For this episode we welcome two guests: Katrin Dirim and Claudia Loroff.

The Guests

Claudia is part of Jeff’s house campaigns with notable characters like Gina Gravedancer in the White Bull campaign, Yanioth, and the snake-dancer mystic in the HeroQuest Glorantha examples. Claudia is also the author of an upcoming Gloranthan cookbook. It is about 95% done, and is a travel guide accompanying Yanioth and Sorala, from Boldhome via New Pavis to Wintertop.

The difficulty level is kept rather low. There are recipes for starting your own yeast or sourdough, although you can buy finished starters. The travelogue also takes down their experience, like pub crawls, feasting with Argrath, etc. Kitchen hardware includes a fire-pit, a big cauldron (preferable out of enchanted iron), and the usual cutlery.

Katrin is the sole illustrator of the upcoming Prosoaedia, with two pieces in the Starter Set. Katrin is also prominent in the Jonstown Compendium, as in History of Malkionism, Six Paths, some pieces in Corn Dolls, and a major contribution of map-like illustrations for the travelogue narrative and numerous smaller pieces in Martin Helsdon’s upcoming book on ships and sailing around southern Genertela. That book will also feature quite a number of illustrations by Mark Smylie. See links at the bottom of these show notes.

Ludo talks about the Aztec-like style of representations of deities for the Prosopaedia and the pantheon maps.

Main Topic: Ernaldan Adventuresses

Today’s topic is about Ernalda, the Queen of the Gods.

Claudia as the professional Ernalda player does a short presentation of the Earth goddesses.

We learn about the in-house brainstorming sessions between Jeff Richard, Claudia and Neil Robinson about how to make the Cult of Ernalda playable for adventuring. The Cult has been around for a long time – she only finds mention as associate cult in Cults of Prax, but her cult was the first to be published for the third edition of RuneQuest, in booklet 5 (the short introduction to Glorantha) of the deluxe boxed set. This was presented in the same long cult format that was used by both Cults of Prax and Cults of Terror (and in the other RQ2 products with cult descriptions).

Ernalda and the accompanying Dendara would remain the only full cult write up for a few years, followed by Kyger Litor in the Trollpak reprint and the expanded other Troll Gods (and Kyker Litor again) in that box, and the three major Elder Races cults in Elder Secrets: Mostal, Aldrya, and Kyger Litor (yet again). The RQ3 Renaissance brought us updated  cults of Yelmalio, the Lightbringers from Cults of Prax, Zola Fel, Cacodemon and the Cults of Terror reprint Lords of Terror.

Claudia advocated a course for playing Ernalda cultists that she dubs as “Blood, Sex and Rock’n Roll”. Ernalda is about sacrifices of animals, with the meat being used for feasts giving back to the communities, and her rites also include quite a bit of sex as a healthy community requires a steady supply of children.

Ernalda is at the heart of the Orlanthi communities. Claudia points out that initiates and even more so God Talkers and Priestesses of Ernalda are welcome in any Orlanthi community.

Claudia stresses the importance of the Charisma spell and how her characters tend to solve a lot of problems using the skills Sing and Dance for ritual support of other players or in worship. For conflicts, there are war songs, battle cries, and war dances, possibly intoxicated on drugs or ritual drinks.

In the new treatment, Ernalda becomes an active deity rather than the damsel in distress.

We go through the other Earth goddesses:

  • Babeester Gor is the always angry death-wielding daughter of Ernalda. Fairly easy to play, but possibly a bit one-dimensional.
  • Maran Gor , the Earth Shaker goddess, who still remains a challenge for an interesting character concept.
  • Ty Kora Tek, which lets you play a necromancer in Glorantha. Ty Kora Tek is the twin sister of Asrelia, only mentioned as an associate cult in the core rules. She is the caretaker of the souls of the dead, an Underworld goddess who welcomes the dead as they let go of their mundane lives and rest in her halls waiting to be reborn. This makes her an important part of the cycle of life. Ty Kora Tek provides a good afterlife for the dead, as long as their descendants commemorate them with sacrifices and rites. Her role starts with the proper burials of the dead, putting their ghosts  to rest, etc.

Claudia points out one problem with all the Earth pantheon cults – all the cool spells are usually rune magic. While you need to be careful about spending your rune points, the spells tend to be kick-ass – Claudia riffs off about Earth elementals, Command Ghost, and others.

Ludo addresses the gender (or sex) limitations of many of these Earth goddesses, at least at the top ranks in the hierarchy.

Katrin re-tells the Making of the Storm Tribe and how Ernalda manages and manipulates all those disorganized and selfish Storm deities, giving them a common foe to unite against. At the end of these events, Orlanth asks his wife how the foe knew about where the meeting was to take place, and Ernalda tells him not to worry about that. Which Orlanth wisely does.

Ludo asks about the relationship between Ernalda and Dendara, and Katrin points out that Dendara (who is mainly the wife of Yelm) is mainly the goddess of wives, whereas Ernalda is the Queen of the Gods and the representation of the Earth without which nothing works.

Ludo points towards Esrolia as the center of her cult’s power, but Claudia stresses her importance already in the more male-cult dominated Sartar. In Nochet, she is the absolute ruler, and can dictate what to do, while in Dragon Pass she has to be a bit more roundabout, reminding kings as well as ordinary people that her blessings come with a cost (sacrifice and worship), and that she can become a bit ugly if neglected.

Ludo asks about the importance to have those female avenger cults like Babeester Gor or Maran when Ernalda has all those husband protector cults she can throw into the breach. Claudia reminds us about the scarcity of worshippers of these cults in Sartar. Esrolia may see a slightly higher proportion, or at least significantly higher absolute numbers because of its much larger population.

Maran Gor has her special temple in the Wintertop area, the Shaker’s Temple. Maran is the goddess of the wrathful earth and of earthquakes, with her worship mainly as propitiation to keep her from destroying or disrupting everything. Babeester is the Earth avenger, which is a rather narrow field.

Babeester Gor is also the lost daughter, standing for a lot of things that Ernalda doesn’t do or encompass. Babeester is angry most of the time, something that Ernalda rarely is.

Katrin gives an example how to make worshippers of Babeester Gor less boring or stereotypical, by stressing the investigative aspect of chasing down offenders. Her hot pursuit of such criminals makes her a possible choice for playing a detective. Ludo talks about “Sherlock Holmes with an axe”.

Ludo compares Babeester Gor’s birth to parents losing their temper, and only to regret the outburst five minutes later.

Claudia emphasizes that roleplaying opportunities can be made where others don’t see them. She talks about planning a role-playing session around a funeral feast with mysterious deaths, in the style of Agatha Christie.

Jörg sums up some of the ideas as having Babeester Gor as a James Bond-like provocateur with a license to kill where husband cults may balk at the prospect.

Ludo asks about how to attract more female players to Glorantha, and whether the cult of Ernalda is the vehicle to do that.

Claudia talks about the male and female archetypes available in RuneQuest and Glorantha. She mentions the considerable initial hurdle to overcome when entering the setting, and how having some of these gender limitations may help a player new to Glorantha to identify with the character.

Once you have made your entry into the setting, you can play around with breaking the expectations of archetypes and requirements.

Claudia tells how almost dying in childbirth gave her a different perspective on motherhood and parenthood in the setting.

Katrin agrees that while some aspects of Bronze Age life and how Glorantha works may appear stark and disturbing, dealing with those can make the experience of the setting richer.

Claudia recounts how she played in the Esrolian campaign around (future) queen Samastina, and how the party made sure that the character got pregnant from an important political marriage, and how Claudia’s Ernaldan priestess helped make sure that she became very pregnant, actually resulting in twins being born. There also were processions where the pregnant queen would emphasize her pregnant belly to the onlookers with gold dust, etc.

On a less exalted level, having a big feast in the village when asking for the blessings of the gods, slaughtering the sacrificial animals and making good dishes out of the meat.

With Ty Kora Tek, it is surprising how many ghosts you can control or lay to rest, gaining quite a bit of oomph out of that.

It is OK to be relegated to a support role in battle situations when you lead the social interactions, which can take up more of the game than actual combat.

Ludo brings up the political game, with intrigue, creating a social as well as an information or even spy network, with lots of minions and followers.

Claudia points out that you will find an Ernaldan shrine or better in even the tiniest village, which allows players of Ernalda cultists to have some sway or, at least, contacts anywhere they go.

Jörg points out that Ernalda is the wedding planner of basically everyone, and the networks of exogamous marriages will give you a female kinswoman in every other tribe.

Claudia emphasizes the role of Ernalda as the wise woman, allowing a player to inject her ideas as divine wisdom into the community.

Katrin talks about that little Ernaldan babooshka you will find in every village without whom everything would cease to function.

Ludo laments that RuneQuest combat can hog a lot of game time, making it hard to keep non-combat type characters engaged in such segments.

Claudia suggests being creative about skills and their application, like challenging Jar-eel using her dance skill, hindering her enough to be able to attain a heroquest station objective despite her opposition. This is well beyond the normal scope of the skill, but in the situation (in a magically different environment) it gave her character a handle on the situation. (But then, that is more of a Questworlds mindset of how to use interestingly named skills.)

The rules system is a guidance, not something set in stone.

Claudia also advocates to leave the healing to characters other than the Earth worshippers. We also learn about why Yanioth has a beast rune of 75%.

Katrin points out that there are better things to do than “I hit ‘em with my sword” for three hours. In one of her games, a Chalana Arroy cultist had their snake familiar entangle a combatant’s legs to take them out without actual bloodshed.

Claudia enthuses about Command Swine when facing Tusk Riders.

Jörg points out that all those monstrous swine were ultimately sent against the people of the region as punishment for neglecting the goddess, showing the ugly side of the cult.

Claudia admits that her earth worshippers tend to have some skill with axe and shield, but that is often more fun to stand back and use your skills in a more creative way. Rather than swinging a sharp implement for hours, she prefers supporting the fighters, cheer-leading them or raising the onlookers as a support force to overwhelm the opposition.

Ludo compares the role of Ernalda as a support character with multi-player video games. Claudia points out that while that may be the case in combat situations, the Ernalda player will often take the spotlight in social interaction, possibly having been the matchmaker for a local, being the first to get access to dirty secrets etc., likely side-lining the combat types.

“There is always another way”: Ludo asks about situations where an Ernaldan character would have spoiled a perfectly fine opportunity to have a battle.

Claudia recalls one game that had been very battle-heavy, to the extent that the entire party decided it was too dangerous, leaving the challenge unanswered. That made for a very short game as the GM had prepared mainly for that conflict.

Other GMs including Jeff experience again and again how a game unfolds very differently from what they prepared, often because of group dynamics, so that may actually be “the other way”.

Sometimes this can come about from real world influences. Katrin reminiscences about a case where a player had to leave abroad for two (weekly) sessions, returning to come into the chaotic aftermath of an attack on their community, gracing the other players and their characters with a scathing “I leave you alone for two weeks, and that’s what happens!”

Heroquesting for and with Ernalda and female archetypes: Claudia gives us a small peek into the playtesting of the new heroquesting rules, using Greg Stafford’s old maps of the hero plane (quite likely something like the “spiral map” that is shown in Arcane Lore) which had aspects of the earth pantheon. Meeting Aldryami, stone trees, doing “not very kids-appropriate” adult interaction, playing with the archetypes and the runes and passions. In the end, runes, passions and rune spells are the major elements that you use in the hero plane rather than mundane skills or average spirit magics.

Carrying children into battle? Putting the peace into a battle scene? Or rather putting Darwinism into action, survival of the fittest? Claudia retorts that Ernalda likes (watching) a fight, then marrying the victor.  “Marrying for a year and a day is fine, it’s enough.”

Ernalda has very weird children? “They are all beautiful”. Then Katrin mentions how difficult it was in the catalogue of the gods to fit all of Ernalda’s children into the diagram.

Ludo asks how pregnancies and having kids works out inside the game. Claudia reports how some aspects of real life arrangements getting the grandmother to look after the children crept into the game once, still being easier in game than it would be in real life.

“All the interesting magic is rune magic”. Does Ernalda have a big advantage in that regard? Claudia advocates to go for the throat, dropping the rune spells for good effect, and enjoying failure when it happens as those moments can be the most memorable (and the most fun, at least in hindsight).

Claudia’s favourite spells for earth worshippers:

  • Earth Elemental
  • Command Ghost (slay first, interrogate later)
  • Inviolable
  • Charisma

How does use of Charisma work out in the game? Ludo points out that the skill boost is likely minimal, but Claudia answers that you don’t need to roll skills, and just play to the story.

Katrin reminds that RuneQuest is not a game of slow attrition, but of few periods of high tension and glossed over dull everyday life.

Claudia also confesses that the GM may award the players regaining the rune points as a reward.

Jörg asks how to make getting back the rune points fun in the game, and Katrin’s suggestion of sacrifice and rites gets appropriated by Claudia’s “a roll in the field”, which leads to the question how much of a veil you drop onto the resulting sex and drugs and rock’n roll. Unsurprisingly, it depends on the people you play with.

In conclusion, Claudia talks about her two images of Ernalda – one is the voluptuous, broad-hipped fertility goddess, the other are the Minoan snake-dancers. Katrin confirms that those curves are a necessary feature when she is drawing Earth characters.

And with that, we conclude our episode.

References

While quite a few of the projects mentioned above still need to get published, here is a list of works already that feature Katrin’s stunning art prominently:

  • The History of Malkionism by Nick Brooke, illuminated by Katrin Dirim, with extensive bonus material on the art direction
  • The Six Paths, a sourcebook on gender among the Heortlings, by Edan Jones, art by Katrin Dirim

You can see Claudia play her Ty Kora Tek necromancer, Gina Gravedancer, in the White Bull actual play series.

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.

Our guest for this episode is Dom Twist of the Beer With Teeth writers’ (and gamers’) collective, known for his contributions both in a couple of Chaosium publications (Pegasus Plateau‘s Crimson Petals, and Weapon and Equipment Guide) and for various Jonstown Compendium publications by Beer With Teeth (including Dregs of Clearwine, Cups of Clearwine, Stone and Bone, and Rocks Fall).

Dom is another returnee to the podcast, debuting in episode 4: Writing Adventures in Glorantha.

This episode was recorded in early August 2022.

News

More up to date updates are available from Ludo’s weekly Journal of Runic Studies newsletter.

The Weapons & Equipment Guide made its debut in hardcover at GenCon after a previous PDF release late in 2021. Dom points out that this is going to be the last publication with a PDF release before the printed product. Ludo refers to a statement of Rick Meins reported (and commented) in issue 59 of the Journal of Runic Studies.

Ludo reports on the dates for the next Chaosium Con, which will happen April 13 to 16, again in Ann Arbor, Michigan.

Dom talks about his plans to go to Continuum 2023 (first time it changed to annual turnover) and Dragoncon.

Children of Hykim by Brian Duguid is out on Jonstown Compendium.

We discuss the rune point cost of turning into a totemic beast.

Dom is enthusiastic about the quantity and quality of the Jonstown Compendium and the RuneQuest: Roleplaying in Glorantha releases.

The first volume of Duckpac was out at the time of recording, but by now there are already three of the announced four volumes available.

Chaosium interview with Jeff Richard on game balance.

Main Topic (“It is boaring”)

Ludo presents Dom as the person referred to us as an expert on these guys.

We assume that listeners have at least the RuneQuest rulebook and Bestiary, but Ludo does a 20 seconds presentation of the Tusk Riders

Public Knowledge

What would the average Gloranthan know about the Tusk Riders?

Jörg points out the chance of the adventurers parents having participated in the Boar Hunt of 1606, and Ludo mentions the one of 1622 that adventurers could have participated in themselves.

Dom states that in the eyes of the average Gloranthan of the region, the Tusk Riders are evil: they raid, not just for food and loot, they also want to capture and torture people for their magic.

Dom explains that each Tusk Rider is paired with one of these giant Tusker boars, pretty clever beasts totally dedicated to their riders.

Dom compares them to Sir Ethilrist’s Black Horse cavalry.

The Tusk Riders are heavy cavalry who move unimpeded through forests

We talk about gaining the alliance of a large number of Tusk Riders by sacrificing an entire unit of militia as sacrifices to the Bloody Tusk.

Jörg points out that they breed like pigs, too, replenishing their numbers within very few years.

Ludo talks about what happens to their captives, whose spirits remain enslaved after being tortured to death. We speculate how much of the details of this are known to their foes, and how much of the in-world lore about the Tusk Riders is factual and how much is hear-say or superstition.

We agree that the Tusk Riders are bad to the bone, and thus an excellent foe or boogeyman to throw at adventurers, whether in person or whether just as rumours.

Publication History

Ludo brings up their exonym “Orcs on Porks”, at least among roleplayers.

Dom reminisces about orcs in RuneQuest and other systems.

Jörg boars with the publication history, beginning with RuneQuest 1st edition which already had stats for most of the creatures mentioned in White Bear and Red Moon/Dragon Pass and Nomad Gods.

In White Bear & Red Moon (WBRM) they already had that alliance requirement of sacrificing a unit of soldiers, and a couple of other traits later realized in their expanded descriptions.

Ludo points out that there were Tusk Riders that could be hired as mercenaries or used as adversaries in Snake Pipe Hollow, one of the early scenarios for RuneQuest.

Dom mentions the Judges Guild RuneQuest scenario Broken Tree Inn, located near Snake Pipe Hollow and thus near the Stinking Forest, which features them too.

The Tusk Riders get a fuller description in 1981’s Borderlands campaign, with a full page on their culture and history, and as antagonists in one of the seven scenarios.

Dom relates his recent experiences encountering Tusk Riders as opponents for a player character of his, in the Borderlands campaign, pointing out the enmity between his Daka Fal shaman and all the Tusk Riders stand for.

Jörg points out that the text passages in the earlier publications often were re-used verbatim in later publications (WBRM; Wyrm’s Footnotes 3 in the Guide to Glorantha, the NPCs of Borderlands in HeroQuest’s Pavis: Gateway to Adventure, RQ3 Elder Secrets in the RQG Bestiary), which on one hand is nice that the newer material contains most of the information the older publications had, but limits the actual amount of text written on the Tusk Riders.

Ludo speculates about why the Ivory Plinth poem gets recycled again and again (Wyrm’s Footnotes #3, Wyrm’s Footprints (the “Best of Wyrm’s Footnotes” by Reaching Moon Megacorp, under an Issaries license, mostly with material that went into the Sourcebook), the Guide to rGlorantha, and the RuneQuest: Roleplaying in Glorantha Bestiary). Jörg muses that the poem makes fleeting mention of so many places and events that were never explained that this is the only way to preserve them. Dom points out that the poem was created by Greg Stafford, and that Greg himself was not a stickler for remaining absolutely true to what he produced years ago, unlike some other contemporary brand.

Troll Pak riffs on the half-troll connection and introduces their role in the troll civil war during the Inhuman occupation.

King of Sartar expands on that conflict, and The Smoking Ruins scenario book further expands on this.

Coming into Glorantha with the current RuneQuest rules, already the first scenario in the GM Screen pack features them.

Dom points out that the presence of Tusk Riders cannot be ignored by responsible leaders or problem solvers, as they are certainly going to come and take captives and plunder, if they haven’t already done so and you need to free their victims, or at least release their spirits.

Theory Crafting and Fake History

Ludo leads into this by pointing out that we don’t know the canonical situation, and that the Tusk Riders themselves when talking about their past are known as liars making impossible boasts.

Dom mentions the human hero Aram-ya-Udram, a human hero who boumd a Darkness Spirit to him. After the Dark Night Ermaöda sent the God-Pig Gouger to exact vengeance for improper worship or even blasphemy.

Here’s a work-in-progress picture of Aram by Loic Muzy for the Cults of Glorantha book:

Dom speculates that already Aram heroquested to turn his people into the half-trolls and worshippers of the Darkness demon.

Dom teases a follow-up scenario for Defending Apple Lane while talking about Red-Eye, the divine /demon pig residing in or around Pig Hollow in the Colymar Wilds.

Ludo spoilers Defending Apple Lane (but you’ll have to listen to the podcast to hear this)

Jörg protests that Dom is maligning good old Aram-ya-Udram, who was after all the human representative on the World Council of Friends in the first century after the Dawn, and a civilized man.

Ludo offers a (in his words) half-assed theory about the Aramites, Tusker-riding humans living in the region of what would become the Ivory Plinth, an ancient ziggurat temple in the Stinking Forest (then still known as the Tallseed Forest).

Then some people disrespected the Earth, becoming complacent stopping proper worship of Ernalda, getting punished by sending Gouger to take revenge. Aram tricks Gouger, using his Darkness Demon, slays the God Pig and sets up his tusks at the Ivory Plinth.

Ludo theorizes that Aram’s people lost their agriculture, becoming hunter-gatherers and mercenaries  riding the Tusker boars that could be tamed thanks to Aram’s feat slaying Gouger.

Later, during the EWF, the human Tusk Riders approached some Mad Scientist working in the EWF to make them more powerful

Ludo riffs on the Tusk Rider claim that once upon a time they had 12 kings each ruling their kingdom, and suggests that the experimentators had 12 experimental specimen of Aramite stock who somehow escaped the experimentators, taking bloody revenge (to loan from the Akira anime/manga) and starting the half-troll Tusk Riders we know today.

We digress shortly on the Remakers – Ludo suggests gene-splicing, Joerg advocates classical stitch-up chimeras like Frankenstein’s Monster or Doctor Moreau’s Island.

Ludo points out that according to  one source, the Darkness spirt bound by Aram and used to slay Gouger disappeared into a void of Chaos, and that bringing back that spirit as their God of the Bloody Tusk may have corrupted them.

Dom thinks that that corruption has more of a Chaos feel and points out that there is a know Void of Chaos right on the edge of the Stinking Forest, below Snake Pipe Hollow. Dom points out that we know for a fact that in the EWF there were these experiments which resulted in the Beastmen, but thtat there were other ways the Beastmen came to be, and with the heroquesting going on  in those times everything could be true to some extent, or made to tbe true.

Ludo wants his players to stumble on an old experimental complex of the EWF experimentators, with numbered holding cells destroyed, apparently from within, and gruesome victims of that escape fossilized in some way or written records made by the experimentators.

Jörg points out that the list of Dawn Survival Sites in the Guide (or History of the Heortling Peoples) also mentions a Tusker-riding nobility among the Harandings at Marlothenyi, in northern Esrolia.

Those Harandings feature in the original Lawstaff Quest (first presented in King of Sartar and used as a scenario in the Orlmarth campaign in HeoQuest’s Sartar: Kingdom of Heroes), where their king Harand Boardick pawns a son to his troll ally Jago Zaramzil to gain their support in his attack on Arrowtop Mountain.

They also lived right next to the Entruli of Maniria and Slontos, descendants of the Pig Mother, and possibly the people Harand’s mother came from.

Jeff put up some stuff on the Well of Daliath that indicates that Aram was helping Lalmor of the Vathmai (an Entruli clan or tribe living in or near Esrolia) bring the Lightbringer Ways to the Entruli.

The Entruli king had done some rather unspeakable things which caused his city to sink below the Mournsea, and some other cities to be destroyed. Jörg speculates that this was the transgression against Ernalda which caused Gouger to rampage against those cities, continuing to destroy human habitations as the God Pig moved east into Esrolia and beyond into Dragon Pass. Jörg speculates that Aram’s companions hunting down the God Pig might have been a warband of Haranding nobles who followed the pig all the way to the Stinking Forest, and then settling down there without any gardeners of farmers, making a living as mercenaries, hunters and gatherers.

The timetable is a bit messed up, but that isn’t that unusual in Gloranthan history.

A literal reading of the Dawn Sites documents suggests that Gougers tusks were already in place at the Dawn, which means that Aram slaying the God Pig would have happened in the Silver Age, or even earlier. But then, Ernalda went to sleep some time around the arrival of the Chaos Horde to fool Nontraya and his hordes of the Dead and didn’t really have the means to send an avenging pig or complaining of not receiving the correct worship until after the Dawn.

Jorg boaringly goes on to list the named leaders of the boar riders throughout history.

There was the leader of the center of the Orlanthi contingent at the Battle of Night And Day, Old Swine Dezar, leading 150 Tusker-riding warriors into the battle.

There was the Great Living Hero of the EWF in the Machine Wars, Varnakol the Mangler, a boar rider who had tusks and two named axes, whose enemies preferred death by his axes to being captured by him.

And finally there was Karastrand Half Troll, “leader of the boar-riding trolls of the Rockwood Mountains”, during the Troll Civil War in the Inhuman Occupation. Karastand claimed imperial human ancestry-

Jörg has the wild theory that the son given up by Harand Boardick in the Lawstaff Saga got adopted and reborn as a troll and fathered a lineage of boar-rider trolls in the Rockwood Mountains, and that  that lineage and the (already EWF-modified)  Aramites around the Ivory Plinth crossbred, making that half-troll ancestry true at least for this leader and his siblings, possibly as an adoption ritual similar tto that Pain Centaur spiel that Ironhoof used to adopt the Pure Horse Folk survivors of the Battle of Alavan Argay to found the Grazeland pony breeders.

Ludo wonders how this could be brought into a game (where Jörg assumed that any Sage worth their ink and/or facial hair would happily collect such information).

Making Games More Boaring

Next we start talking about using Tusk Riders in games.

Dom suggests that the Tusk Rider ritual to turn captives into one of their kind is not limited to humans but that it also works on trolls.

Jörg mentions the thread on BRP Central on Tusk Rider adoption. Dom points out the Tusk Rider adoption story-line in the xomputer/mobile game King of Dragon Pass, and using that in your own campaign.

Dom quips that they are sort of the Hells Angels of Gloranha, coming to beat people up, take their stuff, riding hogs.

The BRP Central thread had a suggestion that someone might quest to return the Tusk Riders to their less unpleasant human form, although we wonder who would go for that trouble.

Dom poins out the Sons of Anarchy TV show which is about a criminal biker gang, and how that could be used for some Tusk Rider plots, and that the Tusk Riders should be intelligent and clever opponents.

As they have low charisma, the leaders of a warband will lead by intimidating their followers, and by providing results.

Ludo points out how the Tusk Rider antagonists get decent tactics, acting intelligently. Dom suggests that they wish to harvest the most magical of their opponents, and that they lure them into their kind of territory by abducting dependents.

Dom points out how binding enemies’ spirits creates a magic economy for the Tusk Riders that forees them to capture other people to become powerful, which they need to survive in Tusk Rider gangs, especially as leaders. All that stolen magic makes them strong and unpredictable magical foes.

Dom describes how hit and run tactics may be used to make their opponents cast expensive spells, only to sit those out until they expire, and then hit again. They have the magic of their bound spirits in severed hands or tails to power their spells, and may use their Tusker as an allied spirit, too.

For capturing foes, they may use lassos or similar, then dragging their victims through the forests which cannot be healthy.

Ludo asks about how to stage the hit-and-run using RQG rules (like e.g. the chase rules), or whether to handwave (which is how Dom prefers to run such things, more narratively). Dom points out how the Tusk Riders are vulnerable to missile fire when doing that, as their major tactical flaw.

Ludo describes how he had the characters of his “we all play children” campaign happen on the site of a Tusk Rider massacre, and then catch up with exhausted Tusk Rider survivors of that combat, playing them dumb to match the abilities of the underage characters.

Dom describes how he ran a sequel to Defending Apple Lane where the sister of the leader of the first attack (who lost quite a few minions, and leadership) comes not so much to take vengeance but to harvest those interesting magics of the player heroes, preparing ambushes and traps for luring them into pursuit after capturing some dependents in the hamlet.

Ludo explores where Tusk Riders typically set up their bases.

Dom suggests that a Thane of Apple Lane who successfully dealt with Tusk Riders and possibly Red-eye multiple times may become a status target for ambitious Tusk Rider leaders or wannabes.

Speaking of typical boons earned by player characters Im the official adventures, Jörg asks how Dom would handle a conflict between hippogriff-riding heroes and Tusk Riders. “Into the woods” would be the Tusk Rider reaction to such opponents.

Dom goes on to describe the Stinking Forest as a war zone where Tusk Riders, trolls, elves, dwarfs and giant spiders may slug it out, allowing any playee heroes to experience crossfire situations.

Ludo talks about how there might be secret shrines to the Cult of the Bloody Tusk very close to area deemed safe by the player  heroes, with pilgrimages bringing victims there. Jörg suggests to use the Broken Tower as a possible holy site for Tusk Riders, sparing the GM a lot of prep time.

Ludo talks about somewhat “friendlier” Tusk Rider neighbors that will take ransom payments, or engage in clandestine trading, which Dom brings back to the plot hooks that can be lifted from Sons of Anarchy.

Dom mentions the problems that might arise when a party healer (possibly the NPC follower) gets taken by Tusk Riders. Do you want to face Tusk Riders with powerful healing magic, or the Sleep spell? Tusk Riders are one of the few non-chaotic Gloranthan foes who would have no qualms killing Chalana Arroy healers.

Jörg brings up the possibility of using the Tusk Riders as a playable race. We talk about how to play  characters who are bound to torture people to keep up magically, and how this needs buy-in by the players, and careful off-screen handling of the unpleasantness.

Dom mentions the scenario that a gang of Tusk Riders who may have plagued you the past few seasons offering their services as mercenaries

Dom spiced up his Tusk Rider threat by having them carry newly minted Lunar Tarshite coins, to trigger player character paranoia. Dom expands how an able Lunar commander might send out a special operations team (effectively a player character party managed by the GM) to stir up feuds and banditry in the rebelling province of Sartar, with Tusk Riders a good choice to spread terror and distraction.

As time runs out, Jörg thinks that we have boared people enough, and Ludo hopes we made people loathe / love them as much as we do.

Credits

Cover image by Cory Trego-Erdner.

The intro music is “The Warbird” by Try-Tachion. Other music includes “Cinder and Smoke“, “Skyspeak“, “Stomp“, and “Sjaman’s Dream: Fire“, along with audio from the FreeSound library.

In Episode 14, the God Learner podcast returns to its exploration of the Nomad Gods, with David Scott from Chaosium.

News

The “Write Your First Adventure” summer workshop has started, with a RuneQuest course by Nick Brooke.

Pirates of the East Isles is out, with some art and minor spoilers by Ludo.

The Red Deer Saga (incorrectly mentioned as “White Deer”) is now available in print.

Volume 1 of Duckpac was indeed released shortly after our recording, and is now Silver Best Seller!

Dates for Chaosium Con 2023 have been announced. You can read Ludo’s report on this year’s convention.

More current news are available in our newsletter, the Journal of Runic Studies.

Nomad Gods: The Magic Game

David gives a one minute summary of Nomad Gods.

Ludo discusses the availability of the game in print, and we mention the VASSAL virtual tabletop version again.

Trying to talk about Les Dieux Nomades, Jörg is lost in memories, and gets confused about which convention he bought it at. We go into a rabbit hole while trying to find when this game was released — if that sounds boring, you can skip ahead or use the time bookmarks (only supported in good podcast players).

We mention Nick Brooke’s fan translation of the French rules terms on his website, here and here. Nick also created a beautiful printable map with all the features of French map, but with a hex overlay that fits.

David mentions the colourful counters of Les Dieux Nomades, as can be seen on Boardgamegeek.

We talk a bit about the problems when names are translated, failing to recognize the translation, and being out of alphabetic order. Note that Jar-eel the Razoress in French is “Jar-eel la Tranchante”.

Ludo gives a shout-out to the illustrations, before we talk about the rules.

David explains the difference between the counters for Nomad Gods where there is no range factor (for spirits of magician units) but a reflection factor telling whether a counter could attack neighbouring counters in spirit combat using the magic factor or whether it could fight back rather than just soak up damage with the magic factor. But then, there are units with a range factor of zero in Dragon Pass, too, and there are a few spirits that remain on the board and can attack neighbouring hexes with their magic, too, so it is more a case of different terminology than different rules.

David relays what Greg Stafford told him: “It was one of the flaws of the Praxians that they were tied much more to the spirits than they were tied to the deities, the greater gods.

This focus on spirits and animism is the result of the great destruction from the Gods War in Prax. That’s why each major tribe has a shaman counter, and each shaman has a fetch.

RuneQuest emulates the worship of deities as spirits by giving a chance of contacting a god or goddess when reaching out to the spirits.

David points out that Cults of Prax sort of maps Nomad Gods in that a lot of Nomad Gods is in the structure of Cults of Prax.

There are unpublished descriptions by Greg Stafford about how the tribes move their herds, with a shaman at the front looking into the spirit world to look for the best magical grazing, etc.

Jörg suggests that Praxians are more versatile in rune magic through spirit cults, but again that is described as the flaw of the Praxian access to magic.

Heroquesting to spirit cults delivers lesser boons, while the spirits are more likely to be allies than patrons.

The concept of the fetch as the other side portion of the shaman is introduced here, and carries over into the RuneQuest rules (which were first published a year after Nomad Gods).

We find out more about the social position of shamans, but shamans are described as “crazed and rabid people, more than a little mad from their contact with the gods.” David puts that statement into context with Greg Stafford’s later experiences and practices in shamanism, and blames it on older concepts and misconceptions of 19th century anthropologists about shamanism.

David makes clear that a shaman is someone who is in charge of when they have contact with the spirit world and when not, so while there are times when talking on the invisible iPhone is appropriate, this happens at the shaman’s choosing and not at the spirits’ whim. Somebody constantly beset by spirits is not a shaman, or at least not a successful one.

Ludo mentions Mircea Eliade’s “Techniques of Ecstasy” as a good source on shamanism, a book that is not readable (from cover to cover) because of the learned document containing many examples. It’s considered good to dip in for specific items though.

As a source for shamanism and spiritualism, David recommends Sheila Paine’s “Amulets: a world of secret powers, charms and magic.” Any book on symbology would be good.

Shamans work with the spirits, and spirits have their own agenda, and that may be different from mortal expectation.

We talk about the Soul Winds, a devastating weapon of mass destruction that may cost you your tribal shaman, and that requires alliance with one of the Great Spirits (the Wild Hunter, Malia, or Oakfed). David suggests that this is better suited to the boardgame than to the roleplaying game.

We meet the various categories of spirits of Prax. David points out that most of these have appeared and are going to appear in the new edition of Cults of Glorantha.

I talk about the five elements having something of a balance in Les Dieux Nomades, but not in the original game.

We discuss the Lunar spirits in that game. David points out that there was a list of Lunar spirits in Wyrm’s Footnotes #4, page 49. It’s available in PDF from Chaosium, although might as well get the bundle of all 14 original issues.

The original Nomad Gods counter sheets contained a number of “mystery counters” including those of the Lunar spirits Book of Dale, Twinstars (also in the Dragon Pass boardgame) and the Watchdog of Corflu (one of the pieces which the French illustrator for Les Dieux Nomades got terribly wrong).

David goes through the list, and the discussion lands at the Medicine Bundles of Prax, plunder items useless for an individual but powerful on a clan or tribal level. David goes into what Medicine Bundles are, who would have them, and explains the mutability of their appearance as they fade in and out of existence. A Medicine Bundle embodies magical power, but the objects in the bundle are an embodiment of what it does rather than the actual things.

We arrive at Tada’s Grizly Parts, huge treasure-type artifacts that can be converted into magical units that can be summoned from Tada’s High Tumulus. We speculate about their appearance and size. Tada’s cudgel is a giant club, but Greg also said it was Tada’s penis. The description has a number of double entendres.

In Prax, Malia is a spirit of Darkness rather than of Chaos (although the way the Disease units work is similar to Chaos magic). David associates the three runes of Malia with deadly diseases (Death), minor diseases (Darkness) and plague (Chaos).

The Spirits of Earth are the spirits of the Paps, a family of their own, and presented as subcults of Eiritha in Cults of Prax.

The Horn of Plenty get special mention as one of the Seven Great Magics of Prax.

Then there is the collection of the “Other Spirits”, with a number of unaligned special spirits.

The Horned God is the entity that teaches shamanism and chooses shamans. It is a spirit that doesn’t have a cult. (Jörg’s speculation is that it is the Fetch of Glorantha.) All spirit cults are subcults of the Horned God. If the Horned God provides anything in RuneQuest terms, he provides Discorporation.

We talk about the Bad Man, the Chaos enemy of the Horned God, and the many masks of the Bad Man encountered in shamanic initiation.

Hyena is “an odd creature”, a spirit made by Genert so that his body parts would not fall to Chaos.

Ludo gets enthusiastic about the Three Feathered Rivals.

David talks about the structure of spirit cults in RuneQuest, and talks about the concept of Spirit Societies, and how they would work in RuneQuest. A spirit society is a collection of culturally similar spirit cults. In RQG, there usually is a greater spirit and a number of other spirits belonging to that group. Some are grouped by elemental runes, like they were presented in the boardgame.

Spirit societies are led by a charismatic shaman that doesn’t have to belong to the spirit cult.
A spirit society allows you to have a shared rune point pool for the spirits in the society. The Water Spirit Society would be headed by Zola Fel, and under Zola Fel you would have River Horse, Dew Maid, and Frog Woman. Your first rune point goes to the big spirit, and then you need to spend one rune point to each spirit cult whose magic you want to be able to cast.

The spirit societies are mainly pan-tribal, although each tribe that has a special strength in one rune will have a great portion of that elemental spirit society.

The one extra benefit from joining a spirit society is that you can learn the rune spell of Discorporation when you join a spirit society.

David point out that there is no spirit society of the Spirits of Air because these spirits are part of the Orlanth cult, which is why there is no shared rune point pool for these spirits.

Also there are two groups of spirits of Fire, one being the Burners led by Oakfed, the other the Star Gazers led by Pole Star, a spirit who has two magical places in the Wastes – Pole Star Mountain in the north and Star Crystal Mountain further south.

All spirit cults generally give one rune spell each, rather than the list of rune spells a theist cults give. The spirit cult of Pole Star gives Captain Souls (in the Red Book of Magic).

David points out the difference of Kallyr’s Starbrow ability which is different from the spirit cult, or the Pelorian forms of the cult (Dara Happans, Pentans).

You can read more about David’s take on Spirit Societies on BRP Central.

Spirit societies are all very minor, so minor that people looking from the outside wouldn’t even notice them.

The Daka Fal shaman may well also run the local spirit society. A shaman is not just working with one particular thing, but will also be a member of other spirit cults, and possibly in charge of the (tribally appropriate) spirit society.

We are talking about examples of published RuneQuest shamans. Jörg brings up Blueface as one example of a very powerful shaman, but being a very early example David describes him as rather weird, with several heroquest abilities rather than shamanic abilities. A “Hunter-Brother Dog-Shaman-Priest” who should have a greater range of spirits.

David suggests the example from Heroes Magazine 2.04 (the last issue of that Avalon Hill house magazine). On page 15, the Basmoli shaman Leona has a good backstory. Here is a snippet from Leona’s stat block:

© 2022 Chaosium Inc

David likes the details of the spirits given, and their origins, like Hotek, the shaman’s mother, and her grandfather as another of her spirits, her dead daughter who was being groomed to become a shaman when she died, and a grandmother who was a shaman.

The one criticism David has with the article is that shamans aren’t loners but strongly bound into their communities.

Leona is slightly insane and not quite a functional shaman because she has lost control over some of her spirits, a damaged shaman.

Ludo asks about the Wild Hunter (Gagarth) and the White Princess (Inora). The White Princess lives in a castle in the middle of the Dead Place, in the Winter Ruins. (Echoes of Elsa are undeniable…)

The Dead Place on the game board map doesn’t much look like anything, but is shown as heart-shaped on more recent maps.

Creatures of Chaos include Thed, Cwim, the broos, and the Pieces of the Devil. Ludo praises the Gene Day illustration of the broos.

David mentions his Q&A on Cwim on the Well of Daliath. Cwim is designed to be attacked by armies rather than by small parties of adventurers. Heroquesters can kill these monsters, but they do it in a different way. Average adventurers can try, and then run.

David talks about seeing Cwim from afar, and changing your route to avoid it. Cwim is the randomizing element that causes the migratory routes of the clans to change. Cwim usually is in the Wastes as the tribes usually ally to keep Cwim out of the sacred land.

Ludo comments on the effects of Chaotic magic in the board game (automatic elimination of an adjacent unit) as “ouch”, which David said sums it up nicely.

We digress to the various types of Gorp presented in River of Cradles. Gorps are “the gelatinous cube of Glorantha”, and are the spawn of Pocharngo, the Chaos god. Various types include “micro-gorp, glue gorp, exploding gorp, regenerating gorp, zoomers (a lot faster than normal gorp), breeders, paralyzing gorp”

We discuss nasty uses for Gorps: Gorp as garbage disposal? Gorp in a bottle labeled as a potion?

The Devil’s Hand is a huge nasty monster. Jörg shows his age when his comparison with the Dreadful Flying Glove from Yellow Submarine was a bit out of context for Ludo, who was listening to metal and progressive rock when he was young.

We return quickly to the Eternal Battle and what lies inside, and possibly beyond.

You can once again see the counters on Boardgamegeek, or in the VASSAL module. The counter sheets serve as art direction.

The magical scenarios serve as training exercises instituted by Jaldon.

Rather than looking at the text of the prehistory and history of Prax (which admittedly is well known to most players of RuneQuest), Ludo riffs off on the map of the Wastes which is as much (or rather as little) to scale as is the Crater map in White Bear and Red Moon.

Jörg points out that the myth section in the local game of Nomad Gods becomes the world wide foundational myth about the Chaos War. David paints Prax as the final battleground where the last deities perish and descend to Hell to join the Ritual of the Net.

The list of the pieces shows some of the William Church silhouettes at larger scale. David emphasizes the great art pieces by Gene Day which may justify buying the pdf even if the board game doesn’t interest you at all.

David goes into advertising mode, advertising the PDF we’ve been reading for 8.95$.

Jörg vainly wishes for a confrontation between Sor-eel’s Lunar forces and the Praxians, not necessarily at Moonbroth but the march on the Paps and Pavis.

Our guest for episode 13 is Nikolas Lloyd, the multi-talented host of the Lindybeige YouTube channel.

News

Jörg mentions Eternal Convention at Castle Stahleck in Bacharach, Germany, and the UK Game Expo which both just ended at the time of recording.

On the Jonstown Compendium we had The Lifethief, a scenario by the Beer With Teeth collective, and an overview map of the Jonstown area by Mikael Madsen.

Practical Ancient Warfare

There are more than 600 videos on the Lindybeige channel, many of these dealing with “lots of swords and spears”, and quite a few clarifying questions that arise from playing RuneQuest in Glorantha.

Lloyd started roleplaying at age 12 or so playing the typical dungeon raids and realizing the plot holes like why are there monsters hiding behind doors to jump at exploring adventurers guarding treasure chests. A few years later he came across RuneQuest and appreciated its approaches and how they helped playing in a more believable world.

We forgot to talk to him about his legendary “Prax Warrior” video, too, which you can see here:

(the story behind this video is explained in its description)

The praises of RuneQuest in its second edition are sung. They are still the same great points as in Lloyd’s series of videos on D&D from eleven years ago. Part one is below, but check out part two and part three too:

Lloyd talks about the Dragon Pass board game, and how he never managed to find opponents to play the full game with all the magic, the alliances etc. We also talk briefly about Glorantha: The Gods War, for which Lloyd made an extensive video review:

Ludo talks about the realism of combat systems and melee weapons, and the strike rank approach in RuneQuest. Lloyd describes the “dagger vs. pike” situation, and offers a house rule assigning a different weapon strike rank for fist range fighting.

The reality of disengaging aka running away without getting stabbed in the back, which seems to be a lot easier in real life than in most rpgs.

Ludo brings up the footwork rules in GURPS, and we talk about using terrain, maneuvers, and magic, especially spells like Lightwall that enable a side to regroup without the opponent knowing about it.

Lloyd mentions how keeping track of all the magic that may enter a melee can be a challenge for a GM in RuneQuest.

We talk about the usefulness of shields and parrying missiles, and house-ruling those situations.

Lloyd discusses the importance of the GM’s eye-contact with the players in role-playing and how playing online takes a lot of that unspoken communication away even in a video chat.

We discuss active use of shields in combat, character expertise over player expertise,

On the topic actual experience of fighting in a shield wall, we learn that individual prowess matters a lot less. Lloyd discusses the death-defying attitude in re-enactment battles and suggests that facing the same situation when it is your life on the line may involve a lot more visceral fear. As you might expect, you can learn more about shield walls on Lloyd’s channel:

Lloyd talks about group coordination topping individual melee expertise, the importance of maneuvering and initiative, and how one can make a difference in group combat even without actually stabbing or slashing at the foe just by positioning yourself.

The ideal fight should not be a slogging match where you stab the other guy but to achieve an objective like crossing a bridge or capturing a flag.

The tendency to fight to the bitter end seems to be ingrained in roleplaying combats, and the fear of a certain type of players (and game systems catering to their style) to lose the items that make them effective.

Jörg asks about the practicalities of offering ransom in the middle of a melee. The answer seems to be to let go of your weapons, raise your hands and shout the amount of money that you are worth, but without any guarantee that the opposing side will accept that, even if that is the accepted outcome. In the end, this is up to GM discretion, table consensus, and dramatic effect.

Talking about setting a scenario in a major battle, Lloyd mentions about his work on a book on the Trojan War for D&D 3.5 but the D20 license was discontinued and adapting the project D&D 4th edition. He discusses a couple of approaches, like having the outcome sort of pre-determined.

If the side the player characters fight on is going to lose, the objective of the game is not to win that battle but how the unit of the players performs, whether they distinguish themselves in the battle or what losses they suffer.

There is the possibility of pushing the player characters into the situation that decides the outcome of the battle, but that can often be contrived and needs some setting up.

Lloyd talks about giving the players an objective other than winning the battle, like a detached raid around the battlefield against the train or camp of the foes to recover a maguffin.

We discuss actually playing out the war-game inside a roleplaying session, and Lloyd says that this approach needs a lot of practicing and necessitates a couple of bad games before getting the hang of this.

Lloyd talks about the constants in ancient warfare, with the basic concepts remaining the same like spears, shields, or signalling through shouts, insignia, drums or horns.

The difference made by magic on the battlefield is a lot higher than any technological differences. Also magical development may replace technological development.

Are old people in Glorantha really healthy? What is the availability of high powered healing or restoration magic?

How do people allocate their magical resources? Ludo introduces spreadsheets for administration of available magics.

Reputation as a spring-board to drama.

Skill proliferation vs. nifty new skills, on the example of a “read battle” skill (which sounds like a good interpretation of how to use RQG’s Battle skill).

Are different weapon type skills necessary? Lloyd suggests a general melee skill independent of the weapon type.

What is a “broad sword”?

Bronze weapons, and limitations real world bronze has.

The importance of tin in the Bronze Age, and using its control and supply chain as plot hooks.

Ludo mentions Lloyd’s video series on slings, the first one of which is here:

Contriving situations where groups of five characters can make the difference, again and again and again…

Lloyd points out that skipping ahead to avoid tedious routines of standing watch etc. so that the bad guys don’t catch up with the players is giving out unintended information that no, the bad guys aren’t going to show up now.

He talks about doing flashbacks to establish still unknown relationships, and how “you can’t die in a flashback” may spoil the suspense for some players who prioritize survival.

Ludo suggests to have players roll the doomed assault of NPC fighters and experiencing their deaths in between playing their less combatant main characters.

There are two main types of action scenes: fights and chases, and most role-playing games dedicate entire chapters on combat but hardly any space on chases. And even if you have rules for chases, those might be about catching and fighting the opponents and not overtaking them in a race.

More about Lindybeige

You can find Lindybeige:

Credits

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

Shannon Appelcline is our guest for the 12th episode.

Shannon tells us about his entry into the roleplaying genre, which features the typical games of the early eighties. RuneQuest became one of his main systems when he joined the Erzo game by Eric Rowe, a long-running campaign set on Eric’s own universe, but he also started exploring Glorantha. In the 1990ies , Shannon joined the Chaosium staff.

Shannon’s Glorantha credits include articles for Tradetalk magazine and Ye Book of Tentacles (a series of fundraiser books for the German RuneQuest convention). Shannon also organized RuneQuest conventions in the nineties, and his improvised “Hero Wars” logo made for the 1998 convention ended up on the product.

We talk about the upcoming Elf Pack for RuneQuest: Roleplaying in Glorantha (the manuscript has been handed in, which means that a series of time-intensive steps need to follow).

Three Generations of Elf Pack

We learn about the incarnations of Shannon’s Elf writings, starting with a coverage of all elf forests of Glorantha for the HeroQuest (1st edition) line of Issaries Inc. But due to delays, Greg Stafford taking a sabbatical teaching English and studying shamanism in Mexico, the Issaries line closing down, and HeroQuest 2nd Edition taken in license by MoonDesign, this first manuscript was never published.

Around that time, Mongoose published their “Glorantha – The Second Age” line, and unwilling to see some other authors contradicting more than 1000 pages of material, Shannon contacted Mongoose and offered to write the elf supplement for them. Despite usually working with in-house writers, Shannon managed to convince the company. The result was Elfs: A Guide to the Aldryami, written in just three months – a short time compared to the other two manuscripts, but very long for a Mongoose RuneQuest book.

About the current version of Elf Pack, we learn that it is (mostly) focused on the Dragon Pass area, like the rest of the latest RuneQuest books.

Designers & Dragons

Shannon’s major contribution to the hobby is his history of roleplaying games titled Designers & Dragons. An original massive 2-volume book expanded into the current form which has four books, with one book per decade. It is available in print from Evil Hat (or translated into other languages, like German or French), with additional volumes with somewhat different focus added over the time.

It’s also available here:

Shannon has a few more volumes in the works, including “The Lost Histories”, two volumes of stuff that did not go into the first four volumes.

Shannon talks about Reaching Moon Megacorp as one relevant example of Gloranthan publications.

The 2010s volume is about to be collected, as a certain distance is required to make sure no trends are overlooked: Shannon talks about how his volume on the 2000s missed the Old School Renaissance movement.

Another ongoing project is four volumes on the TSR histories talking about all 100+ TSR publications (OD&D, 1st ed. AD&D and Basic D&D) for the D&D Classic website on Drivethrurpg.

Last but not least, Shannon is working on a publication history of Traveller for Mongoose.

We also mention a recent article on rpg.net on the many editions of RuneQuest, Traveller and Talislanta, part of Shannon’s Advanced Designers and Dragons series there which adds current events, eulogies, and occasional glimpses into the work-flow.

News

Ludo makes the shout-out for the Journal for Runic Studies, his weekly newsletter/blog series, and our most recent episode on Newcomers to Glorantha featuring Diana “Berra” Probst.

The Six Paths by Edan Jones (aka Tindalos) and Katrin Dirim on Drivethrurpg, already as Print-on-Demand softcover.

Day’s Rest by Jamie Revell is also out.

Aldryami: The Elfs of Glorantha

This is not an “Aldryami 101” episode, we assume that listeners have, at least, access to the Glorantha Bestiary. For a full newcomer presentation of the Aldryami, you can of course read the Bestiary, or watch the Exploring Glorantha episode on the topic.

Elf Culture

Elevator pitch: Plant people in tune with their forest interacting with it in a collaborative way where they really are all one

Comparison with Tolkienesque elves in standard fantasy (literature and rpgs) and the difference in appearance.

Evolution of elf depictions for RuneQuest: Gaunt faces, spiked ears – that’s about the main common denominator of early elf artwork, with increasing treeishness as the time proceeds.

Different elf types matching certain types of trees or forests.

Is there space for “elfs” based on other plants?

Shannon mentions vampiric trees sucking up nutrients or sap from other trees in the network.

Undead as seen by elfs – petrified trees, trees hollowed out by insects, vampiric ones.

Vine elfs – Shannon wrote a myth why those aren’t around any more.

Elder Races pantheons may tend to be smaller than human ones.

Elf deities shared with humans

Seedings of generations of gods by primordial ones.

The Elf “Secret” – Elfsense, the ability to pick up the experiences of plant beings around them.

The importance of Aldrya, who upholds the forest

Elf Philosophy

Balance: Growth balanced by Taking

Cycles: Reincarnation, though without memory of individual experiences (but then those are held by the forests)

Making the myth matter in the game

Lots of myths not included in the Elf Pak manuscript

Myths as patterns for a heroquest (another word for an adventure)

A preview on the upcoming scenario “The Great Graft”, set in the Stinking Forest

The first Pruner among the elfs

Playing an Elf

Four major Passions:

  • Loyalty to Forest – find out the goals of your forest
  • Devotion Grower – further Growth, spread life
  • Devotion Balance – realize that every single elf is your brother, and all the other races are too, even though they may have the opposite job
  • Devotion to Cycle – things that are killed will return, and so will you if you die.

Different psychology of Green and Brown Elfs

Elf emotions being spread out into the forest, delaying a reaction.

Green emotions (communal) vs. Red emotions (individual) vs. Black emotions (anti-community).

Five forests of the Dragon Pass region:

  • The Old Woods (easternmost region of Arstola) – dissidents from mainstream Arstola, lost the site of the Great Tree when probably Arkat cut it down at the end of the Dawn Age
  • Tarndisi’s Grove – about the smallest an elf forest can become
  • The Stinking Forest
  • The Vale of Flowers (including the normal trees of the Flower Wood)
  • The Dryad Woods – including an adventure about the Forest of Wondrous Beasts

Not included, but Shannon elucidates on it: the Redwoods of Dagori Inkarth/Prax

Bringing elfs into the game:

Rootless elfs – elfs cut off from Elfsense

Rooted elfs – elfs pursuing the goals of their forest

Elfs are long-lived and have long-rooted plans

Range of elf-sense – a quarter-mile outside of the forest they lose contact and are left alone with their emotions etc.

Purpose-grown material or even individuals

The role of rootless elfs in elf society – a constant source of pity

Flamals seed came to rest on the three elements. Those that fell on Gata (Earth) became the Green, Brown and Yellow elfs, those that fell on Sramak became the various types of Murthoi or Blue elfs, and those that fell on fire became the lost White Elfs of the peak of the Spike. Those are the true elfs.

The Hybrid Races were born out of the moment of Balance between Growing and Taking, and that’s where the Red Elfs are grouped by the true elfs, right alongside the humans and other non-autotrophs.

Lesser aldryami races – Runners, Pixies, Sprites

The role of the dryads in elf society – demi-gods, something akin to the Mistress Race uz.

First encounter in an elf forest – usually an arrow.

Kings and queens of elfdom, nobility of the elfs, are more of a diplomat caste than rulers.

Vronkali were the ones who learned to Take in order to survive. The Mreli chose to accept death rather than give up their natures, and got re-awakened after the Dawn.

Hostility between elfs and other Elder Races.

Does the Cycle come into the destruction of the world in the Gods War? Shannon counters with Grower being reborn as five entities, finally Voria to restart the Cosmos.

Elfs and the Man Rune – individuality as the primal sin, the unfortunate outcome of the Green Age ending.

Intra-elf conflicts: God Learners call it Aldrya’s Woe, the elfs call it the Planting.

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.

For this episode of the God Learners podcast we welcome back Drew Baker, who followed Biturian Varosh with us back in episode 5. Drew is doubly qualified for this task since he just released a new Jonstown Compendium item called Highways & Byways which is a travel reference for Dragon Pass and its surroundings.

News

Ludo advertises our Gloranthan newsletter, The Journal of Runic Studies, and briefly mentions having gone to ChaosiumCon. Ludo’s full report is available here.

Next, Joerg and Ludo run a short interview with Drew about Highways & Byways: where the idea comes from, what it contains, the fun of reconciling various Gloranthan maps with different scales, and the possible fictional explanations for things changing from one map to another.

Ludo mentions the Dumb Cuneiform website in passing, where you can order your own cuneiform tablet.

Drew mentions his Call of Cthulhu adventure The Reading of a Will. You can see all of Drew’s community content here, such as the QAD series which provides plenty of stat blocks and mechanical information for RuneQuest.

Main Topic

We catch up again with the Travels of Biturian Varosh, from the classic Cults of Prax supplement. This short story was scattered across the book to help picture what life in Glorantha might look like.

In the first segment, Biturian and Norayeep search for healing herbs in order to make a little bit of money. We talk about the rules for Plant Lore, the utility (or lack thereof) of D12s, heroquesting, and Humakti ghosts. Drew mentions the Old Men Play RuneQuest podcast and video series.

The second segment brings us back to Pavis, where we share theories and consternation about what’s going on with Biturian and Morak at the local Lhankor Mhy temple. We talk about slave bracelets, horned children, sex rituals, and more weird stuff.

In the last segment, Biturian goes to the Pairing Stones and witnesses an Orlanthi initiation, including (finally!) some spirits of reprisal.

Before heading out, our three hosts share their thoughts on this penultimate leg of Biturian’s journey.

Credits

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

In this month’s episode of The God Learners podcast we are very happy to welcome Rick Meints, the president of Chaosium. He’s here to talk about collecting Gloranthan books, ChaosiumCon 2022, and more.

News

In the news section, Ludovic plugs the Journal of Runic Studies, our weekly newsletter. It features everything directly or indirectly related to Glorantha that we could find over the previous Red Moon cycle.

Joerg talks about the impending return of some of Ian Thompson’s Pavis materials by way of the Jonstown Compendium, Chaosium’s community content program on DriveThruRPG. These “remasters” might include things like the Pavis & Big Rubble Companions and/or A Rough Guide to Pavis.

From there we launch into a digression about Rick’s exhaustive collection, including the Pavic Tales issues pictured above. Some items from Rick’s collection will be available for sale at ChaosiumCon’s collectors auction.

Ludovic mentions the RuneQuest Starter Stream where James Coquillat leads new-to-RuneQuest players through the first two adventures of the RuneQuest Starter Set.

Then Joerg mentions RuneQuest Year Zero, a limited-run podcast by Baz Stevens in which he delves into the RuneQuest Starter Set without much prior knowledge about RuneQuest and Glorantha. Along the 11 episodes of the show, Baz shares what he likes and doesn’t like about the rules, the setting, and other material found in the box.

The Jonstown Compendium has been quiet in the past few weeks. Rick once again has all the books available in POD so far already, and plugs Nick Brooke’s index as a good way to stay on top of the publications (the 2021 index is here, the 2022 index is here).

Main Topic

For the main topic, we start with Rick’s path from the automotive industry to the presidency of one of the most beloved RPG publishers in history. Ludovic then shares his own shorter and weirder path to Glorantha.

During his time as a Chaosium fan, Rick had an unofficial “subscription” to all released products. Ludovic asks if any official subscriptions might come to Chaosium but sadly the logistics don’t make that idea viable at the moment.

Next, we talk about Rick’s MIG book, the Meints’ Index to Glorantha. It previously had two editions, and a third edition is being finalized and printed. The next version is bigger, in colour, and includes all the Glorantha material released in the 21st century.

© 2022 Chaosium Inc.

The back cover of MIG2 already had a format similar to the back cover of RuneQuest 2nd edition (picture above). MIG3 will even look more similar, from the book size to the colour scheme.

Here are some MIG3 pages Rick shared over the last few months on social media:

Rick also explains how the write-up for old material has gained in depth, thanks to his access to the Chaosium’s archives, and to his time spent interviewing many figures of the early RuneQuest eras.

Ludovic asks Rick about foreign licensees, which have been previously off-limits for the MIG since Rick can’t read them and it wouldn’t fit in the page count anyway.

We go on for a bit about the various styles of foreign RuneQuest covers, while Rick once again grabs a few books from his shelves to illustrate the point. MIG3 will have a small appendix dedicated to these foreign editions, but not much more.

Next, we talk about Wyrms Footnotes, why it hasn’t come back, and why it probably won’t, since most authors now get their Gloranthan writing fix through the Jonstown Compendium. This leads us to chatting about how great the Jonstown Compendium is, and how happy Chaosium is with their community content programs in general. Ludovic is a bit sad that the whole OSR zine revival passed by Chaosium without them paying much attention to it, but is also happy that they put their energy and resources into a good quality community content program.

And while we talk about Chaosium’s “master plans” (or lack thereof), Ludovic asks whether Chaosium intends for Glorantha and RuneQuest to be synonymous for the foreseeable future, or if Glorantha will indeed stay a bigger franchise that encompasses other game systems. Of course, 13th Age Glorantha is out of Chaosium’s hands, but Rick reveals that Chaosium does have the intention of having some Questworlds Glorantha books, even if some of it might only be conversion guides for using RuneQuest adventures in Questworlds.

There is a digression on Cthulhu Live and Gloranthan free-forms. Rick did include free-forms in MIG3, but shares why LARP books generally sell poorly. Ludovic talks about the opportunities of RuneQuest splatbooks that could sell more, but Rick reveals that Glorantha isn’t conductive to this because all the “character classes” (i.e. the cults) are too woven together to be handled independently. This is why the upcoming Cults books are so big and taking a long time.

We chat for a bit about the difficult task of juggling between the old cranky fandom of Glorantha and the desire to attract new people to the setting. Chaosium has, of course, the RuneQuest Starter Set for the latter, but also a few other ongoing projects, such as the Glorantha video-game still being developed, plus other initiatives such as VTT integration, which is taking longer than Chaosium intended.

© 2022 Chaosium Inc.

Joerg asks about Gloranthan fiction, which is another good possible entry point. Although Rick would like to publish something, there just aren’t many (if at all) authors pitching Gloranthan stories to Chaosium. In the meantime, there’s old fiction such as Griselda’s tales still available.

Joerg also asks about the return of Gloranthan board games, which might prove to be another effective entry point for new people. Rick gives a small update on those, and what the design direction is. He also mentions the board games that never were, like the Tournament of the Masters of Luck and Death and Shadows Dance games.

Ludovic moves on to rare collector’s items, such as the RuneQuest playtest documents, the Roots of Glorantha series, or the Greganth Atlas (picture above), asking if these things would ever be available in some form or other. This is tricky to do for various reasons outlined by Rick, but he does reveal some upcoming booklet called “the Stafford House Campaign”.

The cover can be seen in the first picture above. This booklet contains Greg Stafford’s “Dragons Past” columns from a couple 70s and 80s magazines. These articles tell the story of his RuneQuest campaign. Rick also found in a binder a few unpublished stories about Greg’s Holy Country campaign.

As for other rare collections of Greg’s notes, a lot of that content is making it in a more polished and playable form through the new RuneQuest Glorantha line anyway.

Finally, Ludovic asks one of his burning questions about the “SP” denominations found on RQ2 supplements, and in particular why he has two PDFs of the Sea Cave labelled SP7 and SP8 respectively. Rick reveals the simple solution by pointing at the first edition cover for Cults of Prax (seen above).

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.

We apologize for the tardiness on this episode: we are not used to Earth’s weird calendar where one month is surprisingly shorter than the others. Plus, Ludovic was busy with work and with writing two convention scenarios for ChaosiumCon. It also didn’t help that this episode was a lot heavier on the editing than usual.

Without further excuses, this month we welcomed Chaosium’s David Scott again. This time he was present wearing his “Prax expert” hat in order to chat about Nomad Gods, the 1977 board game designed by Greg Stafford.

News

Art by Ludovic Chabant © 2022 BOLT80 & Chaosium Inc.

In news, Ludovic mentions that his first Jonstown Compendium item it out. A Short Detour is a RuneQuest adventure with a complex moral dilemma, and a (hopefully) insightful appendix on everybody’s favourite Gloranthan power.

As always we also mention the Journal of Runic Studies, our weekly newsletter of Gloranthan news. If you’re not subscribed by email or RSS, do it now!

Joerg gives a shout out to other podcasts and streams:

Ludo mentions that his French edition of RuneQuest has arrived (you can read and see more about it here). After fumbling around to remember the name of the artist who did the French slipcase art (it’s Joann Sfar), David takes us in a tangent about foreign RuneQuest editions’ art, starting with Oriflam’s cover for Dorastor:

Once again, we have difficulty to remember the name of the artist (it’s Hubert de Lartigue). There’s more information on the Well of Daliath.

Joerg also mentions the German art for Apple Lane:

Speaking of the Well of Daliath, our tangent takes us to another tangent to celebrate this very useful resource for Gloranthaphiles. David Scott is the principal maintainer, but receives help from volunteers. We discuss how the timeline of Dragon Pass and the Prosopaedia are Ludovic’s most frequently visited pages.

Main Topic: Nomad Gods

We start talking about Nomad Gods, as promised. To follow along, listeners who aren’t rich or old enough to own the game can purchase the PDF of the rules booklet from Chaosium for a bit less that $9.

Many pictures (including pictures of the board and the counters) are available on the BoardGameGeek page for Nomad Gods.

Assuming you have the rules (or make them up), you can also play Nomad Gods on Vassal, using the appropriate module. There’s also a module for Dragon Pass.

Image by Runeblogger

David runs us through the process of extracting the map and counters art from the module file, which is a simple ZIP file with a different extension.

Here’s the map of Nomad Gods:

Nomad Gods map from Vassal

Then we start looking at the art on the counters. David shares some photos of early prototype counters:

And then we look at some pre-production chits of the alchemical transformer (left) and Jar-eel (right).

We can’t show the assembly boards with chits on grid paper, or lunar units with the red filter sheet taped over them, but you can probably imagine how, errr, “crafty” it looks like. The result can be seen below in the finished product, and it looks similar to how most other wargames of the time looked like, as far as I can tell:

Photo by BoardGameGeek

Next, David talks how Greg was still “exploring” Glorantha at the time, with many names just thrown on the map as nods to his friends (refer to the map above). These locations were only further developed when there was a roleplaying game to do that, and this of course happened with RuneQuest and Cults of Prax. The sound you hear at this point is David unfolding and re-folding his Nomad Gods map!

Where did names like Orlanth came from? Where did the many places in Prax come from? We don’t know. The creative process is a mysterious thing.

David recalls how “amazing” these 1970s wargames looked like: they came in ziploc bag, as shown below:

David Scott’s own unpunched White Bear & Red Moon
Photo from eBay

David talks to us about his first fantasy board game, Divine Right, from TSR.

Photo by BoardGameGeek

The game map looks very much like the Dragon Pass map:

Photo by BoardGameGeek
Photo by Chris Kutalik

Some of the setting lore in Divine Right (sorry about the blurry Zoom screenshot):

Divine Right’s NPC cards look like this, with the random cards to apply to them:

We finally start looking at the Nomad Gods booklet. David runs us through the names in the credits (and how they’re tied to Glorantha).

Joerg and David talk about the difference of rules between the editions. Ludo asks about the spelling of “Plaines of Prax”, or the reason for making the map sideways (with North pointing to the right)… apparently we don’t know!

We talk about the mythology and history of Prax, as presented by the rulebook, and how it’s still guiding the design of Prax nowadays.

There was supposed to be a third board game (advertised in the Nomad Gods booklet!) but this third game never happened. David shares anecdotes about it, and mentions Greg’s Holy Country game, which explored the themes of that unpublished game.

We look at the art pieces found across the pages. The cover can be seen above at the start of this chapter of the show notes. The Zebra Riders and the big battle spread are shown below:

For the weird-looking sci-fi picture of Argrath, the greek-inspired Ronance, and other illustrations we talk about, you’ll have to get the PDF of Nomad Gods! Nomad Gods is where we get many first looks at things like the Devil, Broos, Dragonsnails, and more.

Ludo talks about using board game rules, scenarios, and events as ideas for RPGs. This sends us on a tangent about Jaldon Toothmaker, one of the main figures of the board game. Did he really gnaw through the walls of Pavis? David has a theory.

Nomad Gods has a big recurring theme of dead gods and heroes who can be called back when the Praxian tribes need them.

Unlike White Bear & Red Moon (and Dragon Pass) where you play the Hero Wars, Nomad Gods has a more artificial setup, where you play practice drills, tournaments, and such.

Moving on to the counters’ stats, Ludo mentions how some of these can be used to drive faction play or tribal history, but David says those stats are probably defined like that only for game balance.

The hexes on the map have different properties in terms of resources, from the fertile grounds of the Paps to the desert of the Dead Place. We also go through the landmarks, and how they are represented on the board, compared to what we now know of them.

As we look at the five major tribes of Prax, our discussion goes into the matter of the Covenant, and what little we really know about it. We debate whether the Morokanth are omnivores or mostly vegetarians. Ludo’s Glorantha seems to align with Sandy Petersen’s on that topic, but Chaosium is going with Greg Stafford’s wishes. David explains why, and what it means for the Morokanths’ role in Prax.

Speaking of Morokanths, David talks about the Most Respected Elder, the current of which is a Morokanth. David explains how to run games that really make use of the nomadic lifestyle. Joerg asks how to include the Eternal Battle to life in Prax.

David starts talking about spirit cults and theism in Prax, and how Praxian mounts really survive on the chaparral: it’s a secret that’s not written down anywhere but Greg told David, and David now tells us! (although he has shared it on forums before so it’s not exclusive)

Ludo asks about the Zebra Riders. David gives a not-so-short version. He also explains the cycle of representation of tribes in the Most Respected Elder position. Then, as we look at the other “independent tribes” of Prax, David reminds us that apart from the Rhino Riders, all these tribes are pretty tiny. Ludo mentions the Cannibal Cult, and David gives the actually-short version of what they are.

As we reach the beginning of the “Magic Game” section, Ludo tries to wrap up the episode but fails utterly. We launch into a discussion of Sartarite games vs Praxian games, and what the role of Praxians is in the Hero Wars. We share some ideas for Praxian campaign frameworks, and David talks about the “big events” that could happen there. Eventually, Ludo manages to wrap up the episode for good.

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.

Photo by Wayne’s Books

We are joined on this trip down memory lane by Doc Cowie, Doc sums up his credits as “40 years RuneQuest player, published one scenario”. Ludo also gets Doc to talk about his custom-made bronze shield depicting Chalana Arroy fighting Chaos, made by Type 40:

The RuneQuest shields were originally high-level stretch goals of a crowdfunding campaign, although they had a different design:

News

The corrected Weapon & Equipment Guide pdf has been released, fixing some of the initial oopsies.

Jeff’s interviews on the Chaosum Youtube channel on the 2022 RuneQuest plans.

The Early Days of Glorantha

Doc offers a very UK-centric perspective of how one would encounter and learn about Glorantha.

The first big UK release was “The Lair of the White Wyrm”, a RuneQuest scenario in White Dwarf in 1979.

Doc holds up his Games Workshop edition of RuneQuest 2, which he acquired at age 12.

Doc had actually picked up Cults of Prax at the Games Workshop store before acquiring RuneQuest, and remembers how he was awed and overwhelmed by that tome..

Doc outlines the competition of D&D and AD&D: There was Tunnels&Trolls and Traveller, and there was RuneQuest.

Doc recalls being intimidated by the entire concept, and kept it on the “mystical and somewhat obscure” pile of games.

Having played and enjoyed the Apple Lane scenarios (Gringle’s Pawnshop and Rainbow Mounds), the game went into a hiatus because his group was unsure what to do with this game beyond those published scenarios.

Griffin Mountain (the Games Workshop edition, again) came as a revelation what to do with RuneQuest. Doc recounts how their group distrusted the cults, and how their group had a Zorak Zorani troll and an elf in the party, with the two characters being good friends.

We discuss the sophistication of early teenage boys tackling a fantasy setting, roleplayer elitism and an instinctive “Your Glorantha May Vary” stance as the GM.

Doc recounts his experiences as regular GM until one of his players started to run a Pavis and Big Rubble campaign, alternating with Doc’s Griffin Mountain game.

Dpc pulls out his stack of photo-copied reference sheets, hand-outs and index cards.

When asked about the timeline, Doc confesses a God-time like timelessness for his Balazar campaign, with the only future event that mattered being the Cradle Scenario as the immense finishing piece for a Pavis-based campaign, always looming, never played.

Then came a disappointing hiatus when there weren’t any players of RuneQuest at Med-School, although a game was picked up again after a year or so.

We briefly touch upon the Dragon Pass boardgame, and then we go on to Doc’s almost traumatic experience of the first Convulsion which left him with the impression that everybody knew everything about Glorantha and that he sucked at RuneQuest.

He did meet Greg Stafford, though, and while he feared the “You’re not playing Glorantha as it is meant to be” boogeyman hiding behind the door,

Doc actually lent Issaries Inc some money to get the Hero Wars started, and with Hero Wars actually and finally providing some rules for heroquesting, he got interested and bought the material.

What re-ignited the Gloranthan fire was the Guide to Glorantha kickstarter (of 2013, fulfilled in 2015)

“I have Passion Glorantha 90%, but Knowledge Glorantha 40%.”

Doc goes on to enthuse about having played HeroQuest with Ian Cooper (who is currently in charge of the Questworlds successor line) and how that lends itself to go on mythical exploration.

Ludo brings up MAR Barker’s Tekumel and how he encouraged people to find out what is in Glorantha. Doc regales us with a private conversation with Greg Stafford, and how he reacted to Greg’s offer to explain a thing about Glorantha, and Doc felt he didn’t really have a question to ask. Instead, they discussed rearing children in a shamanic culture, and how myth contributes to that.

The weight of information behind Glorantha helps making it real and solid, even if you don’t apply that much of the vast amount of information.

From his current game, Doc tells about finding an actual bone of a god and making a magical dagger out of that, or finding an iron hauberk and giving it to the Earth Temple because it felt right, rather than one of the characters using it – something that would not occur to any player in a Dungeons and Dragons game.

We talk about everybody having magic and how that affected the way the game and its setting felt, and how people felt about playing that.

Ludo mentions the Year Zero Podcast with the impression that “everybody is playing a cleric.”

We talk about the impact of RuneQuest 3rd edition and how it was a disaster for the UK game scene.

Jörg gets to waffle a bit about his initial experiences starting with third edition RuneQuest and the Vikings box.

Doc sums t up that however much aspects of the rules might annoy him, there is still that way that certain outcomes make you feel which bring back the love you feel for the system.

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.

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.