 2 in the box) is designed to be given to both gamemasters and players, which means that all the information in that book contains hardly any narrative spoilers.

We discuss the motivation and background of the City Rex of Jonstown, Orngerin Holdfast, and his possible future.

Diana describes her modus operandi for preparing a gaming session. “At first I panic because it is only half an hour until the game.” and how she gets inspiration out of the headings of the book, and considers what would happen if one of those things have a problem, one that the adventurer party can be pointed at.

Jörg suggests to use the efforts to get the tribes to work together and form a cohesive military as the backdrop for inter-personal conflicts or even inter-tribal politics, using any of the NPCs in the book as a catalyst for the adventure. That could be top-down, as Ludo points out, or there could be minor street level events escalating.

Diana wants to involve the adventurers in the preparation for such an assembly and joint training.

Ludo suggests to look into the factions of the city and explore their agendas for scenario hooks and a web off intrigue.

Ludo mentions the Cherry Ridge groves with its medicinal jerret cherries tended by the Chalana Arroy cult (p.57), and how anything happening to the cherries may involved the local clans. He also reminds us why your characters will want to stay on the good side of the Chalana Arroy temple.

We talk about Birne’s Squeeze, already mentioned in the Colymar Adventure Book, as a place where you can expect bandits. How do these bandits become your problem? Your players might hire out as caravan guards in the region. Traders with unusually valuable goods may hire more guards than usual, but then there may be a risk that there might be bandits among those new hires. Might even the player characters, or they might join up to investigate what that caravan really is transporting.

A Life of Crime vs. Heroic Adventuring

Ludo talks about sorting his scenario hooks into “Below” hooks dealing with criminal or lawless agendas, and “Above” hooks with possibly more heroic stuff or politics out in the public.

There might be spies or spying for the Lunars going on.

Diana confesses that she often lets herself be surprised when it comes to criminal or covert activities in her games.

Ludo brings up the good old player suspicion of perfectly non-descript throw-away or “soup” characters that may derail your entire prepared plotline, and advocates to confirm the players’ story instincts. Diana suggests using a roll on the player characters’ POW to decide how right they are.

Jörg suggests using NPC record sheets as discussed in the Passions episode to develop such characters more or less on the fly.

Ludo maligns the Hornos brothers as the ultimate crime bosses, and how they might be the crime lords behind all underworld activities in Jonstown. Diana proposes a more political dark secret tied to their collaboration with the Lunar occupation forces and administration, and of course their massive profits from trading Lunar war booty.

Ludo brings up the problems plot possibilities that might result from having acquired somebody else’s heirlooms through some of those deals.

Diana points at Lyserian Goodspeech, the former City Rex under the Lunar occupation, and how he avoided being sent into exile because his tribe threw their full support behind him.

For the grognards, Jörg points out that all the traders in Jonstown would have been associates of Gringle, the pawn shop owner from Apple Lane who had gone missing following the demise of the former Thane of that hamlet.

At the very least, the connections to the Gamemasters Screen Package with its description including the hamlet of Apple Lane are a good tie in if you prefer to run published scenarios.

The circumstances of Gringle’s disappearance are described in the old HeroQuest/Questworlds demo PDF Return to Apple Lane.

You All Meet in a Pub, or in a Bathhouse?

Gaining a connection with regular residents of Jonstown, putting names and faces to the generic stats provided in the book.

Socializing can happen in the pub, in public baths, in the Chalana Arroy hospital, joining the militia.

Ludo expounds how relatively harmless militia duty may lead to favors that residents of the city may owe your adventurers.

Jörg points to the police procedurals on TV where militiamen (well, cops) come to interfere with plots of some of the high and mighty, possibly putting them in their bad books.

Diana talks about how crafters (and really all economic activities) come under the scrutiny of the guilds, and that suitably skilled adventurers may be offered (or demanded) a guild membership, which opens up another social circle of interactions and vested interests. Ludo mentions how the guilds (or the sages, or other temples) may act more easily as quest-givers if one of the adventurers is already a member of that organization.

Jörg points out that all the provided adventurers fail to mention any spouse or permanent love interest, and how providing some may connect the party to the place and give family or in-laws as another possible source of quest-givers or plot hook anchors.

Diana describes how she brings up marriage, childbirths etc. in the Sacred Time review of the year meta-session where the regular income and spendings of the characters are determined. She also uses marriages as rewards for adventures. (Keep in mind that temporary marriages are a big thing in Orlanthi society! Having a spouse for a year will not tie you down interminately!)

Ludo suggests that sufficiently notable characters might be pushed by their superiors towards political marriages to further some agenda. Even if it is over by next sacred time, that extra connection can be valuable.

We digress on discovering possibly unsavory skin care habits of new spouses, and being walled up upon discovery of those…

Ludo brings up the Noir Detective story genre, or the old chestnut of getting your clothes stolen in a bath, possibly mistaking them for somebody else’s ones suspected to contain plot hooks.

Diana rejects any and all accusations of planning forward her adventures. Instead, she uses NPCs the characters have a relation with and who they judge to be politically astute. Whether correctly so remains to be discovered. Between Jorjera Latish and Orngerin Holdfast, Diana reckons one is politically astute and the other may or may not take her their leads.

Introducing Plot Hooks

Ludo lists patrons and quest givers (potentially any of the important people mentioned in the book).

Diana suggests to look at the player characters’ passions, starting with Love Family or Loyalty Clan or Tribe which everybody gets. You can introduce plot-carrying NPCs as belonging to one of these target groups, or map the role of plot-carrying NPCs to an existing NPC contact in your game.

Diana offers “Miraculously, whatever the character is good at is exactly what the tribe wants of them.” Ludo counters with “These people are disposable.”

People from the place you stay at may serve as quest givers.

Amid pronunciation debates Ludo points to the opening in Wulfsland created by the majority of Jomes Wulf’s followers abandoning the former Maboder lands, and all the neighbors and kin of the previous owners may vie for.

Ludo suggests a plot line where the adventurers escort a group of people intent on re-settling those lands, only to find squatters or rivals with a similar claim having arrived before them, or about the same time.

Jörg points towards plots in the city that were formerly owned by the Maboder, starting with their tribal manor. We discuss things that may be found in their abandoned manor (or that of the Cinsina who left the Jonstown confederations a few years later), and that their portion of city plots may have gone to the Lunars, who aren’t here any more. (Many of their tenants still are, though, and may be looking at an insecure future.) Diana brings up buried hoards in some of the houses, left by people having to leave in a hurry.

Ludo suggests to have characters with “Hate Lunar Empire” protect and escort people still loyal to the Lunars moving out.

We discuss the ongoing trade volume with the Lunar Empire and the travel opportunities joining a trading caravan to Tarsh or just the still Lunar-occupied Far Place.

We discuss spying done by people in these caravans, and whether or how often traders of the Etyries cult will travel to and through Jonstown, bringing their Lunar goodwill habits to an audience that may be unwilling to accept that. Scribes and sages are information gatherers anyway, and might be used by opposing powers. And then there is Eurmal.

Diana suggests that if you play a spy game, create a bunch of eligible candidates and randomly determine who dunnit. Jörg brings up the Paranoia RPG’s concept of everybody following two secret agendas, and we riff on potential secrets within secrets plots.

Diana tells about a murder mystery where all player characters thought they had killed the victim (which actually had not been killed at all, but disappeared).

The Darkness Within Jonstown

Ludo suggests to use another common passion, Hate Trolls, and the fact that the Torkani tribal mansion houses trollkin for an involved crime investigation to hand to the militia, where the head librarian and known glutton with a sweet tooth Garangian Bronze-Guts gets a nightly visit by trollkin which doesn’t go undetected, while at the same time somebody else filched a scroll with possibly dangerous information, but definitely one a senior member of the temple cares about. Now the trollkin who did break into the library get identified and falsely accused for the scroll theft, and it is up to the militia how to deal with this.

(What is it about the sweet stuff, Ludo? Even the tale of a visit to the Block made you talk about sugar cubes…)

Ludo explains his prep work for something like this, giving the real theft maybe a paragraph or two in preparation, and improvising from there. Diana points out that this is fine for your personal game if you are an experienced gamemaster, but if you want a scenario you can hand over to a GM inexperienced with the setting or the rules, you will need to note down some alternatives for possible courses of action.

Ludo talks about keeping the pacing, so if your player adventurers interrogate the trollkin, they ought to learn more than just that they did steal the sweets. Possibly they saw a robed (or prominently bearded) person sneaking away during their escape.

Jörg suggests an alternative where the real culprits, or some other party desiring the stolen object, assumes that the player characters have the lead, asking enough leading questions during an uncomfortable interrogation that the players can pick up a lost trail.

Diana talks about NPC defenders of the story arc, and to place them as companions and plot-drivers with a group of inexperienced player investigators.

Diana outlines how she manages her NPCs in a fairly simple spread sheet, and how to find stuff in that.

We return to the trope of the players ignoring all the plot hooks and following the harmless NPC they feel is suspicious, and the resignating gamemaster yielding to the collected wisdom of the table and making that NPC a bearer of the plot.

But in the end, keep it small and as simple as you can get away with.

Ludo talks about the Schrödinger’s Reward, where a job well done as much as a job catastrophically failed at will lead to the same follow-up adventure, either to atone for the failure or because of the show of competence.

Jörg suggests to give the adventurers low-level contacts in all the institutions that might come up in their upcoming shenanigans to have at least one boot inside the door, and Diana suggests to have the adventurers bask in their fame for a job reasonably well done, getting offered free drinks as well as free plot hooks when they visit their pub or bathhouse.

Diana tells a tale about infant ducks (durulz) coming to take a look at the famous people (the adventurers) who might be able to heroically help them out.

Diana talks about taking inspiration from looking at the maps.

Ludo elaborates how reading about the system of food distribution among citizens inspired him to look for ways how people could abuse that system for their own advantage, whether through fraud, forgery, manipulated weights… and then goes into the dangers of having too many opinionated intellectuals in a small place.

“The dog ate my homework” and what kind of ideas just mentioning that can trigger.

Joh Mith is a valuable NPC because of his wide-ranging connections outside of Jonstown, and some of those may be enemies with a hostile agenda.

Creating characters from Jonstown using the RuneQuest Wiki simplified character creation rules offers a way to bring in replacement characters.

We discuss a few possible follow-up scenarios on the Jonstown Compendium, and talk about some of the smaller Beer With Teeth scenarios that have ties to some of the adventures in book 4 of the starter set.

  • Rocks Fall might tie in with the third scenario of the Starter Set
  • Stone and Bone as a possible follow-up to the second scenario of the Starter Set, or near Birne’s Squeeze
  • Vinga’s Ford is suggested for the Apple Lane region, but that’s just west of Jonstown
  • A Tale of Woodcraft could be set near Tarndisi’s grove just south of Birne’s Squeeze

Other community content scenarios or sand boxes set in the region:

  • Monster of the Month Petty Spirits 2 has the Bookwyrm, a monster certainly attracted to the library of Jonstown
  • The Red Deer Saga exploring the Namolding clan living between Jonstown and Apple Lane, whether as a bundle or as single products that will give you a discount when you buy the bundle
  • In a Merry Green Vale explores the Lysang clan, another Tree Triaty clan severed from the Colymar on the road from Jonstown to Apple Lane
  • The Duel of Dangerford describes a battle of Dangerford different from what happens in the solo scenario, a year later. It might cause a few continuity kinks, but is another exciting opportunity to encounter Lunar forces in full panoply while giving the player adventurers agency.

Apologies if we missed any other pertinent Jonstown Compendium content – we advise our listeners to visit there and discover things for themselves anyway.

Credits

The intro music is “The Warbird” by Try-Tachion. Other music includes “Cinder and Smoke” and “Skyspeak“, along with audio from the FreeSound library.

Diana’s Post Credits Bonus

In a last minute recording, Diana reveals what project Beer With Teeth is working on for Chaosium. Their manuscript is ready to hand out, but the book is likely a long ways away.

Our guest for this episode is Drew Baker, author of a series of products on the Jonstown Compendium, including the QAD (Quick and Dirty) series (available as the omnibus edition “Pimper’s Block“), the Rubble Redux scenarios Insula of the Waning Moon and Insula of the Rising Sun, and Alogo’s Caravan – Riding Animals of Dragon Pass..

Announcement: The Gloranthan Initiation Interviews

Announcing a series of interviews with people comparatively new to Glorantha, sharing their experiences and their perspectives on the setting and the games surrounding it. We’ll be posting these between our main episodes.

News

Jörg boasts of his recent visit to the Kraken Convention, a gaming retreat held annually at Schloss Neuhausen, a chateau in the German state of Brandenburg,

The What is New About RuneQuest panel video is mentioned, as well as the fact that some copies of the Starter Set were available, something Jason Durall blogged about, too.

Jörg mentions a game he played – coincidentally with our Finnish fellow Dayzatarin Tähtien Alla podcaster Juha Rutila (Finnish language only). That game was Turning Point, by Phil Vecchione and Senda Linaugh. It is still in quickstart phase, but totally playable.

The release date of the Starter Set was announced – it is the 10th of November 21, or 11-10-21 which add up to a significant number.

Katrin Dirim received the 2021 Award.

Drew tells how Jeff putting out the definitive map both screwed up and bettered his Glorantha game, and gives a huge shout-out to Jeff’s preview notes.

Drew puts forward an idea how the changes in the Sartar Map may be blamed on the rise of “an eight kilometer long reptile” “swallowing half of the east part of Sartar”.

The Black Spear campaign by Nick Brooke, lavishly illustrated by Mike O’Connor, takes you on a highly mythical road trip into Prax towards Pavis.

Main Topic: The Travels of Biturian Varosh

Pavis (Pavis Cult)

We start with Ludo summarizing the sidebar stories in Cults of Prax and the previous travels of Biturian.

We start off with a theory why there are universal names for spirit magic spells – Ludo blames the God Learners, Drew blames mercantile standardization at the hands of the Issaries Cult, while Jörg points out that the God Learners promoted the cult of Issaries in the Second Age.

Drew turns our attention to the phases of the moon for Biturian’s interactions with the lunars at Moonbroth.

The perennial debate about pronunciation of the city of Pavis, and we get into the history of the place, including the mecha-battle between the Faceless Statue and Waha and the giants.

Drew points out that Biturian spends the Winter Solstice on fhe road, possibly in the neighborhood of Tada’s High Tumulus.

We talk about the best travel times in the Wastes, and how that assessment may vary between Praxians following their herds and travelers from Dragon Pass. Jörg sows confusion about Praxian seasons (checking this afterwards, yes, there are rains in winter, but summer fertility lasts into Fire Season, while Winter doesn’t provide for the herds yet.

We discuss raiders dropping down from bridges on boats going underneath, and we wonder about the falling damage for 25 meters in RuneQuest. Jörg suggests bungee jumping (Vanuatu style).

Drew is wondering about Biturian’s motivation for researching into Morak’s nature.

Biturian is getting a couple of apparently profitable opportunities in Sun County and Corflu, but with hindsight wisdom we speculate whether those were planted sabotage.

We get into almost a Clue situation about who ambushed who in that neighborhood ritual headed by a priest of Pavis.

We speculate about where exactly in Pavis this ambush would take place, and why it would be an auspicious day.

We also talk about the ale economy in Pavis, and how curfew could spoil a festival aftermath.

Sun County (Yelmalio Cult)

Biturian arrives at Sun County and gets coerced into the role of the Lightbringer for a deadly Yelmalio ritual, the Three Blows of Anger.

Drew badmouths the Yelmalio cult as petty for the non-marriage rules of the Yelmalio priesthood.

We discuss how this “this world” heroquest is set up, mention mythic identification, and we discuss how the preparation for that myth could have been done better, ignoring the HeroQuest Surprise element of such an undertaking.

We’re discussing the fate of Rurik, from his bad run as boxed text example character in RuneQuest first.

We discuss the problems of divine intervention landing a character at very low power, and how that can retire character.

Then we high-tail out of Sun County to the newest marketplace in Prax, the recently built port of Corflu.

Corflu (Issaries Cult)

The Corflu Issaries market is actually run by the Etyries cult, but still serves as the example of the Issaries cult.

We discuss the origin of the name Corflu and why Biturian had to sit out the entire season at that dismal market.

The arrival of a Wolf Pirate ship scares the entire port, and we speculate on the female pirate’s motivations and mode of transport, and how poor traders the Etyries priests are to shun away from her.

A gang of Baboons gets rich from removing the carcasses of the beasts of burden dying from that plague, and Jörg speculates whether these could be the same baboons showing up nearby at the start of the River Voices scenario in River of Cradles.

We discuss the (impossible?) task given to Garzeen to re-assemble Genert by the sister of Prince Hrestol, and how it is obeyed even by the Etyries priests.

We speculate about the red glow warnng off Kethaelan ships from the port of Corflu, and whether it may have had to do with the re.animation of the Watchdog of Corflu.

We then take an inventory of Biturian’s assets, and wonder why he wouldn’t sell off the slave bracelets on Norayeep which probably surpass the value of a slave by a magnitude.

Conclusions?

We discuss the impact of the example character stories, and how many of the episodes have an undercurrent of heroquests happening to Biturian – a heroquest magnet.

Credits

The intro music is “The Warbird” by Try-Tachion. Other music includes “Cinder and Smoke” and “Skyspeak“, along with audio from the FreeSound library.

Returning to our tower for our second episode of the God Learners Podcast, we meet Austin Conrad, the author and publisher of the Myth of the Month on Jonstown Compendium aka Akhelas or Crel.

We digress badly even before we get into the news or our blurb for the Newsletter. (Spoiler: we keep rambling. Surprised?)

The News

Don’t forget to subscribe to the Journal of Runic Studies! Get your Gloranthan news in your inbox, RSS reader, or browser!

We start off with the report that Jonathan Tweet has submitted his text on the project tentatively named The Dragon’s Eye.

We discuss the art previews, especially the 20 heads of Sartarite folk, and digress about skin coloration. The name of the orange-skinned hero Jörg failed to remember is Binstarnif Awe.

Virtual Tabletop integration for the RuneQuest Starter Set with Fantasy Grounds appears to be imminent. Of course, we still need to wait for the Starter Set box to become available in the distribution centers around the world for the pdfs and probably this material to be released.

Cover of Petty Spirits pt.2

Austin talks about his newest Monster of the Month project, Petty Spirits part two. (Link to part one), and gives us this preview of the book wyrm by Laura Galli:

The Book Wyrm from Petty Spirits 2, by Laura Galli

More leaks of the upcoming Sartar material or Jeff’s research for that include rather detailed breakdowns of three clans – the Ernaldori, the Varmandi, and the Hiordings, and the Guild of Bronze Workers in Boldhome, covered as well on BRP Central in more convenient format. We struggle to stay on topic, which leads us to researching where a group of dedicated volcano worshipers could erupt one…

Austin’s index of the Red Book rune spells by the runes has made it into the official pdf collection, and we ponder how far one can take recursive indexing.

And then, 24 minutes into the podcast, we digress into our main topic:

Travel in Sartar

So who is traveling across Sartar and Dragon Pass, and for what reasons?

Austin points towards the maps in Nick Brooke’s index to Jonstown Compendium scenarios, originally published on BRP Central.

Reasons to Travel

Digression: How common are metals in Glorantha?

Messages across long distances: people carrying them, or spirits carrying them.

We discuss the roles of Issaries in myth and in the world, as Issaries is a primary travellers’ cult.

Travel preparations should include sacrifices to the gods of the road, or to ask the omens.

Pilgrimages as This World HeroQuests, and rites of purification and ritual preparation while on the way. Austin brings up herms and how disrespect to these could ruin a political career in Athens.

Tourism in the Ancient World, and in Glorantha, and penning travelogues to make your sightseeing a business expenditure. The names of Pausanias and Herodotus get dropped.

Travellers in service of other travellers: work crews clearing roads, or trailblazing new magical paths.

Family reunions as another excuse to take to the roads.

Means of Travel

Austin addresses the tragedy of lack of boat traffic on rivers or bigger interior bodies of water, at least for the core region explored now.

After we recorded this, Jeff Richard leaked a map showing the main roads and navigable rivers in Kethaela and southern Dragon Pass.

Pack animals and mounts

Donkeys, mules, Praxian beasts, or horses? Dinosaurs? Or bugs?

Do you use encumbrance rules?

Human porters as an alternative to pack beasts, and size and composition of travel groups.

Wheeled transport – Ox carts for heavy cargo, odd draft beasts for less heavy stuff.

Road encounters

Bandits and how they might shy away from people in armor and certain tattoos.

Size of bandit groups – organized crime, rival clans attacking traffic on roads controlled by your clan.

Reimbursement for being raided on a clan’s lands?

What are the terms for using the kings’ roads?

Spirits and ghosts, like in Vinga’s Ford.

Wild animals, and Austin calls for a volunteer to write up a scenario on insurance fraud.

Jörg mentions smugglers’ correspondence on clay tablets.

Running out of gas – can a traveller graze a caravan beside the road?

Children and alynx sidekicks as internal source of trouble and tension… “Are we there yet?”

Natural disasters (other than kids)

Frequency of encounters (or more specifically bad stuff): One encounter per hex travelled? Or a narrative approach similar to Robin Laws’ narrative difficulty

Hospitality as a means to slow your travels

Where do you sleep tonight? Hospitality as a boon. Austin explains Xenia, classical Greek guest friendship which creates lasting light bonds between host and guest

We talk about the official or unofficial ambassadors of clans or tribes in some distance, and we natural talk about going to Nochet.

The Cult of Geo as the state-supported fast food or motel chain, and then we can’t help discuss Apple Lane.

Replacing mounts or pack animals, and how that could get thwarted by players having formed attachments to whatever they own.

Are there horse shoes in Glorantha?

Public baths, and how they are an opportunity to get players out of their armor.

Adventure possibilities in visiting private hosts rather than inns.

Gift-giving as guests, and how to twist that into more adventure hooks.

Credits

The intro music is “The Warbird” by Try-Tachion. Other music includes “Cinder and Smoke” and “Skyspeak“.

The featured image is by Bernard Gagnon.

Intro

Episode 8 airs with a few weeks delay compared to our usual rhythm, as we wanted to feature our Glorantha Has Talent?-contest in this episode. We found the wait worth the while, and so did our judges.

Herald’s Podium

While we have moved the complete coverage of news about Glorantha to our Wind Whispers newsletter, we still pick a few items for our voice reporting.

Glorantha Fan Awards 2019 and 2020

In memory of Greg Stafford passing away in October 2018, Chaosium announced the laureates for Gloranthan fan activity for last year and this year, Congratulations to Martin Helsdon and Nick Brooke!

RuneQuest Classic (second edition) titles available as Print-on-Demand

The titles from the Crowd-funding for the Gloranthan Classics edition are finally available as print-on-demand hardcovers from lulu.com.

Art Packs: Gloranthan Stock Art for Creators on the Jonstown Compendium

Martin Helsdon started an experiment offering three packages of illustrations from his works “Armies and Enemies of Dragon Pass” and “Men of the West” as illustrations for creators – Orlanthi, Lunars, and Hsunchen, Nomads and Beasts.

Dario Corallo followed suit with the character art he provided for Gianni Vacca’s Last Faction Hero.

The Pendulum and the Pit

A new free 48 pages product on Jonstown Compendium, a slightly horror scenario for Sacred Season and thus probably fit for a Halloween game.

Glorantha Games 2020 Experience

Ludo reports about his gaming on Pookie’s online convention and leaks tidbits from the Kralorela RQG project under development by David Millians.

Kraken 2020 as a hybrid convention

While we were recording this, a much reduced face to face convention in one of the remotest corners of Brandenburg reached out to the internet. We’ll try to get feedback from the organizer and attendants. There is a little digression about the history of Glorantha-themed conventions in Germany.

RuneQuest Glorantha German Edition Crowdfunding

Jörg reports about the success of the German Crowdfunding and his experience on German language platforms during the CF. We compare international editions, extras to be had, and errata to be included.

Glorantha Has Talent!

The first of our main sections, wherein we are joined by our three judges to listen to the entries, get their feedback on the submissions and announce the prizes and their ranking.

We talk about the rules for contestants and judges, and present our team of three:

For the whole list of contestants, entries and individual recordings (some in the original stereo) as well as some of the splendid supplemental material we received, follow this link. We don’t want to spoil the results just yet.

Heartfelt thanks to everybody who contributed to the contest, whether as judges, sponsors, or participants!

Artistic Contests in Glorantha

After enjoying the fruits of the contest, Bill, Jörg and Ludo plough onward to discuss how such contests can find their way into your games. We digress a lot, as usual:

The Garhound Contest – the growth of a myth out of a scenario

Bill shares his admiration for Michael O’Brien’s main scenario of the RQ3 Renaissance book Sun County, the Garhound Contest and Melisande’s Hand, and speculates how a contest which might have once been a way to keep the youngster’s energy away from trouble becomes a myth or gets caught up by myth.

Singing for the Ludoch – a Choralinthor Bay Myth becoming a ritual contest

Jörg presents another story about the Choralinthor Bay Ludoch and Fisherfolk and tries to provide artistic expression as another way to solve conflicts. (Transcripts of both these stories will be made linked as text soonish.) We also touch upon the uncanny attention that use of the term Ludoch creates for one of us….

A Look at Donandar

Ludo explores the cult of Donandar and its role in the world. We discuss Illusions, stage craft, and a Marvel heroine in the course of this.

Well, this is something Ludo has been looking forward to since the release of The Valley of Plenty, To be honest, so have we all, and the Carpenters were as wonderful as we thought they would be, They invited us into their lovely southern home replete with kids dogs and a just a wee touch of chaos—in a very genteel way. And in the course of our conversation we find everything one expects from the creators of the very cool “Wildlings”! But first, let’s meet our judges for Glorantha Has Talent? and then see what M has for us…

Intro

:58

Glorantha Has Talent?

Our fantastic Gloranthan Talent Show!
We finally introduce our wonderful Judges!
YAY!

We asked our Judges to tell us about art that inspired their Gloranthan gaming and we give a few examples below:

This is one of Nick’s artistic influences for gaming in Gloranthan!
Used with kind permission of Chaosium Inc.

Peggy gives us a few links:
:Eugène Delacroix’s Ovide Chez les Scythes
Scythian horse equipment
Scythians
Scene of fight of two horses Kazakhstan
And a pic

14:26

SIGINT/Psych Ops

The good stuff straight from M, with a flurry of items of less than ideal repute. Rumour has it this used to be our “News and Rumour Tables” but that thought gets an A for too awful to contemplate.

15:19

Money Money Money

We like these play aids, we really do! Buy these @. Campaign Coins!

18.52

RuneQuest For Free?

An affordable option for evaluation or even short play, It’s great for those of us that are facing economic hardships in these strange times.

20:44

Dragons Eye and Other Examples of “YGMV”

Screen Capture from BRP Central

This is a long awaited examination of Glorantha locales that us old folk have been waiting for forever! This supplement explores the strange and odd places in Dragon Pass that show that Kansas is far, far away!

25:05

M. Heldson’s “Men of the West”

Mr Helsdon has been tantalizing BRP Central in the Topic Swords pf Central Genertela for years with early peeks at his works!

Martin returns with another of his explorations of the fighting men and women of Glorantha. This time he goes West!

20:48

D-Infinity’s RuneQuest Thursdays

Great RQ aids from a prolific and punctual fan! Here is June’s RuneQuest Thursdays!

32:39

French Griffin Mountain for RQ G

According to M, the french will be getting this double translation with the publication of RQ G or soon thereafter: Double translation; once into French and then once more into RQ G!

Quelle Chance!

37:36

Our Main Topic

An interview with the Carpenters’
of Troupe Games Fame!

  • Introducing our guests, then a sneak peek at our Lightning Round
  • Their history in War-Games and RPGs
  • Griffin Mountain changes everything
  • Years pass and then cue a late visit to Sandy Petersen’s epic TrollPak!
  • Gloranthan Miniature game?
  • The Dundealos, The Poljoni, the Jaldonkillers Saga and how YGWV
    Joerg asks the tough questions!
  • The Wildlings and The Valley of Plenty
  • Novel use of PCs and NPCs, Bill says “Bravo! Well Done!”
  • A discourse on BRP OGL and the QuestWorld SRD
    (Bill gets a headache from all the TLAs).
  • Troupe Games on Inclusivity, X cards and Trigger Warnings
  • What’s up and coming for Troupe Games?”

1:31:39

What do fat Elvis and fat Hemingway have in common? And here, we get our comeuppance!

1:33:04

The Lightning Round

1:37:57

Bye For Now!

See y’all next month for Glorantha Has Talent? and so much more!