
No podemos hablar de RuneQuest sin mencionar Glorantha, esta claro. Por cosas legales que suelen complicar los yanquis, cuando los chicos de Mongoose obtuvieron la licencia para la nueva edicion de RuneQuest, se encontraron que la editorial Issaries ya estaba editando ese universo en su juego de rol HeroQuest -concebido por Greg Stafford y Robin D. Laws, y publicado en España sin pena ni gloria por Edge-, que venia a ser una edicion avanzada con otro sistema de reglas del universo de Glorantha -para ser exactos, una reedición con corrección de erratas de Hero Wars-, pero que no podia utilizar el nombre de RuneQuest por culpa de licencias y permisos, ya que el nombre no estaba disponible :P
Naturalmente se llego a un acuerdo, por el que Mongoose podia utilizar Glorantha desarrollando su ambientacion en la Segunda Edad, mientras que Issaries seguia ambientando su juego en la epoca de la Guerra de los Heroes. Lo de la licencia traera cola, ya seguiremos contandolo ;)
Naturalmente se llego a un acuerdo, por el que Mongoose podia utilizar Glorantha desarrollando su ambientacion en la Segunda Edad, mientras que Issaries seguia ambientando su juego en la epoca de la Guerra de los Heroes. Lo de la licencia traera cola, ya seguiremos contandolo ;)

![]() | MRQ Glorantha, The 2nd Age Core Rules This book contains everything you need to launch an epic Runequest campaign set in its classic setting of Glorantha, a world of mythic adventure. Glorantha is a world permeated by magic and shaped by myth. Its heroes achieve power by questing for runes, physical manifestations of the eternal abstract forces that shape its destiny. Eventually they graduate to even more powerful magics, learning to gain power by emulating the deeds of the gods, mastering the arcane formulae of the sorcerous arts, allying with spirits, or achieving meditative awareness of life’s unknowable secrets. In doing so, they draw on one or more of the mythic Otherworlds surrounding their everyday material world. With the right magic, they can travel to the realms of the gods, become participants in their ancestral myths, and return with wondrous new abilities. Those who fail these daunting tests may be diminished, destroyed, or eternally lost in the mythic realms. Explorers, adventurers and kings aren’t the only ones who wield magical power here. Ordinary people practice their own spells and charms, helping them to feed, clothe and shelter themselves in what would otherwise be a hostile environment. Glorantha is a world of clashing cultures, where good and evil aren’t always easy to sort out. Though cursed with more than its share of tyrants, monsters, and villains, no single one of its cultures maintains a monopoly on virtue. Two warring cultures can be, from their own point of view, equally right — or equally ruthless and brutal. Cultures differ on the right way to live, the true events of myth and history, and the very purpose of existence. And that’s just the humans: its inhuman races follow their own alien agendas, as laid out at the beginning of time. In its glorious Second Age, Glorantha is the prize of warring empires. Two empires, more similar than they’d like to admit, vie for ultimate dominance. The God Learner Empire seeks to crack open and the very secrets of the gods, manipulating them to their own ends. The Empire of Wyrm’s Friends works to transform its land and people into a gigantic, mystical dragon, which will take flight and reshape the entire world. The Second Age is a time of unprecedented discovery and exploration. For the first time, trade and travel allows the interaction of far-flung cultures. Both Empires innovate feverishly, unveiling new forms of magic, new devices, new modes of perception. Against this backdrop of unfettered progress, dark omens gather. Men have pushed the Glorantha’s eternal laws of myth and magic to the breaking point. How long will it be before the world strikes back at them, punishing their unprecedented hubris? |
![]() | MRQ Glorantha, The 2nd Age Player's Guide to Glorantha In it glorious Second Age, Glorantha is the prize of warring empires. Two empires, more similar that they'd like to admit, vie for ultimate dominance. The God Learner Empire seeks to crack open and the very secrets of the gods, manipulating them to their own ends. The Empire of Wyrm's Friends works to transform its land and people into a gigantic, mystical dragon, which will take flight and reshape the entire world. The Second Age is a time of unprecedented discovery and exploration. For the first time, trade and travel allows the interaction of far-flung cultures. Both Empires innovate feverishly, unveiling new forms of magic, new devices, new modes of perception. Against this backdrop of unfettered progress, dark omens gather. Men have pushed the Glorantha's eternal laws of myth and magic to the breaking point. How long will it be before the world strikes back at them, punishing their unprecedented hubris? |
![]() | MRQ Glorantha, The 2nd Age Magic Of Glorantha Glorantha in its Second Age is a world steeped in powerful magic. From the common incantations of the runes, to the reality-breaking spells of the God Learners and the warped mysticism of the Empire of Wyrm's Friends, magic permeates every layer of Gloranthan life. The abuse of these mighty powers is accelerating Glorantha toward apocalypse, yet the two greatest culprits - the God Learners and the wyrmfriends - refuse to mitigate their acts of corruption and blind zealotry. Yet while they are ascendant, their magical prowess is without challenge. Magic of Glorantha explores the most essential of these eldritch practices, providing detailed explanations and rules for Dragon Magic, God Learner Sorcery, and the mysteries of HeroQuesting. Additional information is also provided on the subtleties of wyrmfriend society, dragonspeaker cults, and the mechamagical enhancements of the Zistorites. Lastly, Magic of Glorantha provides character assassinations of the major Dragonspeakers and sorcerous lords of the Middle Sea Empire, including vital advice on how to deal with and serve these prodigious magicians. |
![]() | MRQ Glorantha, The 2nd Age Cults of Glorantha, Vol 1 The cults dedicated to Glorantha's deities are among the oldest and most powerful institutions on the face of Glorantha. Contained in this book are the secret lore and powers known only to the most ardent worshippers of the gods, whether they are the faithful warriors battling in the Storm King's image for the cause of good, or vicious, uncivilised trolls emulating the evils of Zorak Zoran in the name of personal power. In the Second Age, the Godswar is a distant time legend and myth, but the divine warriors that shed their blood so long ago now thrive on the respect and dedication of mortal followers. Cults of Glorantha: Volume I opens the way for players to join their cults of choice and rise through the ranks from mere believers to Runelords and Runepriests, going to war and adventuring across the world in the name of their god - calling down holy power and honouring the pantheon with grand deeds. |
![]() | MRQ Glorantha, The 2nd Age Cults of Glorantha, Vol 2 Cults of Glorantha: Volume 2 reveals the innermost secrets of shamanic traditions and sorcery schools. Contained are glimpses of the sorcerous cults of the God Learners and the spirit-questors of Glorantha’s ancient and sacred shamanic traditions. Sorcerer and shaman characters will find this resource invaluable, fleshing out Glorantha’s magical practices, spirit cults and Middle Sea schools of sorcery. Inhuman cults also feature, including troll, elf and dwarf cults, founded on principles few humans will ever learn and wielding magic few humans could ever hope to master. For characters wishing to immerse themselves in the diverse cults of Glorantha, perhaps eventually ascending to the highest ranks of influence and power, Cults of Glorantha: Volume 2 offers all the character options and new mechanics they need to do so. Cults of Glorantha: Volume 2 contains over 30 new sorcery and shamanic cults and 90 new spells, as well as new rules for Spirit Magic to use in your Glorantha – The Second Age games. |
![]() | MRQ Glorantha, The 2nd Age Dragonewts, A Guide to the Eravssarr The dragonewts are the most enigmatic of the Elder Races in the world of Glorantha. Most are immortal, experiencing constant reincarnations as they slowly move towards becoming the enormous true dragons. Their beliefs are largely impenetrable, although in the Second Age two factions try to lift the veil of their mythos. The Empire of Wyrm's Friends looks to bring about the awakening of a new, massive dragon, seeing in this aim the opportunity to achieve their own enlightenment. The sorcerers of the God Learner Empire seek to learn the secrets so they can plunder them in the persuit of personal power. What the dragonewts really think about all this is unknowable. They continue to travel the world, conducting their rituals and magic. One thing is absolutely certain, the dragonewts are still powerful and if they were ever angered their fury and those of their dragon forebears would bring disaster upon all who would stand against them... |
![]() | MRQ Glorantha, The 2nd Age Ducks, A Guide to the Durulz At once Glorantha's most misunderstood and iconic race, the Ducks! Others call them accursed but these proud, independent creatures have their own traditions; calling themselves Keets, they claim a defamed history and fight to see their place in the world restored- or revised. Ducks also covers the lesser-known bird tribes who share Keetsland with the most famous breed. With this sourcebook, Players and Games Masters alike can incorporate Duck characters into their Gloranthan campaigns as never before. |
![]() | MRQ Glorantha, The 2nd Age Dwarfs: Guide to the Mostali We are the Mostali. We tend the World Machine. Do not pretend that the world is not broken for we see its mechanism and tell you that its gears are seizing and its connections freezing. Do not dismiss us as greedy capricious fools; we are Mostal's servants and he is The Mover and Maker. We enact his will and make sure the Machine works as it should and flows along the Great River of Time uninterrupted. Without us, all will halt and the Great Darkness shall return. Do not dismiss us as miners and masons: we are the cogs of the world and our secrets and magic as powerful as those of any empire. God Learners - do not seek to steal our secrets and turn them against us. Mostal's tools are made by Mostali and only we know how to wield them properly. Dragon-Men do not take us for ignorant fools: we stare into the heart of the World Machine daily and understand better than you what dragons perceive. Servants of the Thunder God, do not think you own this land; you bear responsibility for what has been broken and must make amends so that it might be repaired. People of Glorantha: know us and hear us. We are the Mostali. We are the World Machine. We are the ground beneath your feet. And it is broken. |
![]() | MRQ Glorantha, The 2nd Age Elfs: Guide to the Aldryami The elfs of Glorantha are beings as far removed from humanity as the great dragons and as such their motives are largely unfathomable. They are not even animals, but a form of plant life that is mobile and forms its own vibrant societies across the world. There are numerous subspecies of elf and, whilst they have their own names for the different races, humanity has tended to group them by type in an effort to categorise them more easily. Inside this book are extensive notes on elfin society, how its people interact with one another and the outside world, with their beliefs, culture and details on the various elf types. Their settlements and how they are organised are covered also, with two being described as examples of how they can be laid out (not that any two elf settlements are ever the same). Extensive notes on how to play the various sorts of elf are available within, allowing Players and Games Masters alike to get to grips with these strange beings.Finally the religious cults are described in some detail, with some familiar to humans and others practically unknown outside of the elfin groves. With these descriptions are spells which are unique to these people. |
![]() | MRQ Glorantha, The 2nd Age Trolls: A Guide to the Uz Ugly, brutish, malevolent and in service to dark powers: the uz of Glorantha have a bad reputation which is all too well deserved. Trolls: A Guide to the Uz presents everything Games Masters need to present these brutes as detailed enemies in Glorantha campaigns, as well as including the necessary lore for players to portray uz characterS themselues, seeing how it feels to play the 'other side' of things. Included are expanded details on uz culture and physiology, Regional differences between the trolls, as well as new Rules for troll magic. The dark magic of troll cults, that revere many of the most sinister deities ever to walk the face of the world, are also described in Trolls: A Guide to the Uz. As either allies or enemies the uz provide players and Games Masters alike with a race rich in history and legends, a species just and fair one moment and savagely bloodthirsty the next. Welcome to the world of the uz! |
![]() | MRQ Glorantha, The 2nd Age Fronela In the shadow of Valind's Glacier and desolate Winterwood, the Fronelan lands shiver as they adjust to life after over a century of God Learner domination. Loskalm seeks to re-establish the ways of St Hrestol; the Janube City States are gripped by a confusion of beliefs and creeds; and, in the east, the Fronelan Orlanthi are still in the grip of Wyrmfriendism despite the efforts of the Carmanians to break the Dragon's stranglehold. Fronela is a land of distinct cultural contrasts: from the strangeness of Sog City and its Zzabur-established university, through the courtly cities and culture of Loskalm, to the draconic influence and resistant True Church Malkionism of the Janube cities. There are secrets and dangers aplenty. For al its stability the Loskalmi still remember old scores that arose under God Learner rule, and the Janubians, conquered by both Loskalm and the God Learners, are determined to forge their own identity. This book describes Fronela, its cultures, its people and the competing forces. Here you will find opportunities for noble, chivalric service; scholarly endeavour and pursuit; draconic mysticism; and the scheming remnants of the God Learner empire. And hovering over all this are the mysterious hsunchen of the north, wary of humans and determined to resist their ways. As well as details on each of the core Fronelan lands you will also find the city state of Galastar, founded by the eponymous Hrestoli hero, and adventures set within it, and competing Eastpoint. Welcome to Fronela... adventure awaits you. |
![]() | MRQ Glorantha, The 2nd Age Jrustela Jrustela. It is here that the Middle Sea Empire began. Home to immense cities, powerful trading guilds, awesome sorceres and the birth place of the dominant religion in the west. Although feared by its enemies the island itself is a place of peace and prosperity, where the dreaded God Learners can practise their twisted magic in safety. The history and geography of the island are described in detail within explaining how this previously isolated realm became the linchpin of one of te mightiest empires to ever arise upon the world of Glorantha. Politics, trade, religion and magic are the cornerstones of the Middle Sea Empre and all of these are examined inside this book. The teachings of the God Learners wizards, and how they manage to turn myths and even gods to their will are explained, as is their relationship with the all-powerful church. The island continent represents a fantastic setting where even experienced RuneQuest players can meet new and unique challenges. Welcome to the home of those who dismiss even the power fo the gods. Welcome to Jrustela! |
![]() | MRQ Glorantha, The 2nd Age Ralios Once home to the grim and mysterious Stygian Empire, Ralios is now a possession of the God Learner Empire. For many years it was ruled by dukes who, as vassals of the Emperor, owed revenues and soldiers to the imperial treasury. The region still reels from a war waged by the Emperor against his dukes and viscounts, who he accused of rebellion. Now imperial functionaries administer the area directly, fuelling local resentment. Though the God Learners lay claim to all of Ralios, large portions of it remain ungovernable. Outlaws and troublemakers able to defend their own rights of person and property can always make a life for themselves in these places, no matter how out of favour they might be with the putative authorities. Apart from the city-states of Safelster, detailed in Glorantha: The Second Age, Ralios contains a tremendous variety of nations, wildlands and conflicts.This product expands the core campaign setting beyond Safelster and into the remainder of Ralios’ lands, notably the Eastern Wilds (including Saug, Delela and Corolaland) and Vesmonstran (including Ballid, Telmoria, Guhan and Ormsland). |
![]() | MRQ Glorantha, The 2nd Age Ruins of Glorantha In the first age, gods and men and stranger creatures built great cities and raised towers. They made wonders and art beyond compare and in the end, they tried to make a God. Then Chaos came and ruined everything and in the last desperate days, they built fortresses and refuges. This is the second age of Glorantha now. The relics and remnants of elder empires are everywhere in Glorantha. These haunted places contain magic and treasures beyond compare. If you have the courage, if you have the skill, then seek out the legends of these once-great cities and castles and plunder their secrets! Among the fabled ruins contained in this book are:
Soon, the great empires of the Second Age will also be washed away. Learn from the past, hero and you may survive the ruin that is coming. There are secrets to be unearthed and monsters to be fought before the world ends. What will you find in the dark places underground? |
![]() | MRQ Glorantha, The 2nd Age The Clanking City The Clanking City details Zistorwal: part factory, part fortress and vital instnument of the God Learners in their efforts to further their unique magical ends. Under smoking towers, the citizens stride among machinery built upon stolen secrets and enhanced by God Learner magicians and engineers. ThrOugh the streets strides a giant automaton; the auatar of Zistor, the man-made god. In underground surgeries, devout Zistorites replace their weak mortal flesh with alchemically-treated mechamagical implants. Rising from blood-stained tables bearing metal limbs powered by sorcery and clockwork. This is the Machine City, known as the Clanking City for the noise its thousand engines make, and it stands defiant against a great siege mounted by the Empire of Wyrm's Friends and their allies of convenience. Within these pages you will find an in depth description of Zistorwal at the peak of its golden age, detailing the city itself, the movers and shakers of its twisted politics and its quintessential tools, from cunning mechamagics to towering war constructs. The Clanking City allows players and Games Masters alike to experience Zistorwal at the height of its prominence, but be careful; something dark and terrible coils around its heart... |
![]() | MRQ Glorantha, The 2nd Age Dara Happa Stirs The ancient throne of the emperors of Dara Happa has been usurped by the Golden Sun Dragon, an invader from the Empire of Wyrm Friends who wish to control the rich lands and convert the people to their blasphemous teachings. It has been over thirty years since the defeat of those who opposed this invasion, but now a man of great power, who is able to see the weakness of the Gold Sun Dragon like no other, looks to reassert the traditions and laws of his people, throwing down, by force of magic and arms, the pretender to Yelm's realm. Dara Happa Stirs is a campaign that features the rise of the hero Karvanyar and his struggles against the emperor. The Player Characters are heroes in their own right, and their actions will enable the ultimate victory, allowing Karvanyar to challenge and defeat the enemy of both his people and his faith. A truly epic campaign involving some of the most notable events in Gloranthan history. So, Dara Happa Stirs; Dara Happa Rages. Join the fight for the Empire of Yelm! Death to the Dragons! In Every Man a Sun! |
![]() | MRQ Glorantha, The 2nd Age Blood of Orlanth There is a legend that few Gloranthans will ever know. It tells how during the Godswar, in the land which is now called Dragon Pass, Orlanth was almost slain by one of the vile Chaos Gods that rose from the Void and threatened to extinguish all life in the world. To the Orlanthi, this is a foul lie. Yet to a minor, lone cult of the barbarians, it is a terrible truth and a secret shame – a secret they guard forever. The God Learners have learned a shard of this hidden truth. Arch-sorcerers of the Alliance have mastered a ritual that can use the blood of the wounded Storm God to achieve their own unknowable ends, perhaps even rewriting history and altering the life of Orlanth himself. But the blood must come from this secret myth. Jrustelan agents make their way to Dragon Pass now, seeking to prise the secret legend from the Orlanthi that live there. Delecti the Inquirer, the traitorous sorcerer, is aware of his former brethren’s machinations. He employs his own agents, Dragonspeakers and mercenaries allied to the Empire, to watch over the conquered Orlanthi of Dragon Pass and ensure the God Learners do not learn the full truth of this legend. In every battle there is a crucial moment: a fulcrum upon which all hope and despair balance. It is in that moment that the fate of each conflict is decided. It is down to the Player Characters to forestall disaster by any means necessary. If they are successful, only then can they defeat the God Learners’ ambitions before the sorcerers enter the Hero Plane and steal a god’s blood. This adventure is designed for use with any of three factions - the Player Characters can be Orlanthi barbarians, or God Learner agents, or warriors of the Empire of Wyrm Friends. Each chapter in this adventure presents the same events and challenges from three different perspectives. If using this adventure with existing characters, they should be trusted allies or sworn mercenaries for one of those three factions. The adventure assumes that characters are at least seasoned adventurers at the start of the campaign. If the characters are already seasoned (or even more experienced), then the Games Master will need to adjust the number of foes and the difficulty of the tasks to challenge his players. In the first section, Revelation, the scene is set. A clash is coming between the barbarians and the Wyrm Empire. Orlanthi villages on the edge of EWF territory are becoming rebellious, and the actions of the characters can sway the loyalty of these border tribes one way or the other, favouring the rebels or the Empire. As the characters travel from town to town, they begin to learn of a secret cult that preserves a myth that is not told by the Orlanthi, a story that speaks of Orlanth's death in his battle with Sh'kaharzeel, the Great Dragon. The second section, Insurrection, puts the characters in the heart of this doomed Orlanthi rebellion against the EWF. Depending on their actions in the first section, the rebellion may put back the expansion of the EWF by decades, preserving Heortling culture and freedom for generations, or it may be swiftly crushed. Either way, the characters have a chance to become heroes - or traitors. They also learn more of the secret cult. In the final section, Devastation, the characters enter into a HeroQuest of the battle of Orlanth and Sh'kaharzeel, and their actions on the Hero Plane will shape the future not only of the Heortlands, but of all the world. If the God Learners can gain control of this myth, then their bizarre myth-magic will give them immense power over the foundations of both the Orlanthi and EWF cultures. To command the Blood of Orlanth is to command the world! |

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Uno de mis universos favoritos. y aun lo sigue siendo.
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