Gloranthan Classics

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Gloranthan Classics

Mensaje por Dorsai el Mar Feb 25, 2014 3:50 pm

Pavis & Big Rubble is an reprint of all of the information from the two boxed sets of the same name. The book also contains new artwork and has had a new layout.


Slightly reworded (for brevity) from the back cover of the "Gloranthan Classics" version.

Griffin Mountain was the largest game adventure when it was first printed. It is a complete depiction of Balazar a section of Glorantha just north of Dragon Pass. This is a reprint of the original supplement and also includes several articles printed in magazines and over 35 new pieces of art, designer's notes and a treatise on Running A Gloranthan Campaign by Greg Stafford.


In the fantasy roleplaying world of Glorantha, magic works because relations between the spiritual and physical planes are firm and immediate. Maintaining good ties with your chosen god allows your character to learn special magics or to receive visions of other places, provides him with trusty companions in a cut-throat world, and may even give him the chance for divine intervention to escape a tight spot. In many ways Glorantha has a depth and consistency unparalleled in gaming.

This major supplement explores religions useful in and designed for fantasy settings. Starting with the most primitive ancestor worship, the book progresses through tribal deities of nomadic barbarians, the intricacies of more civilized cults, and the horrors of chaos. All cultists receive broad benefits from their divine relations, but some deities specialize in a certain activity or area, such as a war god or a chaos god. Non-human religions include an elf cult and numerous troll cults.

This book offers over 100 Rune and Battle magic spells and skills not in the standard rules, handy for the gamer intent on long-living characters. The wealth of conceptual material can be applied to any role-playing game. Referees will enjoy the many new lines of thought; dozens of examples of tribal behavior and custom can make any encounter more realistic. Excerpts from the The Travels of Biturian Varosh and The Reminiscences of Paulis Longvale suggest many scenarios while providing local color.

Over 40 religions originally printed in Cults of Prax, Cults of Terror, and Trollpak are detailed here. A guideline chapter shows how to design your own new cults. Appendices include a daily sun-time calendar.

Descriptions combine fact, fiction, legend, and magic to add the flavor so useful in campaign play. If they wish, characters can advance without bloodshed or fighting. Only this series provides so much imaginative scope and so much every-day detail.

Each Cult Description includes:

  • Mythos and History - the acts of the gods before time, the behavior of the cult once time started, afterlife promised to members, and Runic associations.
  • Nature of the Cult - why the religion continues to exist, what its worldly position and power has been, its likes and dislikes.
  • Cult Organizations - inter-cult and inter-temple structures, centres of power, holy places, and holy days.
  • Cult Membership - here are the requirements to join the cult (species, birth, ability, money, offerings, etc.), the requirements to remain in the cult (sacrifices, hates, geases and gifts from the gods, codes of conduct), the benefits received from the cult (food, shelter, training, healing), the skills taught or restricted, available battle magic, skills and spells peculiar to the cult, Rune magic and cult duties by membership level, and so on. Such aspects are examined separately for Lay, Initiate, and Rune Lord and Rune Priest membership.
  • Subservient Cults - includes cult spirits of reprisal (they keep your characters on the straight-and-narrow in such a world) and various hero cults, which may offer added Rune spells or skills.
  • Associated Cults - due to Godtime or later actions, certain cults are more friendly to one another and will teach certain Rune spells or skills.
  • Miscellaneous Notes - information on diet, behavior, dress, conceptions of the universe, ethics, ostentatious display, behavior toward members of other cults, rituals, architecture, and so on.



You Bet...
You bet a lot when you left your home and went adventuring. you coul dhold yur own with a sword, and you knew your way around one of the not-so-nice local hot spots, but you weren't prepared to be called "stranger", and you had never actually seen a troll.

You skirmished, and fought pitched battles. Your skills and confidence grew. Now the jobs for hired swords are few, and though you're still hungry for glory and riches and honor, right now you'd settle for a meal...

Fortunately, good men are needed to help civilize a new domain - that may mean steady meals and reliable friends for a hungry, lonely mercenary. Seven scenarios of varying complexity will test his skills and wits, and his abilities to fight, guard, investigate, and explore will be crucial to his success. If he survives, he'll be well-seasoned, ready for anything in Glorantha.

Prax is a wilderness. Duke Raus is out to tame a corner of it for himself. Join him at Fort Rone and earn fame and fortune by completing the seven deadly missions he has for you. Great rewards, perhaps even the Rome Sword itself, are yours for the taking.

This campaign scenario pack provides everything needed to referee a Runequest campaign along the River of Cradles, a fertile valley separating the devastation of Vulture's Country and the wretched chaparral of Prax. The campaign is intended for intermediately skilled characters. Background, history, and regional details are included: the employer, the different tribal peoples in the area, the creatures and monsters (ducks to dinosaurs, whirlvishes to wraiths), and area specific magic items. The range of encounters is sizable, including the deadly Eternal Battle, a time-warped holdover form the Gods War.

Mercenaries earn their pay in Prax!
Runemasters details 45 Rune Lords, Rune Priests, and Rune Lord-Priests of the 15 cults surveyd in Cults of Prax. Each character is completely individualized, experienced, equipped with spells, treasurdes, bound spirits, and so on. They form a valuable collection for referees who need Rune-level characters as NPCs. This is much more than just a collection of statistics. It also discusses how Runemasters are created, and about the logic of their growth, how each type of runemaster should be played, what their retinue (if any) should be, how a referee can organize his NPCs with coherent melee tactics and team strategy, etc. They are the most informative notes of their kind ever published about the rational play of strong Runequest characters. Included as an added bonus are the character histories, deleted from the original manuscript, but restored here over 25 years later.

Plunder gives detailed descriptions of many of Glorantha's magical treasures. Each has notes on physical appearance, relationship to various cults, extent of public knowledge of the item, history, procedure for making items that can be made, its powers, and its value. Surprise your adventurers with a gift of treasure. Also included are additional Plunder items by Rudy Kraft not found in the original.


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Dorsai
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Re: Gloranthan Classics

Mensaje por temuel el Mar Feb 25, 2014 6:12 pm

Vaya, un buen manojo de aventuras!

Debo decir que a mí runequest no me impresiona en absoluto, pero también que sus aventuras e ideas son bastante buenas y fácilmente trasladables a otros sistemas de juego mucho más agradables a mi mode de ver.

Gracias!!!!!
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Re: Gloranthan Classics

Mensaje por +y+ el Miér Feb 26, 2014 11:58 am

Muy interesante, el Cults Compendium no lo tenía.
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Re: Gloranthan Classics

Mensaje por Endier1 el Miér Feb 26, 2014 2:13 pm

¡Muy interesante!
¡Gracias!
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Re: Gloranthan Classics

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