GREG STAFFORD STEVE PERRIN CHRIS KLUG JEFF RICHARD and JASON DURALL CHAOSIUM 4039 The Smoking Ruin & Other Stories CHA4039 $37.99 Printed in China into the wild Inside, you’ll find: • The South Wilds, a description of this dangerous, mysterious region • The Wild Temple, the secrets of this sacred Beast Man shrine and its inhabitants • The Smoking Ruin, a full-length adventure taking adventurers into haunted streets of the Smoking Ruin in search of a lost artifact • The Lost Valley, a secluded refuge hotly contested over by its neighbors • Urvantan’s Tower, a full-length adventure in which the fate of the Lost Valley is decided • The Grove of Green Rock, a serialized adventure taking place over a span of years. • Player Handouts and numerous maps For more information about Chaosium and our publications, please visit our website at www.chaosium.com The Smoking Ruin & Other Stories contains ready-to-play adventures for RuneQuest, taking adventurers across the untamed South Wilds, a region filled with reclusive villagers, ancient ruins, beast folk, troll spirits, undead, wolf-brothers, dinosaurs, monstrous mercenary companies, living trees, surly river spirits, and worse!
BY CHRISTOPHER KLUG, STEVE PERRIN, JEFF RICHARD, GREG STAFFORD, AND JASON DURALL WRITING: Christopher Klug, Steve Perrin, Jeff Richard, Greg Stafford, and Jason Durall WITH: Jerry Thorpe COVER ARTIST: Andrey Fetisov EDITOR-IN-CHIEF: Jeff Richard EDITORS: Jaym Gates, Jason Durall ART DIRECTION: Jon Hodgson, Jeff Richard DESIGN & LAYOUT: Simeon Cogswell ADDITIONAL DESIGN & LAYOUT: Rick Meints, Malcolm Wolter CARTOGRAPHY: Olivier Sanfilippo, Tobias Tranell ARTISTS: Dimitrina Angelska, Antonia Doncheva, Jon Hodgson, Jennifer Lange, Pat Loboyko, Eli Maffei, Magdalena Mieszczak, Sara Otterstätter, Scott Purdy, Corey Trego-Erdner, Chris Waller SPECIAL THANKS GO to these people who contributed greatly or a little, but whose impact has affected the game: Ellie Akers, Shannon Appelcline, Nick Brooke, Pam Carlson, Ian Cooper, David Dunham, Eden Durall, Todd Gardiner, Chris Gidlow, Finn Loroff-Richard, Lara Loroff-Richard, Ed McDonald, Sandy Petersen, David Scott. Our apologies to any others who were unrecorded. PLAYTESTERS include Ellie Akers, Al Bairley, Mike Bandoian, John Briquelet, Naomi Burgess, Dimitri del Castillo, Andrew Cator, Tim Challis, Gil Cruz, Mason Ettinger, Frisbee, Michael “Finn” Glenn, Alison Gondek, Tony Hughes, Will Johnson, Chris Klug, Shirley Park, Roderick Robertson, Ted Shambaris, Colin Spears, Andy Staples, Steven Warzeha, and others whose names may unfortunately have been overlooked. As always, a special thank you and credit goes to Greg Stafford, without whom none of us would be reading this, or playing games in Glorantha. May Ernalda, Mother of Earth, bless and shelter those who read these pages. ADVENTURES IN THE WORLD OF GLORANTHA
I want to have goblins about me, for I am courageous. The courage which scareth away ghosts, createth for itself goblins—it wanteth to laugh.” — Friedrich Nietzsche, Thus Spoke Zarathustra RUNEQUEST A Chaosium Game Copyright ©2019 by Moon Design Publications, all rights reserved RuneQuest, HeroQuest, and Glorantha are trademarks of Moon Design Publications The reproduction of material from within this book for the purposes of personal or corporate profit, by photographic, optical, electronic, or other media or methods of storage and retrieval, is prohibited. Chaosium Publication CHA4039 ISBN 978-156882-506-9 Printed in China. First Printing. CHAOSIUM INC. www.chaosium.com 3450 Wooddale Ct, Ann Arbor, MI 48104 Copyright 2019
Contents Introduction................................................................... 4 The South Wilds............................................................. 5 The Wild Temple .......................................................... 14 The Smoking Ruin ......................................................... 35 The Lost Valley ............................................................ 110 Urvantan's Tower ........................................................124 The Grove of Green Rock .............................................159 Handouts ....................................................................188 Index .......................................................................... 190
4 Introduction he Smoking Ruin & Other Stories is the first collection of ready-to-play adventures for RuneQuest: Roleplaying in Glorantha. Each of these adventures has been crafted to present an exquisitely Gloranthan experience: here you will find no ancient dungeons filled with monsters, marauding dragons in need of defeat, or nefarious wizards with dreams of necromantic empires. Instead, adventurers must contend with troll spirits, trollkin, Telmori wolf-brothers, dinosaurs, chimeric mercenary companies, living trees, surly river spirits, and worse! . The South Wilds describes the region in which the adventures take place, providing the gamemaster with ample background, history, and geographic information to evoke them vividly in play. This untamed, mountainous region is home to the Pure Horse People as well as various species of dinosaurs, with many locations within it ripe for adventure. . The Wild Temple is an ancient holy site to the Beast Men, an arrangement of standing stones where they conduct primitive rites to honor Arachne Solara. Presented here are a variety of beings likely to be encountered in the area. . The Smoking Ruin is a full-length adventure suitable for several sessions of play. The story takes the adventurers from Clearwine Fort across the South Wilds to the Smoking Ruin—at the behest of the temple of Ernalda—in search of an ancient temple there. Once in the Ruin, however, the adventurers discover a deeper mystery amidst the ghost-haunted rubble and must face a terrifying foe from its dark history. . The Lost Valley describes a secluded region between Sartar and the Grazelands, seemingly forgotten by both lands and happy to remain so. Known to the people who dwell there as Long Home, this section describes a region suitable as a starting point for new adventurers, or as a springboard for grander exploits. Guarded by a force known as the Wardens and home to Aldryami, Telmori, and stranger denizens, this is an exciting, if remote, locale. . Urvantan’s Tower is a full-length adventure set in the Lost Valley of Long Home, in which the adventurers must aid a group of Wardens against the threat of the Company of the Manticore, who seek to claim the town for the Lunar Empire. Standing nearby is the mysterious tower of the legendary sorcerer, Urvantan, protector of Long Home, now curiously absent. . The Grove of Green Rock describes a sacred Aldryami grove and their attempts to plant a new Shanaesee Tree, reinvigorating the elves’ fading magic and reestablishing their claim to the region. The adventurers can become involved with this ritual, which takes place over the span of years, allowing the site to be revisited time and again as the ritual continues, succeeding or failing with each passing year. Within these pages are dozens of hours of adventures, as well as multiple locales suitable for adventure and intrigue. Though it is not required, the Glorantha Bestiary is highly recommended as a reference, should the gamemaster wish additional information about many entries—creatures, cults, spells, etc.—described in this sourcebook.
5 The South Wilds he South Wilds is the term commonly given to the rugged hill country on both sides of the Dragonspine Mountains between Beast Valley and the Grazelands. Its borders are tenuous and sometimes include the whole southwest quadrant of Dragon Pass, but more commonly it means the area bounded by Wintertop, the Smoking Ruin, and the Wild Temple. Geography The South Wilds straddle the southern Dragonspine Mountains, which run some 120 kilometers from Kero Fin to the Skyreach Mountains. These peaks rise abruptly from the surrounding hills and from a sharp, almost triangular, ridgeline. Their regular shape and steep sides make them very difficult to cross except at Dragon Pass itself. They are the backbone of the dragon Sh’harkazeel, covered in earth and vegetation. Most of the peaks rise between 1,350 and 1,600 meters high; the highest are Spirit Mountain (2,040 meters), Dinosaur Hill (1,980 meters), and Sun Elf Hill (1,750 meters). Several hill chains run parallel to the Dragonspine. These hills are rarely higher than 1,200 meters, and the valley bottoms are rarely lower than 750 meters in elevation. Fauna and Flora The South Wilds are home to many herds of bison, elk, and deer, and especially horses. Dinosaurs are common near the Spinosaurus Flats and Dinosaur Hill. The Pure Horse People travel with their sacred horse herds from pasture to pasture. Each winter, they bring their herds to the fertile valleys; once the snow melts, they bring their herds to the hills. The Pure Horse People protect their herds from predators, including griffins, carnivorous dinosaurs, smilodons, wolves, and cougars. The golden eagle is a common sight in the South Wilds and is also held sacred by the Pure Horse People. The western hills are mostly grazing pastures of midlength grasses with a few scattered copses of evergreens. The eastern hills are more wooded, although there are still plenty of grazelands. Pines are the predominate woods above 1,000 meters, below that, it is oaks and birches. Myth North of the cosmic Spike was the land called Ernaldela, beloved of the Earth Goddesses. Where ancient True Dragons made their nest, Gata and Larnste had a daughter, Kero Fin. She grew from the depths and became her father’s favorite mountain. Kero Fin was friends with the dragons and stood watch over the Dragon’s Nest. A beautiful goddess, Kero Fin had many lovers. When Umath forced his way into the world, Kero Fin rose to meet him. The product of that union was Orlanth, who would go on to become the King of the Gods. Orlanth was not her only child though. With Fralar the Carnivore, she gave birth to Yinkin, the Cat God. With Himile, the God of Cold, she gave birth to Inora, the White Princess. Orlanth was her greatest child. From atop Kero Fin, Orlanth set off on his many adventures – his contests with Yelm, his fight with Aroka the Blue Dragon, and many more. Even when he became King of the Gods, Orlanth always returned to his birthplace and made his home atop her heights. Vingkot the Victorious was the son of the storm god and Janeera Alone. After Vingkot proved himself in many battles, Orlanth gave him rule over the mortal world. Vingkot married the twin daughters of Tada, the ruler of Prax,
RuneQuest 6 In 1042 the dragonewts, heretofore neutral through ancient treaties and oaths, rose in revolt from their cities in the heart of the Empire of the Wyrms Friends and killed the leaders of the empire. This resulted in the final collapse of the decayed empire, and for a while no one ruled in Dragon Pass. Outside of Dragon Pass, many coveted the rule of that strategic location, and when the dragonewts attempted to intervene for the sake of their nesting place, human empires worked themselves into an anti-dragon crusade. Hostilities increased, and the humans were just as eager to do each in other as fight the dragonewts. In 1120, the warring invaders mustered together as the True Golden Horde and marched on the Dragons Eye, intent upon destroying the primordial Dragons Nest. The dragonewts sent for help from their kin in Ralios, using their last active Eye Portal. Wyrms, wyverns, and dinosaurs rushed to their defense. Most importantly, the True Dragons came from across all of Time and Space to answer the call to defend their ancestral Nest. The resulting destruction was appalling; the Dragonkill War got its name from what the dragons did, not what they suffered. Less than 1 in 20 of the humans escaped alive. After the Dragonkill War, the dragonewts pronounced a closing spell upon Dragon Pass, and marked its borders with stone Death Runes (called the Death Line in the north and the Crossline in the south). Even without it, the superstitious awe and fear which the humans held for Dragon Pass was enough to keep even the boldest adventurer out for over a century. The Inhuman Occupation We have no written documents about the 150 years which the pass was closed to humans, though there are some nonliterary relics which provide interesting and tantalizing clues to some of the events. The non-human races that survived the Dragonkill were: .The Dragonewts, who had struck fear and awe into the other non-humans as well and were assuredly the dominant race. .Aldryami, mostly Green Elves in the Stinking Forest, but also rapid immigration from the south by Brown Elves. . Trolls and trollkin, who had been hiding in their stronghold of Dagori Inkarth in Shadow’s Dance, awaiting such an opportunity to retake the ancient lands. Their invasions were the biggest trouble of the Inhuman Occupation period. . The Beast Men, of different types and origins. Many had previously been held by the Empire of the Wyrms called the Summer Wife and Winter Wife. With his two wives, Vingkot had ten children, who each founded powerful tribes. Korol Kandaros was the son of King Vingkot and the Summer Wife. He founded the Koroltes Tribe and built his palace in the hills southwest of Kero Fin. The Koroltes survived the Great Darkness with the aid of King Heort, and they became one of the original Heortling tribes. In the Grey Age, the Heortlings allied with the Only Old One and forged with him the World Council of Friends, or Unity Council, which included trolls, elves, dwarfs, and even dragonewts. Their champion was the hero Aram Udramson, who won Kero Fin’s love and received the Necklace of Uleria from her, tamed the giant boars, and established the Temple of the Ivory Plinth. History At the Dawn, this region was part of the Kingdom of the Heortlings, also known as the Kingdom of Dragon Pass. The Koroltes Tribe were famous and powerful, and sent many heroes and settlers out into the unknown world. After Aram died in 178, the Goddess appeared and proclaimed a contest for the Necklace of Uleria. Many contestants fought for the Necklace over the centuries, and the winners became kings of men. When the Unity Council broke over the Gods Project in 363, the Heortlings joined the trolls and dragonewts in leaving the Council. In 378, beneath Kero Fin Mountain, the Broken Council defeated the trolls and the Heortlings at the Battle of Night and Day. The Broken Council ruled this land until Arkat and his army crossed the Dragon Pass in 427. Tribes and kingdoms were shattered in the Gbaji Wars, and when Gbaji was finally destroyed in 450, the area was placed under troll dominion and subject to the Troll Tax. Troll rule lasted until King Harasaran unified the humans of Dragon Pass under his leadership, although they still had to pay the Troll Tax. In 578, even that was cast off when Hardros Hardslaughter led the Tax Slaughter and established a new kingdom of Dragon Pass. The rulers of Dragon Pass learned to talk to the dragons and in 826 became Empire of the Wyrms Friends. Aided by dragons, wyrms, and dragonewts, the Empire of the Wyrms Friends conquered Peloria, Ralios, Pent, and Fronela, and established colonies in Prax. Dragonkill War However, the rulers of the Empire of the Wyrms Friends became drunk and corrupt with power. In 889, they demanded to be worshiped as gods. The elves were the first to secede, but soon other regions rebelled and broke away.
The South Wilds 7 The Troll Wars For a while there was peace again in Dragon Pass due to the influence of the dragonewts. During this time of peace, there was a rapid influx of other non-humans, especially trolls from Dagori Inkarth. Many expeditions went out from the Pass to raid human holdings in Peloria, Prax, or the Holy Country. The two biggest swarms were led by Kajak-Ab the Braineater, a Mistress Race troll who led the trolls from Dagori Inkarth, and her rival, Vamargic Eye-necklace, who led the trolls from the Troll Woods in the Holy Country. He was unusual, first because he was a great troll, who are almost always of low intelligence, and second because his parents were both cave trolls. He worshiped Zorak Zoran. Around 1180, the two dark troll swarms began their fighting. At first, the dragonewts were content to let them fight over the ruins of the Empire of the Wyrms Friends which the trolls were glad to call their own. Troll unity only returned because of the threat posed by Karastrand Halftroll. Karastrand was leader of the giant boar-trolls of the Ivory Plinth, who formed the nobility of the trolls north of the Stinking Forest, and whose incessant war with the Aldryami gave the pleasant woods that unwholesome name. He claimed human ancestry and imperial rights over Dragon Pass as heir to the Empire of the Wyrms Friends. Karastrand attempted to seize all power in the Pass with the aid of non-troll allies. The trolls united to fight against a common foe, and Karastrand was killed. The trolls then began raiding outside of Dragon Pass, threatening massive intervention into the closed, sacred ground. The dragonewts were forced to react and were strengthened by Aldryami, Delecti the Necromancer, and the Beast Men (led by King Ironhoof), who made their first appearance in strength. Around 1200, the elves and trolls met in the Battle of Cloaks and Fireclouds, resulting in the death of many Aldryami leaders. Most surviving elves fled back to the Stinking Forest or the Holy Country. Unattended, the vast forest which once crossed Dragon Pass began its long decline. In 1222, the two troll armies met the dragonewts in battle. The battle, called by the trolls, ‘Trolls Eat Dragonewts,’ ended in a dark troll victory, followed by a huge and grotesque feast upon the bodies of the dead dragonewts. The dragonewts, however, had sent ahead only their Ralian allies, and the real Dragon Pass dragonewts and their Beast Men allies fell upon the gorged and drunken trolls and slew them all. The corpses were heaped up in nearby ruins and set afire as an insult to their beliefs. Ever since that time, the ruins have kept smoking, and are called the Smoking Ruin. No troll has been able to contact their ancestors who were burnt there. Friends as zoo specimens, pets, laboratory freaks, and demi-beasts. . Minor races, such as the Ducks of Stone Nest, experts at fighting the undead of the Upland Marshes; the Wasp Riders of the Holy Country; the Dwarf of Dwarf Run and his people, source of magical or cursed weapons for mankind, but full of distrust and hatred for all Aldryami; .The Immortal races, who once again flourished. Each spring had its naiad to greet and entertain travelers; each hill its oread; each trail was guarded by its Hospitality Hearths; the Wild Women roamed the hills when the wild gods celebrated, and magical beasts from other worlds came to graze upon the rich fields. For a while there was peace again in Dragon Pass. The Beast Men The origins of the Beast Men are many and colorful, and too numerous to list here. What they all had in common was a halfhumanity, often overpowered by the animal-half of the creature. Their forms included centaurs, minotaurs, satyrs, manticores, fox women, ducks, bird women, bugheads, and more. After the Dragonkill War, the Beast Men were neither powerful nor organized. But the vacuum left by the absent humans was a haven for the creatures to regain their natural states of communication with the wild. Ironhoof was born among them and grew to maturity within a year. He was the son of Ner-jalari, sister to the Horse God, and Orlanth, King of the Gods. The Beast Men are reticent to tell their tales to humans, but there are many places about the Pass that bear marks of Ironhoof’s deeds. Among them are Ironhoof’s Wrestling Ground, where he killed the troll king; his causeway upon the River; and the New Animals’ Boundary (long lost, but not forgotten), both of which were made of stone plinths topped by crude carvings of animal heads. The Beast Men, when led by Ironhoof, bore great friendship for the Grazelanders, and always sided with them during the first wars after humans had resettled the Pass. As politics became more complicated, Ironhoof became more reserved, and often commanded his subjects to avoid all human contact. Even the Grazelanders became suspect after a time. When the Hero Wars period began, the general increase of magical energies seemed to attract the Beast Men from their hidden lairs again, and they could often be seen marching or scouting for any of the major combatants. Mercenary regiments of half-men were often hired, while Ironhoof himself would lead his armies in person where their interests were involved.
RuneQuest The Pure Horse People maintained their customs and tribe among the other peoples of Prax for many years, and the council of deities in the Paps recognized the children of Golden Bow as distant wayward cousins. When an army of trolls began marching south from Dagori Inkarth in 1237, the Pure Horse People were among those that came to fight the darkness. Golden Bow was among the many spirits crushed by the magic of the trolls and their goddess, and his tribe was among those chewed up by the hell monsters. The crippled Pure Horse Tribe proved too much of a temptation to the other Praxians. The Animal Nomads gathered and slaughtered the Pure Horse Tribe warriors at the Battle of Alavan Argay in 1250. The survivors fled upon magical pathways and reached the edges of Dragon Pass with many difficulties. They entered the hills with their deaths upon their lips, penetrating the cursed and haunted lands for the first time since the Dragonkill War. Instead of armies of vengeful dragonewts or grey lands haunted by ancient ghosts, the Pure Horse People found a pleasant and nearly abandoned territory. Hiia Swordsman met the Pure Horse People in the hills and guided them to Ironhoof. The demigod Ironhoof was pleased to greet worshipers of his uncle, the Great Horse. He purified them of their curse and granted them all the flat lands north of The legends of humans who fought against the dark trolls may be true, for shortly afterwards human contact with Dragon Pass began. The earliest tales are about a Humakti from the Holy Country, named Hiia Swordman, who died in order to pass the Crossline and enter Dragon Pass. The other is about an obsidian salesman from the Holy Country who was drafted to haul his wares right to the battlefield. Both escaped and played a later role in the history of the area. The Grazelanders The Grazelanders are one of the few remaining Pure Horse Peoples in Glorantha. Most of the horse-riding nomads in Pent continue to worship the Sun Horse but have compromised the Old Way to include the enslavement of the Cow Goddess. Thus, most Pentans have lost much of their ancient power and cannot contact Golden Bow directly, as the Grazelanders can. One clan of Pure Horse People was hired by the Kingdom of Dragon Pass around 740 to aid in the conquest of Prax. The campaign was rough, but the long-term preparations in Dragon Pass overwhelmed the Animal Nomads, and the Pure Horse People found a home in Prax. About this time Pavis was founded in Prax, and many Animal Nomads began their migration into the wastes of Genertela. The Pure Horse People were loyal allies of the Empire of the Wyrms Friends.
The South Wilds 9 granted passage and protection from the Grazelanders, who also rented horses and sold fodder to the merchants. The Grazelanders allowed inns and small towns to grow in their territory to give comfort to travelers, but the horse people did not permanently attach themselves to these places. The old often went there to live out their last year, the ill often rested there. But the members of the tribe continued to live a wandering existence upon their land, living in portable hide tents and sharing their existence with their sacred herds. The Feathered Horse Queens continued to serve as the leaders of the tribe. One of them married Prince Sartar, who had organized the Orlanthi tribes of the Storm Hills, and these two controlled all of the trade in Dragon Pass to the south. The Grazelanders grew secure with their wandering treasure in the forested hills. After the downfall of the kingdom of Sartar in 1602, the Grazelanders were just one of many minor powers in the pass attempting to come to terms with the Lunar Empire. They sometimes fought them, sometimes aided then, but usually tried to remain neutral and profit from the meagre trade they could bring from the southern Holy Country to the Lunar Empire in the north. Locations Alric’s Fort This fortress dates to the Second Age, if not earlier. It is often occupied by bandits in the Tamlane Hills. Belastran Pass The route from Rich Post to Queen’s Post is much more arduous than the Dragon Pass. The pass itself is at 1,615 meters. Horses and mules can make the pass easily, but it is nearly impassable for wagons. Broken Neck Hills These jagged rocky hills run from the Dragonspine to the Tamlane Hills. They are wooded and difficult to cross. Centaur’s Ford For most of the year, the Creek-Stream River is shallow enough here to cross on foot. There is a submerged stone causeway that marks the ford, part of the Old Road from Stone Cross to the Wild Temple. Dinosaur Hill Dinosaurs are commonly seen near this conical peak. At 1,980 meters it is the second highest peak in the Dragonspines. Beast Valley. There they settled and grew quietly to strength, hiding amid the nonhumans and growing in the wisdom of the quiet earth of the Pass. The Settlement of Dragon Pass The disturbances caused by the Conquering Daughter in Peloria caused a great southward surge of migration and refugees which constantly encroached upon the lands of the dragons. Early adventurers were surprised to find the powerful and peaceful Pure Horse People already settled there and spread word of the Pass’ accessibility. Settlers gradually overcame their fear and drifted in, settling in Wintertop and the Dwarf Hills at first, but in small numbers. In 1330, the Shakers Temple was discovered in the valley beneath Kero Fin, and the Tarsh Twins dynasty was founded. Other refugees flocked to the region and began populating the Far Place. The Pure Horse People gladly joined their friends in raiding the hated Lunar Empire and were present at the battle of Falling Hills. In 1402, there was a fierce fight outside of the temple of the Earthshaker. The exact causes of this fight are unknown, but shortly afterwards the Grazelanders severed their friendship with the Tarsh Twins dynasty and removed their herds from the lowlands and into the hills. The river valleys were quickly filled with farms and villages, and the Tarshites crossed the Pass into Prax to hire mercenaries. The Pure Horse People, huddled in the hills of their summer grazelands, grew gloomy and desperate. The Pure Horse People enserfed those settlers they could, binding them to the land and calling them vendref (peasant). Raiding parties searched far and wide for salvation or vengeance but were pursued by angry armies that captured their herds and killed their warriors. The clans turned upon each other, seeking a victor or a victim. One clan broke away and sought passage from the God-King, then moved westward through Esrolia and out of the Grazelanders’ history. The Feathered Horse Queens In 1470 the problems of the Grazelanders were solved by the ascension of the Feathered Horse Queen. She triumphed over the Pure Horse People and forced the Pure Horse People to make peace with the worshipers of the Earth. The old ways and old warriors were broken, and now instead of raiding, they would trade. They worked first to strengthen their own friendships and external borders, and imposed tolls and taxes upon all who would traverse their lands. Those who refused to pay were attacked and robbed. Those who accepted were
RuneQuest 10
The South Wilds 11
RuneQuest 12 Kero Fin Mountain This titanic mountain is the body of the goddess Kero Fin. It is over ten kilometers high and visible throughout Dragon Pass. Its base is so narrow the mountains appears to be a needle rising out of sight into the sky. People sometimes say it hangs down from the sky because it appears so strange. It is sometimes called Wintertop after its main peak. Lion Peak (4,300 meters) and Little Mountain (4,100 meters) are lesser peaks on Kero Fin’s slopes. Kero Fin is the daughter of Earth and Movement, and guardian of the ancestral Dragon Nest. When Umath forced himself into the world, she rose higher to meet the Storm King. The child of that union was Orlanth. Her son is visible as a great cloud hovering over and around her peak, unmoving until he leaves. Ice and snow cover most of Kero Fin year-round, and it is one of the homes of Inora, Kero Fin’s most loyal daughter. Kero Fin is Orlanth’s birthplace, and so is a site of pilgrimage for his worshipers across the world. Many worshipers believe that circumambulating Kero Fin is a holy ritual that will gain the favor of Orlanth. Most pilgrimages start from Wintertop Fort, following a path around Kero Fin that is some 70 kilometers long. The lower mountain is dotted with shrines and holy sites. Long Home (The Lost Valley) Steep cliffs wall in this sinuous valley. The fertile bottomlands are inhabited by an isolated community of vendref farmers. Because of its location, the vendref here are largely autonomous and ignored by the Grazelanders as long as they pay their tolls and tribute. Lookout Hill This hill overlooks Hiia’s Valley and beyond. Old Road This route starts at the Stone Cross, goes on to Centaur Ford and then to the Wild Temple, crosses the Dragonspine at the Dragon Pass, and goes on to the Solthon Valley. The remnants of the First or Second Age road can be seen in Beast Valley, but only a few stones mark the path in the South Wilds. Queen’s Post This small city in the Golden Horse Valley is under the protection of the Feathered Horse Queen. Rich Post This small market city is under the protection of the Feathered Horse Queen. Dragonewt City The woods near this city swarm with dragonewts. They do not molest those traveling along the Old Road, but otherwise are hostile to trespassers. The Dragon Pass This gap carved through the Dragonspine is about 25 kilometers from Wintertop and provides the shortest and easiest passage across the Dragonspine. The pass itself is at 1,150 meters, but a great dragon skull rises some 250 meters above the pass. Merchant caravans traveling between the Holy Country and Peloria usually take this route. Dragonspine Mountains The Dragonspine Mountains, which run some 240 kilometers from the Skyreach Mountains to Traders Valley, are the continental divide of Dragon Pass. The southern peaks rise abruptly from the surrounding hills and form a sharp, almost triangular, ridge line. Their regular shape and steep sides make them very difficult to cross except at Dragon Pass itself. The range is the backbone of the dragon Sh’harkazeel, covered in earth and vegetation. Duck Point This small city was built by Sartar to forge bonds with the Beast People and other strange folk along the CreekStream River. Duck Point serves as the way station between the Creek-Stream River and the rest of Sartar and is an important terminus for all river traffic between Dragon Pass and the Holy Country. Round reed-roofed huts are piled practically on top of each other, wooden walkways stretch over marshland and water, and big nets hang up everyone. The hospitality cult of Geo provides food, drink, entertainment, and accommodations for travelers at the Duck Inn. Feyghost Wood Ghosts haunt these woods at night, the victims of some long-forgotten battle or crime. Green Rock This large green plinth was erected before the Dawn. Green elves are often seen here. Hiia’s Valley This valley is mostly agricultural and thickly populated by villages of vendref farmers. These farmers are famously loyal to the Feathered Horse Queen.
The South Wilds 13 Sun Elf Hill This pyramidal hill rises some 250 meters above the surrounding hills (with an elevation of 1,750 meters). It is covered in an evergreen forest and has a shrine to Yelm at its summit. Green elves can often be found here. Tamlane Hills Climbing out of the Broken Neck Hills, the stony Tamlane Hills are unsuited for anyone other than hunters or bandits. Upland Marsh The Upland Marsh is a large valley bog, with a collection of murky islands, rocky outcroppings, and groves of cypress and blackthorn trees standing out of the dead plant material and black water. Several of the islands are the ruins of ancient cities and buildings. A maze of drainage channels crisscross the marsh, like a fine network of scars. Dead corpses animated by the evil magic of Delecti the Necromancer haunt the bog; some are little more than skeletons, but the black bog water has preserved others, hair, organs, and skin intact, despite the passage of centuries. Valley of the Green Dragon This high mountain valley is the source of Jaldon’s Wrong River. The valley bottom is inhabited by a True Dragon. Although substantially covered by soil and vegetation, the outline of the dragon is nonetheless unmistakable. Wild Temple This vast field of standing stones is a great temple to Arachne Solara. The Wild Temple covers an area about eight kilometers across and ancient forests crowd it from two sides. Wintertop Fort At 850 meters elevation, Wintertop Fort is in a deep valley at the base of Kero Fin. The valley gets over three meters of snow each winter. The locals herd cattle and sheep, hunt, and raid for a living. What little agriculture they have is mainly dedicated to growing emmer wheat. Sacred shadow cats wander around freely throughout Wintertop valley; it is forbidden to harm these cats. At the base of the valley, the Squat Inn provides accommodations for pilgrims and merchants. Wintertop Fort itself is a small city ready to provide porters, climbers, and haulers to anyone who pays. The city is best known for its great temple to Orlanth, Son of the Mountain Goddess, which is regularly visited by Orlanthi pilgrims from as far away as Talastar and Maniria. A group of hot springs right below the temple has curative powers. Ruins The ruins of ancient cities dot the banks of the Creek-Stream River, remains of the Empire of the Wyrms Friends. Seven Foals Vale This valley lies on a trade route between the Grazelands and the Holy Country and is traveled by merchant caravans. The best pastures are reserved for the herds of the Pure Horse People, but there are several vendref villages here. The vendref speak Esrolian and have strong trade ties with that land. Smoking Ruin These ruins within an ancient Vingkotling fortress are permanently thick with smoke. The smoke comes from smoldering heaps of troll corpses that have been burning for the last four centuries. Spinosaurus Flats Dinosaurs are common here in the fertile bottomland between the Birch Ridges and the Upland Marsh. Herds of triceratopses and ankylosaurs graze near brontosaurs and even brachiosaurs. The most terrible is the spinosaurus, a two-legged carnivore with a sail on its back as high as a man and a long, crocodile-like snout. Solthon Valley This fertile valley is populated by many unwalled farmsteads. The local farmers are vendref of the Pure Horse People. They speak Tarshite and are closely related to their kin at Wintertop. There are the remains of ancient monuments and burial mounds dedicated to a battle once fought in the lower valley. Southvale This small valley is densely dotted with vendref steads. They speak Esrolian and maintain trade ties with that land. Spirit Mountain At 2,040 meters high, this steep peak near the Dragon Pass is the tallest in the Dragonspine Hills. It is a place where the borders between the Spirit World and the Material World are weak. Stones of the Dancing Girls This collection of stone plinths is arranged around the altar where the Odayla first summoned Ironjaw the Dog. At the time he was assisted by five dancers and one harpist.
14 The Wild Temple he Wild Temple is a vast network of nearly 70 megalithic standing stones covering a valley some eight kilometers across. From above, it forms the pattern of a vast spiderweb. To the northeast are the Standing Woods, to the southwest are the Lying Woods. The Spinosaurus Flats, a moorland home to herds of dinosaurs, are just a few kilometers to the east. The Wild Temple serves as a temple to Arachne Solara, also known as Grandmother Spider. It is a powerful spirit place, and the boundaries between the mundane world and the Spirit World are very weak here. History The origins of the Wild Temple are lost in the mists of prehistory. It is thought to predate the earliest human civilizations in Dragon Pass. The scholars of the Empire of the Wyrms Friends theorized that the temple was a premonition of Time made by the Ancestral Dragons; a fleeting thought made real by draconic will. Regardless of its origins, the spiraling network of standing stones represents the web of Arachne Solara. The Unity Council welcomed the Dawn here. During the Sunstop of 375 ST, the stones anchored magical strands that stretched across the sky to drag the Sun back onto its course. Some stories claim that it was here in 1042 that Eriayalaia, the Veil of the Moon, met with the Inhuman King to discuss philosophy and communicate understandings between two alien races. Beneath the standing stones, they spoke of treasonous things, about death and murder, and of the will of the gods. After that conversation, the dragonewts and the Blue Moon cooperated to destroy the Empire of the Wyrms Friends. After the Dragonkill, the Wild Temple became the center of Beast People spirit religion. They worshiped Arachne Solara and the Spirit World through ecstatic ceremonies of blood and life. It was here that Ironhoof, the demigod ruler of the Beast People was born, and where he is now summoned to lead the Beast People when they need him again. The Wild Temple is also sacred to the Grazelanders, as it was here that Ironhoof divided them into horses and men, recognizing them as inhabitants of Dragon Pass. Since the Orlanthi resettlement in the region the Wild Temple has remained the center of spirit worship in Dragon Pass. Multiple symbols above denote a single stone with combined features. For example, is a two-meter-tall stone formed of granite streaked with quartz, shaped into a rough cylinder. Unless other specified, all stones are formed of local rocks of various types, shapes and sizes.
The Wild Temple 15 Key to Stones Symbol Description Path Stone: All are two meters tall. Various rock types. Some have been cut, some piled, some knocked over. Web Stone: All are granite, streaked with quartz. Size varies. Spiral Stone: All are shaped into rough cylinders and are standing upright. Size varies. Anchor Stone: Each of these is a crude statue of a head from the nose up. Each stands approximately 15 meters above ground. Summoning Stone (Axis Mundi): A two-meters-tall block of black stone, rectangular at the top but rough at the bottom. This stone has the magical properties of a permanent axis mundi (described on page 318–319 of the RuneQuest core rules). Phallus Stone (Group): A 2.5-meter-tall, roughly formed lingam stone, not identifiably human in shape. Ancient, worn shale. Cleft Stone (Group): Two pieces of ancient, worn red shale leaning against each other, forming the opening of a steep tunnel.
RuneQuest Encounters A chance for an encounter should be rolled every six hours, day and night, for the time the adventurers stay in or around the Wild Temple. Not everything here is stupid enough to attack a prepared party of adventurers—most sentient encounters prefer to parley or to avoid unnecessary conflict. Encounters D100 Encounter 01–15 Beast People 16–19 Giant Spider 20–23 Dinosaur 24 Dream Dragon 25–26 Wyrm 27–30 Dragonewts 31–33 Talking Fox 34–38 Shaman 39–45 Animal Spirit 46–52 Plant Spirit 53–57 Horned Spirit 58–59 Headless Twins 60–61 Spirit That Kills With Its Eyes 62–63 Mammoth Wolf Spirit 64–65 Giant Ram Bear Spirit 66–70 Wild Women 71–80 Other Spirit 81–90 Thing No Longer Found in This World 91–95 King Ironhoof 96–00 Beast People Ceremony Arachne Solara Arachne Solara is the nickname of an otherwise unnamed deity who may be the Goddess of Nature in Glorantha. Her origins are mysterious and subject to speculation, but there are strong indications that she is the ghost of Glorantha, the Mother of the Universe. Philosophers claim that she even extracts respect from the great gods of the major pantheons. Arachne Solara first comes to notice in the tale of the Great Compromise, wherein Orlanth, Yelm and the other deities in the Underworld swear pacts and oaths to preserve themselves. The plan upon which they agreed is said to have been created by Arachne Solara, based upon mutual support between all the remaining world. Arachne Solara appears in one of two forms. In her dark aspect she has the form of a woman’s body from the waist up, though mounted upon the thorax and bloated abdomen of a huge spider. Her face is beautiful, although her teeth are sharp, and her head is haloed in a gleaming white fire. In her light aspect she is tall, slender, and radiantly beautiful. A great mass of jet-black hair erupts from her head and writhes about her body. The hair obscures much of her body, but always reveals her face. Arachne Solara has many limbs. She has many forms. All the world lies in her web. All the world is her prey. All the world is her love. All the world is her child. She lives upon death and dies from life. She makes the living and she slays the dead. Prayer to Arachne Solara, Wild Temple, Dragon Pass, 1618.
The Wild Temple 17 Beast People Parties of Beast People often gather in the Wild Temple. Their reasons for being in the area vary widely but might include such things as guarding a trading caravan or offering worship to Grandmother Spider. The party described here is a mixed group of Beast People led by the centaur Krola Sien. They react to encounters much as any party of adventurers would. They do not want to fight if they can avoid it and are open to trade and friendly exchange. When encountered, they might be camping or simply moving through the area: in either case, the sudden appearance of another group of adventurers could be reason for a convivial shared meal…or a bloodbath. Krola Sien Initiate of Orlanth Adventurous. Female centaur, age 35. Krola Sien is the charismatic leader of this group of centaurs. She is adventurous, curious, and friendly to outsiders. In battle, Krola is a skilled archer and a good tactician. Krola Sien STR 22 CON 15 SIZ 28 DEX 15 INT 13 POW 15 CHA 17 Hit Points: 19 Move: 12 DEX SR: 2 SIZ SR: 0 Runes: Air 70%, Beast 75%, Fertility 85%, Movement 75%. Rune Points: 5 (Orlanth Adventurous) Rune Spells: All common knowledge spells, plus Leap, Mist Cloud, Summon Air Elemental (small), Wind Warp. Spirit Magic: Detect Enemies (1 pt.), Fanaticism (1 pt.), Firearrow (2 pts.), Heal 2, Multimissile 2, Mobility (1 pt.), Protection 2, Speedart (1 pt.). Magic Points: 25 (15 + 10 in crystal) Passions: Devotion (Orlanth) 75%, Fear (undead) 60%, Honor 80%, Love (family) 65%, Loyalty (Wild Temple) 75%. Reputation: 23% Spirit Combat Damage: 1D6+1 Armor: Equine body has 1-pt. hide. Ring mail cuirass (4 pts.), cuirbouilli vambraces (3 pts.), composite helm (3 pts.). (–5% to Move Quietly.) Skills: Animal Lore 35%, Bargain 25%, Battle 40%, Charm 30%, Cult Lore (Orlanth) 40%, Customs (Beast Men) 40%, Dance 40%, Dodge 50%, Fast Talk 30%, First Aid 25%, Homeland Lore (Beast Valley) 60%, Insight (centaurs) 30%, Insight (humans) 20%, Intimidate 35%, Jump 60%, Listen 55%, Meditate 20%, Move Quietly 30%, Play Instrument (harp) 35%, Scan 45%, Search 30%, Sing 60%, Spirit Combat 40%, Survival 65%, Swim 60%, Track 40%, Worship (Orlanth) 35%. Languages: Speak Beastspeech 75%, Speak Heortling 45%, Speak Stormspeech 25%, Speak Tradetalk 30%. Magic Items: Composite bow has a POW storage crystal set into the haft (10 pt. capacity). Treasure: 240 L in coins, another 300 L worth of precious stones in a pouch at her waist. Ransom: 650 L Krola Sien’s Hit Locations Location D20 Armor/HP Right Hind Leg 01–02 1/7 Left Hind Leg 03–04 1/7 Hindquarter 05–06 1/10 Forequarter 07–08 1/10 Right Foreleg 09–10 1/7 Left Foreleg 11–12 1/7 Chest 13–14 6/10 Right Arm 15–16 3/7 Left Arm 17–18 3/7 Head 19–20 3/10 Weapon % Damage SR Pts Composite Bow 90 1D8+1 S/MR 7 Broadsword 85 1D8+1+2D6 4 12 Lance 75 1D10+1+2D6 2 10 Hoof* 65 1D8+2D6 6 — * Can kick with hoof at the same time as striking with a broadsword. Dera Zarka Initiate of Donandar. Female centaur, age 25. Dera is Krola Sein’s younger sister and a skilled harpist and singer. She secretly wishes to join the Puppeteer Troupe but does not want to abandon her sister. Dera Zarka STR 16 CON 13 SIZ 26 DEX 19 INT 16 POW 16 CHA 15 Hit Points: 17 Move: 12 DEX SR: 0 SIZ SR: 0 Runes: Beast 70%, Earth 60%, Fertility 80%, Illusion 80%. Rune Points: 3 (Donandar) Rune Spells: All common knowledge spells, plus Charisma (1 pt.), Clever Tongue (1 pt.), Draw Beast (1 pt.).
RuneQuest Magic Items: Harp with 12 small POW storage crystals set into the frame (1-pt. capacity each). Treasure: 150 L in coins, another 135 L in costume jewelry, clothes worth 150 L. Ransom: 350 L Dera Zarka’s Hit Locations Location D20 Armor/HP Right Hind Leg 01–02 1/6 Left Hind Leg 03–04 1/6 Hindquarter 05–06 1/9 Forequarter 07–08 1/9 Right Foreleg 09–10 1/6 Left Foreleg 11–12 1/6 Chest 13–14 2/9 Right Arm 15–16 1/6 Left Arm 17–18 1/6 Head 19–20 1/9 Weapon % Damage SR Pts Self Bow 75 1D6+1 S/MR 5 Shortsword 55 1D6+1+2D6 3 12 Hoof* 50 1D8+2D6 4 — * Can kick with hoof at the same time as striking with a shortsword. Spirit Magic: Befuddle (2 pts.), Dispel Magic 1, Distraction (1 pt.), Glamour (2 pts.). Magic Points: 28 (16 + 12 in harp) Passions: Devotion (Donandar) 60%, Fear (Dragons) 60%, Love (family) 85%, Loyalty (Wild Temple) 60%. Reputation: 9% Spirit Combat Damage: 1D6+1 Armor: Equine body has 1-pt. hide. Heavy leather cuirass (2 pts.), leather vambraces (1 pt.), broad-brimmed hat (1 pt.). (–0% to Move Quietly.) Skills: Act 55%, Art (songwriting) 65%, Charm 50%, Cult Lore (Donandar) 35%, Customs (Beast Men) 55%, Dance 70%, Dodge 50%, Fast Talk 40%, First Aid 75%, Game 35%, Homeland Lore (Beast Valley) 30%, Insight (centaur) 50%, Insight (human) 20%, Jump 50%, Listen 65%, Meditate 20%, Move Quietly 30%, Orate 50%, Plant Lore 35%, Play Instrument (harp) 85%, Scan 55%, Search 35%, Sing 90%, Sleight 30%, Spirit Combat 40%, Survival 35%, Treat Disease 25%, Treat Poison 20%, Worship (Donandar) 35%. Languages: Speak Beastspeech 95%, Speak Heortling 65%, Speak Tradetalk 60%, Read/Write Theyalan 35%, Read/Write Tradetalk 50%.
The Wild Temple 19 Weapon % Damage SR Pts Light Mace 50 1D6+2+1D6 6 6 Head Butt* 60 1D6+1D6 7 — * May be made simultaneously with other attacks. ‘Happy’ the Minotaur Initiate of Storm Bull. Male minotaur, age 20+. ‘Happy’ (as he is called) is a well-natured, easily entertained minotaur. He is also a cheerful killer, joyfully cutting down anyone Krola Sien tells him to. ‘Happy’ the Minotaur STR 27 CON 16 SIZ 25 DEX 11 INT 7 POW 12 CHA 7 Hit Points: 20 Move: 10 DEX SR: 3 SIZ SR: 0 Runes: Air 60%, Death 95%, Harmony 95%, Beast 90%. Rune Points: 3 (Storm Bull) Rune Spells: All common Rune spells, plus Face Chaos (1 pt.), Impede Chaos (1 pt.). Spirit Magic: Detect Enemies (1 pt.), Dispel Magic 1, Heal 2. Magic Points: 12 Passions: Devotion (Storm Bull) 85, Hate (Chaos) 60%, Loyalty (Krola Sien) 85%. Reputation: 11% Spirit Combat Damage: 1D6 Armor: 3-pt. skin. Segmented bronze plate hauberk (6 pts.), bronze plate greaves and vambraces (6 pts.), and full helm (6 pts.). (–75% to Move Quietly.) Skills: Animal Lore 25%, Battle 45%, Climb 50%, Cult Lore (Storm Bull) 35%, Customs (Beast Men) 40%, Dodge 40%, Homeland Lore (Beast Valley) 40%, Insight (minotaur) 25%, Intimidate 65%, Listen 35%, Move Quietly 10%, Scan 35%, Sense Chaos 35%, Survival 25%, Track 65%, Worship (Storm Bull) 5%. Felix the Satyr Male satyr, age 41. Epicurean. Felix looks like a small, gnarled broo and from a distance is easily confused with one. He is extraordinarily strong, but a peaceful epicurean by inclination. Felix the Satyr STR 28 CON 16 SIZ 11 DEX 18 INT 16 POW 17 CHA 7 Hit Points: 17 Move: 9 DEX SR: 1 SIZ SR: 2 Runes: Beast 80%, Earth 80%, Fertility 70%. Magic: Felix uses his pipes to cast Demoralize, Fanaticism, and Sleep. He has two additional spells: Dance and Madness (described below). Each cost magic points, but they last so long as he plays, and he does not need to overcome the victim’s POW for Demoralize, Fanaticism, or Sleep. Magic Points: 17 Passions: Love (revelry) 75%, Loyalty (Beast Valley) 65%. Reputation: 12% Spirit Combat Damage: 1D6 Armor: 2-point skin, plus turtleshell cuirass (4 pts.). (–0% to Move Quietly.) Skills: Animal Lore 65%, Art 45%, Charm 55%, Climb 60%, Craft (cooking) 70%, Customs (Esrolian) 55%, Dance 80%, Dodge 65%, Evaluate 60%, Fast Talk 35%, Game 65%, Hide 65%, Homeland Lore (Esrolia) 40%, Homeland Lore (Beast Valley) 20%, Insight (humans) 30%, Jump 60%, Listen 55%, Move Quietly 70%, Orate 50%, Plant Lore 35%, Play Instrument (pipes) 85%, Scan 55%, Search 45%, Sing 30%, Sleight 45%, Spirit Combat 40%, Survival 35%, Track 25%. Languages: Speak Beastspeech 70%, Speak Esrolian 65%, Speak Tradetalk 20%, Read/Write Theyalan 45%. Magic Items: Erotic necklace with matrix for Vigor (2 pts.). Treasure: Golden pipes (+10% to Play Instrument skill). Ransom: 250 L Felix’s Hit Locations Location D20 Armor/HP Right Leg 01–04 2/6 Left Leg 05–08 2/6 Abdomen 09–11 2/6 Chest 12 5/7 Right Arm 13–15 2/5 Left Arm 16–18 2/5 Head 19–20 2/6 Satyr Spells Dance 2 Points, Temporal, Active All hearing the Dance spirit magic spell must resist with their POW versus the satyr’s POW or will dance to the best of their ability for as long as the satyr dances. They may not attack while dancing, concentrating entirely on the dance. Madness 4 Points, Temporal, Active Victims must resist the satyr’s POW or be happily insane, singing merrily or screaming in fear, but they do not react to any outside stimuli.
RuneQuest 20 Rune Spells: All common knowledge spells, plus Flight (1 pt.), Leap (1 pt.), Mist Cloud (1 pt.), Shield 2, Wind Words (1 pt.). Spirit Magic: Befuddle (2 pts.), Bladesharp 2, Detect Undead (1 pt.), Fanaticism, Heal 2, Parry 2, Protection 2, Rivereyes (1 pt.). Magic Points: 26 (14 + 12 from crystal coin) Passions: Devotion (Orlanth) 80%, Fear (Undead) 70%, Hate (Chaos) 80%, Hate (Lunar Empire) 95%, Loyalty (ducks) 95%. Reputation: 17% Spirit Combat Damage: 1D6+1 Armor: Ring mail cuirass (4 pts.), light scale skirt and sleeves (4 pts.), bronze plate greaves (6 pts.), and leather cap (1 pt.). (–60% to Move Quietly.) Skills: Battle 65%, Cult Lore (Orlanth) 5%, Customs (Lunar Empire) 45%, Customs (Beast Men) 75%, Dodge 70%, Drive Chariot 55%, Elder Race Lore (ducks) 35%, Fast Talk 55%, First Aid 40%, Game 65%, Homeland Lore (Beast Valley) 60%, Insight (ducks) 50%, Insight (humans) 35%, Intimidate 45%, Listen 50%, Move Quietly 75%, Scan 65%, Spirit Combat 55%, Survival 75%, Swim 80%, Worship (Orlanth) 45%. Languages: Speak Beastspeech 50%, Speak New Pelorian 35%, Speak Heortling 75%, Speak Tarshite 50%. Magic Items: POW storage crystal in shape of a large Lunar coin (12-pt. capacity), enchanted iron shortsword. Treasure: 280 L in coin, gems, and small pieces of war booty. Ransom: 750 L Corsa’s Hit Locations Location D20 Armor/HP Right Leg 01–04 6/5 Left Leg 05–08 6/4 Abdomen 09–11 4/5 Chest 12 4/6 Right Arm 13–15 4/4 Left Arm 16–18 4/4 Head 19–20 1/5 Weapon % Damage SR Pts Shortsword (iron) 90 1D6+1 7 12 Small Shield 80 1D3 7 8 Small Axe, Held 75 1D6+1 8 6 Small Axe, Thrown 85 1D6 S/MR 6 Languages: Speak Beastspeech 45%, Speak Tradetalk 10%. Magic Items: None Treasure: 47 L Ransom: 250 L ‘Happy’s’ Hit Locations Location D20 Armor/HP Right Leg 01–04 9/7 Left Leg 05–08 9/7 Abdomen 09–11 9/7 Chest 12 9/8 Right Arm 13–15 9/6 Left Arm 16–18 9/6 Head 19–20 9/7 Weapon % Damage SR Pts Great Axe 90 2D6+2+2D6 5 10 Head Butt 75 1D6+2D6 7 — Note: Can go non-magically berserk in combat. This is akin to Fanaticism (striking at 1.5 × skill value, cannot Dodge) but costs no magic points. Corsa the Lean Initiate of Orlanth Adventurous. Male duck, age 58. Retired revolutionary. Captain Corsa, as he was once known, is a retired duck soldier who fought as a mercenary for the Lunar Empire, then later against it, after Starbrow’s rebellion made rebels and outlaws of his people. Ten years of resistance was enough and eventually this hard-bitten warrior returned to his homeland, Beast Valley. He fell in with Krola’s odd crew and has yet to decide when he’ll return to Duck Point and enjoy the comforts of ‘civilization.’ Soon, though. The one thing he doesn’t miss about the Upland Marsh is the undead all over the place. He walks with a slight limp, due to a war injury that never healed quite right. While in the military Corsa picked up a serious hazia habit and bemoans its lack in the wilderness. If any adventurers look like they might have any with them, he asks if they have any to spare. If so, a fast friendship is forged. Corsa the Lean STR 11 CON 15 SIZ 7 DEX 14 INT 15 POW 14 CHA 14 Hit Points: 15 Move: 5/8 (Swim) DEX SR: 2 SIZ SR: 2 Runes: Air 85%, Water 80%, Death 65%, Movement 80%. Rune Points: 6 (Orlanth Adventurous)
The Wild Temple 21 Giant Spider Hit Locations Location D20 Armor/HP Right Hind Leg 01 6/9 Left Hind Leg 02 6/9 Right Center Rear Leg 03 6/9 Left Center Rear Leg 04 6/9 Abdomen 05–08 6/12 Right Center Front Leg 09–10 6/9 Left Center Front Leg 11–12 6/9 Right Foreleg 13–14 6/9 Left Foreleg 15–16 6/9 Head 17–20 6/12 Weapon % Damage SR Bite 60 1D6+4D6 + poison* 6 Webbing 65 Webbing** — * Poison POT is systemic and equal to the spider’s CON. ** Webbing acts as a Glue spell, affecting the victim’s entire body. The STR of the web is equal to the spider’s maximum hit points. Successive layers of web are cumulative and add to the STR of the total. An enswathed victim cannot do anything but attempt to break out. A spider may not bite and throw webbing in the same round. The range of webbing is equal to the spider’s STR in meters. It covers 3×3 square meters. Dinosaurs Dinosaurs from the Spinosaurus Flats are frequently seen at the Wild Temple. Most are described in the Glorantha Bestiary on pages 110–117, with the spinosaurus described below. Dinosaur Encounters % Type Number 10 Allosaurs 1D6–3 (minimum 1) 10 Ankylosaur 1 10 Brontosaur 3D6 10 Deinonychus 3D6 15 Hadrosaur 1 10 Magisaur 2D4 10 Pteranodon 1D3 5 Spinosaurus 1 10 Triceratops 4D6 5 Tyrannosaur 1D6–3 (minimum 1) Spinosaurus Spinosaurus Kerofinelis Even larger than the tyrannosaur, the spinosaurus is the largest carnivorous dinosaur in Glorantha. They are unknown outside of the Spinosaurus Flats in Dragon Pass, thought to be the result of a beaked dragonewt who succumbed to a desire for power. A spinosaurus can reach 18 meters in length and can walk on all fours or as a biped. Their heads are long and narrow like a crocodile’s. Spinosaurus hunt both terrestrial Web-spinning Spiders Large spiders are common around the Wild Temple, spinning webs between the standing stones. They are rarely hostile unless attacked or if their webs are damaged. These are extraordinarily dangerous creatures—poison bite, webs, high hit points, and thick chitinous armor—so the gamemaster may wish to emphasize this by displaying the corpse of a powerful creature caught in their webs. A typical encounter is 1D3 spiders. Typical Large Web-Spinning Spider STR 38 CON 24 SIZ 40 DEX 14 INT 8 POW 19 Hit Points: 32 Move: 5 Base SR: 2 Magic Points: 14 Armor: 6-point chitin. Skills: Climb 90%, Hide 60%, Move Quietly 75%.
RuneQuest 22 A Pair of Dream Dragons Since the Dragonrise, a pair of dream dragons often appear at the Wild Temple. The pair fly or wind along the ground, always intertwined, as if mating. The colors of the dragons alternate. Sometimes one is red and the other is brown; other times one is green and the other black. Any adventurer making a successful Homeland Lore (Sartar) or Elder Race Lore (Dragons) recognizes these two as Osgamestus and Aysztrabel, the dream-forms of two ancient Dragons said to be coiled together, deep beneath the surface of the world. They completely ignore lesser mortals (such as the adventurers) unless attacked or otherwise interfered with. If for some reason the dream dragons are given enough impetus to speak to the adventurers, they offer little—their concerns are not mortal ones. Osgamestus and Aysztrabel Dream dragons. STR 58 CON 14 SIZ 50 DEX 11 INT 16 POW 15 CHA 13 Hit Points: 24 Move: 7/12 (Fly) Magic Points: 14 Base SR: 3 Armor: 10-point skin. Skills: Fly 75%, Listen 60%, Scan 50%. Languages: Speak Auld Wyrmish 80%, Speak Beastspeech 50%, Speak Esrolian 50%, Speak Heortling 50%. Magic: These dream dragons have several dragon magic abilities, as described on pages 42–43 of the Glorantha Bestiary, including Attune Landscape and Terrify. and aquatic food, and live on both land and in water, also like a crocodile. The species gets its name from the long distinctive spines on its back that grow over a meter and a half long. Skin connects them, forming a sail. Spinosaurus Characteristics Average STR 6D6+120 151 CON 2D6+40 47 SIZ 4D6+80 94 DEX 2D6+6 13 INT 2D6 7 POW 3D6 10–11 Hit Points: 68 Move: 12 Magic Points: 11 Base SR: 2 Armor: 24-point thick scales. Skills: Scan 50%, Track by Scent 55%. Spinosaurus Hit Locations Location D20 Armor/HP Tail 01–02 24/18 Right Leg 03–06 24/24 Left Leg 07–10 24/24 Abdomen 11–12 24/27 Chest 13–14 24/27 Right Forearm 15 24/12 Left Forearm 16 24/12 Head 17–20 24/23 Weapon % Damage SR Bite 80 1D10+13D6 6 Claw 80 1D6+13D6 6
The Wild Temple 23 manuscript he found in the City of Wonders before its destruction in 1624. He normally works out of the Great Archive in the city of Nochet, so he is a bit far from home. Scholar Wyrm (he reveals no other name) is particularly friendly towards Orlanthi and Esrolians and is a Rune Priest of Lhankor Mhy. If the adventurers appear friendly or at least reasonable, he tries to recruit them into helping him with his research. As with all his kind, he is a giant winged serpent with a draconic head, so any assistance with delicate manipulation would be highly appreciated. Scholar Wyrm Rune Priest of Lhankor Mhy. Wyrm. STR 42 CON 11 SIZ 38 DEX 10 INT 22 POW 19 CHA 14 Hit Points: 19 Move: 10 (Fly) DEX SR: 3 SIZ SR: 0 Runes: Air 90%, Truth 90%. Rune Points: 8 (Lhankor Mhy) Rune Spells: All common knowledge spells, plus Analyze Magic (1 pt.), Knowledge (2 pts.), Reconstruction (3 pts.), Translate (1 pt.), Truespeak (2 pts.). Spirit Magic: Countermagic 2, Detect Magic 2, Detect Spirit (1 pt.), Dispel Magic 2, Farsee 2, Second Sight (3 pts.), Visibility (2 pts.). Sorcery: Knows Command and Summon techniques, and has mastered Earth, Truth, Spirit, and Man Runes. Spells include Geomancy (3 pts.) 41%, Identify Otherworldly Entity (3 pts.) 43%, Logician (2 pts.) 54%, Reveal Rune (2 pts.) 29%, Speak to Mind (3 pts.) 42%. Magic Points: 18 (total) Passions: Devotion (Lhankor Mhy) 75%, Love (knowledge) 85%, Loyalty (Great Archive) 75%. Reputation: 23% Spirit Combat Damage: 1D6+3 Armor: 8-pt. scales. Skills: Alchemy 35%, Animal Lore 25%, Art 25%, Celestial Lore 85%, Charm 40%, Craft (stonemason) 40%, Cult Lore (Lhankor Mhy) 55%, Customs (Empire of the Wyrms Friends) 95%, Customs (Esrolian) 55%, Dance 40%, Dodge 40%, Elder Race Lore (Dragons) 85%, Evaluate 30%, Fast Talk 35%, Fly 75%, Game 45%, Glide Quietly 60%, Homeland Lore (Esrolia) 80%, Insight (humans) 45%, Intimidate 65%, Intrigue 35%, Library Use 60%, Listen 75%, Meditate 40%, Mineral Lore 35%, Orate 40%, Plant Lore 25%, Scan 75%, Sing 40%, Slither Quietly 40%, Spirit Combat 60%, Spirit Dream Dragon Hit Locations Location D20 Armor/HP Tail 01–02 10/8 Right Hind Leg 03–04 10/9 Left Hind Leg 05–06 10/9 Hindquarter 07–08 10/10 Forequarter 09–10 10/10 Right Wing 11–12 10/8 Left Wing 13–14 10/8 Right Foreleg 15–16 10/9 Left Foreleg 17–18 10/9 Head 19–20 10/9 Weapon % Damage SR Breath 75 See below* 3 Bite 75 3D6+6D6 7 Claw 75 1D6+6D6 7 Tail 75 1D6+3D6 7 * A jet 1 meter wide by 15 meters long. Osgamestus’ flame breath does 4D6 damage to each of the target’s hit locations; the damage is rolled once and is applied to each hit location simultaneously. Armor protects against this damage. Aysztrabel’s gas jet is a shower of greenish-yellow, fast-acting systemic poison which matches the dragon’s POW versus the CON of the victim. Wyrm Adventurers might be surprised to find a great wyrm circling above the area they are in, then landing near them, or possibly coiled near a standing stone, studying it intently from many vantage points. This learned wyrm has flown to the Wild Temple after the Dragonrise, seeking to understand the changes happening in Dragon Pass. ‘Scholar Wyrm’ is an ancient being who remembers the Empire of the Wyrms Friends. He wishes to plot out the position of each stone and then compare the results with that of a Second Age
RuneQuest 24 Rides Among Strangers Beaked dragonewt mercenary. The dragonewt called ‘Rides Among Strangers’ had another name but abandoned it when he embarked on a trail of wanderlust and discovery. Forsaking his home and fellow dragonewts, he set forth to explore the lands of Dragon Pass and to live among its curious people as if they were his own. His strength and size, as well as his frightening appearance, made him a natural warrior. Though he had little use for human money, he found ready work as a sell-sword in various armies, earning a fearsome reputation as a powerful foe. Among many other adventures, most recently he spent many years amongst the Praxian Animal Nomads, where his demi-bird mount drew only curious looks, but otherwise fit in. Now, his scaled hide scarred, horns notched from a hundred duels and skirmishes, Rides Among Strangers rides for his homeland again, though he fears that he no longer belongs among those of his kind. He has long lost his ceremonial dragonewt weapons and adopted human armaments, as well as wearing personal armor fashioned to fit his physiognomy. The dragonewt strike an impressive figure with his armor, horned helmet, and billowing red cape. Unlike most of his kind, Rides Among Strangers uses his draconic magic freely to avoid death, as he fears that his next incarnation will be much lower on the spiritual hierarchy. Rides Among Strangers STR 21 CON 19 SIZ 20 DEX 12 INT 17 POW 14 CHA 14 Hit Points: 21 Move: 7 DEX SR: 3 SIZ SR: 1 Armor: 6-point scales and hard protrusions, heavy scale hauberk (5 pts.), horned helmet (4 pts.). (–25% to Move Quietly) Dragon Magic: Can use the draconic magic abilities of Heroic Leap and Sustain Life (see page 42 of the Glorantha Bestiary). Magic Points: 14 Passions: Honor 80%, Wanderlust 90%. Reputation: 35% Spirit Combat Damage: 1D6+1 Skills: Battle 65%, Climb 80%, Conceal 70%, Customs (dragonewt) 55%, Customs (Praxian Animal Nomad) 35%, Dodge 70%, Elder Race Lore (Dragons) 50%, Hide 70%, Homeland Lore (many) 20%, Intimidate 65%, Jump 60%, Listen 55%, Meditate 70%, Move Quietly 75%, Quickdraw 75% (see below), Ride (demi-bird) 85%, Scan 65%, Search 45%, Survival 75%, Worship (utuma ritual) 70%. Dance 30%, Spirit Lore 75%, Spirit Travel 35%, Track 50%, Worship (Lhankor Mhy) 65%. Languages: Speak Auld Wyrmish 100%, Speak Beastspeech 35%, Speak Esrolian 60%, Speak Heortling 55%, Speak Tradetalk 75%, Read Auld Wyrmish 100%, Read Theyalan 85%, Read Western Runes 85%. Magic Items: Wears a locked enameled bronze chain around its neck, disguised as scales (–20% to Scan rolls to detect it) that adds an additional +8 Free INT for the purpose of storing spirit magic spells. If this chain is removed, Scholar Wyrm must discard that many known spirit magic spells. It is large enough for a SIZ 12 person to use as a belt, if by some chance it is removed from Scholar Wyrm’s neck. Ransom: 1,000 L Scholar Wyrm’s Hit Locations Location D20 Armor/HP Tail 01–04 8/7 Abdomen 05–08 8/7 Chest 09–12 8/8 Right Wing 13–14 8/6 Left Wing 15–16 8/6 Head 17–20 8/7 Weapon % Damage SR Bite 85 1D10+4D6 7 Tail Lash 90 1D6+4D6 7 Note: He can attack once per round and cannot target those on the ground without landing. Dragonewts There is a hidden dragonewt ‘city’ about a day’s travel to the north, and any dragonewts encountered around the Wild Temple are either in transit to or from there or are engrossed in quiet meditation. They ignore other mortals unless attacked or otherwise interfered with. Dragonewts are described at length in the Glorantha Bestiary on pages 35–45. None of the plinths in the Wild Temple region are dragonewt plinths, for reasons that are unknown to non-dragonewts. Perhaps the existing stones interfere with their plinths in some esoteric fashion, or it may be that the dragonewts choose to prevent such ready and rapid access to their hidden city. Should the gamemaster desire a band of detailed dragonewts, those provided in the Adventures book of the RuneQuest Gamemaster Screen & Pack are suitable, renamed or used as-is. If the adventurers have already encountered those dragonewts, this might present a pleasant, if unexpected, reunion. If a single representative is desired, the following specimen might be used.
The Wild Temple 25 Strider, Demi-Bird Mount Normally dragonewts do not name their demi-birds, but Rides Among Strangers is no normal dragonewt, and his time among the Animal Nomads of Prax made him somewhat sentimental about his mount. Strider is larger than most demi-birds, and wears an elaborate wood and leather saddle, a gift from an Impala Tribe khan. Strider, Demi-Bird Mount STR 37 CON 15 SIZ 30 DEX 18 POW 11 Hit Points: 22 Move: 12 Magic Points: 11 Base SR: 1 Armor: 4-pt. feathers on body and head, 4-pt. tough hide on legs, hard leather saddle over back (4 pts.), leather cap (2 pts.). Skills: Dodge 75%, Listen 75%, Scan 75%. Demi-bird Hit Locations Location D20 Armor/HP Right Leg 01–04 4/8 Left Leg 05–08 4/8 Abdomen 09–10 8/8 Chest 11–13 4/9 Right Wing 14–15 4/7 Left Wing 16–17 4/7 Head 18–20 6/8 Weapon % Damage SR Bite* 45 1D8+3D6 5 Kick* 45 1D6+3D6 5 * Strider can attack with both bite and kick in the same melee round. Talking Fox A fox approaches the adventurers and watches them carefully from a safe distance. Unless they attack her, the fox greets them in Tradetalk and approaches if they are friendly. She asks for food or pretty trinkets, showing no interest in actual money. If the adventurers give one of these things, she asks for the other. If they comply, the fox scampers away, then returns, but in human form. She offers to protect and watch out for them for as long as they amuse her. If they refuse, she scampers away, but follows the adventurers and torments them with her Eurmal magic until she grows bored. Fox women are covered on pages 32–33 of the Glorantha Bestiary. Languages: Speak Auld Wyrmish 85%, Speak Beastspeech 20%, Speak Heortling 35%, Speak Tarshite 20%, Speak Praxian 55%, Speak Tradetalk 30%. Treasure: 350 L in coin, trinkets, and war booty; beautiful silken red cloak (30 L). Ransom: 750 L Rides Among Strangers’ Hit Locations Location D20 Armor/HP Tail 01–02 6/7 Right Leg 03–05 6/7 Left Leg 06–08 6/7 Abdomen 09–11 11/7 Chest 12 11/8 Right Arm 13–15 6/6 Left Arm 16–18 6/6 Head 19–20 10/7 Weapon % Damage SR Pts Shortsword (right hand)* 105 1D6+1+2D6 7 12 Broadsword (left hand)* 101 1D8+1+2D6 6 12 Long Bow 75 1D10+1 1/MR 9 Throwing Dagger 80 1D4+2D3 S/MR 6 Dart 80 1D6+2D3 S/MR 4 * Fights with a broadsword and shortsword in each hand, approximating his dragonewt fighting style. A successful Quickdraw roll lets him draw and strike simultaneously without a SR penalty: a failure means he attacks last in the round but may still parry; with a fumble he accidentally throws his weapon 1D6 meters away, much to his shame.
RuneQuest 26 Leana’s Hit Locations (fox form) Location D20 Armor/HP Right Hind Leg 01–02 0/4 Left Hind Leg 03–04 0/4 Hindquarter 05–07 0/5 Forequarter 08–10 0/5 Right Foreleg 11–13 0/4 Left Foreleg 14–16 0/4 Head 17–20 0/4 Leana’s Hit Locations (human form) Location D20 Armor/HP Right Leg 01–04 0/4 Left Leg 05–08 0/4 Abdomen 09–11 0/4 Chest 12 0/5 Right Arm 13–15 0/3 Left Arm 16–18 0/3 Head 19–20 0/4 Weapon % Damage SR Pts Bite (as fox) 50 1D4–1D4 5 — Thrown Rock (human) 75 1D4 S/MR — Kick (human) 55 1D6 5 — Shaman This elderly Grazelander shaman serves as a spiritual caretaker of the Wild Temple, caring for the many spirits here. He sleeps in a small hide tent at the edge of the Wild Temple, surrounded by his spirit fetishes, totems, and medicine bags. During the day, he wanders among the stones, singing and playing his drum for the spirits. Keronorl largely ignores other mortals, but can persuaded to help with offers of wine, cooked food, spices, or hazia. He eagerly consumes whatever he is offered, and his manners are atrocious. Keronorl Shaman of Daka Fal. Grazelander male, age 81. STR 7 CON 13 SIZ 10 DEX 11 INT 17 POW 22 CHA 18 Hit Points: 16 Move: 6 DEX SR: 3 SIZ SR: 2 Runes: Air 55%, Fire/Sky 85%, Man 90%, Spirit 75%. Rune Points: 15 (Daka Fal) Rune Spells: All common knowledge spells, plus Axis Mundi (1 pt.), Free Ghost (1 pt.), Incarnate Ancestor (3 pts.), Resurrect (one-use, 3 pts.), Spirit Armor Enchantment (1 pt.), Spirit Guardian (1 pt.), Summon Ancestor (1 pt.), Summon Spirit Teacher (2 pts.). Leana the Elurae Initiate of Eurmal. Female fox woman, age 28. Trickster. Attributes before the ‘/’ are fox form, after it are human. Leana the Elurae STR 7/11 CON 13/11 SIZ 2/10 DEX 22/14 INT 15 POW 14 CHA 17 Hit Points: 11 Move: 10/9 DEX SR: 0/2 SIZ SR: 3/2 Runes: Beast 60%, Disorder 85%, Illusion 85%. Rune Points: 3 (Eurmal) Rune Spells: All common knowledge spells, plus Clever Tongue (1 pt.), Lie (2 pts.), Reflection (1 pt.). Spirit Magic: Detect Trap (2 pts.), Glamour (2 pts.), Mobility (1 pt.), Shimmer 2. Magic Points: 14 Passions: Devotion (Eurmal) 65%, Fear (dogs) 75%, Love (Mischief) 95%. Reputation: 8% Spirit Combat Damage: 1D6+1 Armor: None. Skills: Charm 75%, Climb 35/55%, Conceal 45%, Cult Lore (Eurmal) 35%, Customs (Beast Men) 55%, Dance 70%, Dodge 70/45%, Evaluate 30%, Fast Talk 85%, First Aid 40%, Game 55%, Homeland Lore (Beast Valley) 50%, Insight (humans) 45%, Jump 70/45%, Listen 60/35%, Move Quietly 80/60%, Scan 55%, Search 45%, Sleight 25/65%, Spirit Combat 55%, Track 55%, Worship (Eurmal) 35%. Languages: Speak Beastspeech 75%, Speak Heortling 35%, Speak Pure Horse Tongue 40%, Speak Tradetalk 55%.
The Wild Temple 27 Animal Spirits Animal spirits abound in the vicinity of the Wild Temple. They manifest as animals with a preternatural awareness. Some of the more commonly encountered animal spirits are described below: . Coyote Spirit (POW 16, CHA 15, Magic Points: 16): This greedy troublemaker manifests as a physical coyote to steal food from the adventurers. It possesses the Mobility spirit magic spell (1 pt.). . Opossum Spirit (POW 21, CHA 15, Magic Points: 21): This curious spirit investigates the adventurers’ supplies and steals something at random. If confronted, it retreats into the Spirit World. It possesses the Silence spirit magic spell (1 pt.). . Frog Spirits (POW 19, CHA 10, Magic Points: 19): These spirits croak ceaselessly. If confronted, their croaking grows much louder. They possess the Demoralize spirit magic spell (2 pts.). . Spider Spirits (POW 25, CHA 15, Magic Points: 25): Spider spirits are very common near the standing stones. They weave spectral webs in the Spirit World. They possess the Spirit Binding spirit magic spell (1 pt.). Given their ability to move in and out of the Spirit World, additional information about their abilities is likely to be of little use. Each spirit has a Spirit Combat skill equal to its POWx5, with the frog and spider spirits considered en masse. If more info is needed, the Glorantha Bestiary addresses animal spirits at length on page 167. Plant Spirit Plant spirits abound in the vicinity of the Wild Temple. They manifest as Aldryami—small spirits as pixies, larger spirits as dryads. These spirits are playful in Sea Season, helpful in Fire Season, fertile in Earth Season, fearful in Dark Season, and hostile in Storm Season. They have little effect on the adventurers, though a gamemaster wishing to expand their role and activities can use the material found in the Glorantha Bestiary on page 170. Additionally, the Flora chapter of that book contains many interesting plants that might be found within the Wild Temple region. Spirit Magic: Countermagic 2, Detect Magic (1 pt.), Detect Spirit (1 pt.), Dispel Magic 3, Protection 2, Spirit Binding (1 pt.), Spirit Screen 3, Visibility (2 pts.). Magic Points: 42 (22 + 20 with fetch) Shamanic Abilities: Discorporation, Second Sight (Enhanced), Show Spirit, Spirit Defense. Taboos: Never wear armor; remain at Wild Temple. Passions: Devotion (ancestors) 75%, Devotion (Daka Fal) 100%, Love (family) 75%, Loyalty (Feathered Horse Queen) 85%, Loyalty (Four Gifts Clan) 60%, Loyalty (Wild Temple) 95%. Reputation: 35% Spirit Combat Damage: 1D6+6 Armor: Quilted linen robe and ceremonial headdress (2 pts). (–0% to Move Quietly.) Skills: Dance, Sing, Play Drum, Spirit Combat, Spirit Dance, Spirit Travel, Meditate, Spirit Lore, Plant Lore, First Aid, Cult Lore (Daka Fal) 85%, Customs (Grazelands) 75%, Customs (Beast Men) 55%, Dance 60%, First Aid 60%, Homeland Lore (Grazelands) 60%, Insight (humans) 70%, Listen 75%, Meditate 100%, Orate 70%, Play Instrument (drum) 75%, Prepare Corpse 55%, Scan 75%, Sing 80%, Spirit Combat 120%, Spirit Dance 65%, Spirit Lore 80%, Spirit Travel 75%, Survival 55%, Worship (Daka Fal) 5%, Worship (ancestors) 80%. Languages: Speak Beastspeech 40%, Speak Dara Happan 50%, Speak Firespeech 50%, Speak Pure Horse Tongue 95%, Speak Spiritspeech 70%, Speak Tarshite 35%. Magic Items: Drum (+10% to Worship skill), spirit rattle (+10% to any spell relating to dismissing spirits). Treasure: 50 L in various coins found in the area. Allied and Bound Spirits: Firefeather (fetch, pegasus): POW 20, INT 15, CHA 15. Though he has no bound spirits, Keronorl has many allies among the spirits of the Wild Temple and they will not hesitate to intervene should he be threatened. Ransom: 250 L Keronorl’s Hit Locations Location D20 Armor/HP Right Leg 01–04 2/6 Left Leg 05–08 2/6 Abdomen 09–11 2/6 Chest 12 2/7 Right Arm 13–15 2/5 Left Arm 16–18 2/5 Head 19–20 2/6
RuneQuest 28 Headless Twins This spirit manifests in the form of a pair of masked conjoined twins that silently follows any intruders in the Wild Temple. Even those who lack Second Sight can feel its eerie presence. It takes no action unless attacked in Spirit Combat. If it defeats a foe, it possesses its body, ravenously eating anything it can get its hands on (grass, meat, leaves, even dirt). If it runs out of food, it runs off, looking for more to eat. Headless Twins POW 30 CHA 18 Magic Points: 30 Skills: Spirit Combat 150% Spirit Combat Damage: 2D6+3 Spirit That Kills With Its Eyes This headless spirit has two eyes in its chest and a gaping mouth in its abdomen. It is malevolent and hateful toward entities with a Man Rune of 40% or higher. It typically manifests some distance away and shoots its Spirit Darts at someone looking at it. If no one looks at the spirit, it takes no action unless engaged in Spirit Combat. Spirit That Kills With Its Eyes POW 27 CHA 17 Magic Points: 27 Spirit Abilities: Spirit Dart Skills: Spirit Combat 135% Spirit Combat Damage: 2D6+3 Mammoth Wolf Spirit This spirit manifests by taking the physical form of a wolf the size of a mammoth, with bronze teeth. It is hostile toward everyone, and attacks physically. It does not pursue fleeing foes unless they continue to attack it. If its physical form is defeated, it cannot manifest for another 1D4 seasons. Mammoth Wolf Spirit (Spirit Form) POW 34 CHA 19 Magic Points: 34 Spirit Abilities: Solid Form (see below) Skills: Spirit Combat 170% Spirit Combat Damage: 2D6+3 Horned Monster Spirit This spirit manifests in the form of a huge headless elk, with antlers that grow right out of the top of its shoulders and eight eyes like a spider at its front. This is the guardian of the Wild Temple, carefully watching any intruder to determine if they are threat. If so, it attacks with its antlers to drive the threat off. The spirit cannot be attacked physically but can be fought back with Spirit Combat. If they prove to not be a threat, the Horned Monster Spirit heals any injured party members. Horned Monster Spirit POW 38 CHA 21 Magic Points: 38 Spirit Abilities: Control Spirits, Healing, Physical Attack (antlers, 1D10+5d6). Skills: Spirit Combat 190% Spirit Combat Damage: 3D6+4
The Wild Temple 29 Bear Hit Locations Location D20 Armor/HP Right Hind Leg 01–02 6/9 Left Hind Leg 03–04 6/9 Hindquarter 05–07 6/12 Forequarter 08–10 6/12 Right Foreleg 11–13 6/9 Left Foreleg 14–16 6/9 Head 17–20 6/10 Weapon % Damage SR Horn Ram 75 2D10+3D6 6 Bite* 75 1D8+3D6 6 Claw* 85 1D6+3D6 6 Hug* 75 6D6 6 * May either ram, bite and claw twice, or bite and hug in a round. If it chooses to bite and hug, both attacks must be against the same foe. If it bites and claws twice, it may attack up to three separate foes. Other Spirit Roll randomly on the spirit table on page 165 of the Glorantha Bestiary or pick a desired result. Wild Women These nymphs can be found dancing with abandon around the standing stones. They welcome anyone who joins in their ecstatic dance. Anyone joining them must make a Dance roll. If successful, the adventurer dances until they collapse. There are usually 1D6+3 Wild Women when encountered. When the sleepers wake, they are blessed with a permanent +5% bonus to their Fertility Rune, a +25% check on their next Harvest roll and the effects of a Bless Pregnancy spell at the next Sacred Time. If an adventurer fails their Dance roll, they are cursed with a –25% modifier to their next Harvest roll. The Wild Women are mortal, despite their apparent link with the divine, and flee if attacked. Though they can speak, they rarely do so, other than to sing songs of the Earth and Life as they dance. Typical Wild Woman STR 10 CON 11 SIZ 11 DEX 14 INT 11 POW 13 CHA 17 Hit Points: 11 Move: 8 Magic Points: 13 Base SR: 4 Runes: Earth 75%, Fertility 95%, Man 55%. Passions: Devotion (Life) 95%, Loyalty (Sisters) 85%. Reputation: 5% Spirit Combat Damage: 1D6+1 Armor: None. Mammoth Wolf (Physical Form) STR 50 CON 13 SIZ 50 DEX 10 POW 34 CHA 19 Hit Points: 28 Move: 12 Magic Points: 34 Base SR: 3 Armor: 6-point fur. Skills: Listen 90%, Scan 75%, Search 90%, Track 120%. Mammoth Wolf Hit Locations Location D20 Armor/HP Right Hind Leg 01–02 6/9 Left Hind Leg 03–04 6/9 Hindquarter 05–07 6/11 Forequarter 08–10 6/11 Right Foreleg 11–13 6/9 Left Foreleg 14–16 6/9 Head 17–20 6/10 Weapon % Damage SR Bite 85 2D6+5D6 7 Giant Ram Bear Spirit The Giant Ram Bear Spirit takes on the physical form of a huge beast that combines elements of both the ram and the brown bear. It has two red eyes, a large nose, and a large mouth with fangs and two saber-like canines that protrude from its top jaw. Atop its head are a pair of large, curved horns. Its four legs end in fierce claws. The Giant Ram Bear Spirit only attacks if someone threatens to damage or move the standing stones, tries to plow, or builds structures of wood or earth in the valley. It attacks physically, and if its physical form is defeated, it cannot manifest for another 1D4 seasons. Great Ram Bear Spirit (Spirit Form) POW 34 CHA 20 Magic Points: 34 Spirit Abilities: Solid Form (see below) Skills: Spirit Combat 170% Spirit Combat Damage: 2D6+3 Great Ram Bear Spirit (Physical Form) STR 33 CON 17 SIZ 33 DEX 15 POW 34 CHA 20 Hit Points: 28 Move: 10 Magic Points: 34 Base SR: 2 Armor: 6-point skin and fur. Skills: Climb 80%, Listen 80%, Move Quietly 70%, Scan 75%, Track 100%.
RuneQuest 30 Duck-Bear Characteristics Average STR 3D6+12 22–23 CON 2D6+6 13 SIZ 3D6+12 22–23 DEX 3D6+3 13–14 POW 3D6 10–11 Hit Points: 16 Move: 8 Magic Points: 11 Base SR: 3 Skills: Climb 30%, Listen 40%, Move Quietly 40%, Scan 35%, Swim 90%, Track 55%. Armor: 3-pt. skin and fur, 5-pt. leather tail, 6-pt. beak. Duck-Bear Hit Locations Location D20 Armor/HP Tail 01–03 5/7 Right Hind Leg 04–06 3/5 Left Hind Leg 07–09 3/5 Hindquarter 10 3/8 Forequarter 11–12 3/8 Right Foreleg 13–15 3/5 Left Foreleg 16–18 3/5 Head 19–20 6/6 Weapon % Damage SR Bite* 45 1D8+2D6 7 Claw* 35 1D6+2D6 7 Hug* 35 2D6+2D6 7 Tail Slap 50 1D8+2D6 7 * A bear may either bite and claw twice or bite and hug in a round. If it chooses to bite and hug, both attacks must be against the same foe. If it bites and claws twice, it may attack up to three separate foes. Skills: Charm 65%, Dance 90%, Dodge 50%, Hide 75%, Listen 55%, Move Quietly 60%, Scan 65%, Sing 70%, Spirit Combat 50%. Languages: Speak Beastspeech 35%, Speak Earthtongue 55%. Wild Woman Hit Locations Location D20 Armor/HP Right Leg 01–04 0/4 Left Leg 05–08 0/4 Abdomen 09–11 0/4 Chest 12 0/5 Right Arm 13–15 0/3 Left Arm 16–18 0/3 Head 19–20 0/4 Things No Longer Found in this World Occasionally, strange animals that are no longer found in the world can be found among the standing stones of the Wild Temple. If this result is rolled, the gamemaster should pick a suitable result. Duck-Bear The Duck-bear was a creature of the Lesser Darkness. It has the body of a large brown bear, the head of a giant duck with sharp teeth, and the tail of a beaver. It is omnivorous, and territorial. The duck-bear is a strong swimmer.
The Wild Temple 31 Armor: 12-pt. tough hide on head, forequarters, and hindquarters, 7-point tough skin elsewhere. Skills: Climb 50%, Jump 60%, Scan 35%. Giant Armadillo Toad Hit Locations Location D20 Armor/HP Right Hind Leg 01–02 7/6 Left Hind Leg 03–04 7/6 Hindquarter 05–07 12/8 Forequarter 08–10 12/8 Right Foreleg 11–13 7/6 Left Foreleg 14–16 7/6 Head 17–20 12/7 Weapon % Damage SR Bite* 35 1D6+2D6 4 Swallow — Acid damage** — * On a successful bite, it attempts to swallow its opponent, using a resistance roll of the damage rolled (before armor) versus the SIZ of the target. If successful, the target is swallowed. ** Digestive acid is systemic, POT 16. Attacks from inside are at half skill but ignore armor protection, automatically striking the hindquarters. King Ironhoof The demi-god ruler of the Beast People is summoned from the Wild Temple, and often comes here to commune with the spirits of nature. Ironhoof is a son of Orlanth and Ner Jalari, Queen of the Centaurs. He was the first King of Dragon Pass in the early Third Age and is still the absolute ruler of the Beast People, worshiped as a living god by them. Although Ironhoof died centuries ago, he can be summoned by the Beast People to rule them again. When summoned, he inhabits the body of the current centaur stallion king, transforming them into his semblance, with his full powers and wisdom. When manifest, Ironhoof appears as a handsome centaur of great size and strength, handsome and obviously powerful. His coat and hair are golden, his skin brown and rugged. He wears a suit of gold-chased enchanted iron armor, originally worn when he was alive, kept between his incarnations. If slain, the body of Ironhoof’s host reverts to its former self. Ironhoof can speak all languages of Dragon Pass, but normally speaks Tradetalk to non-Beast Folk. Ironhoof is suspicious of most humans, though tolerant of Pure Horse People and Orlanth cultists. He views the Hero Wars with growing concern and believes that humans have already disrupted Arachne Solara’s web with their petty wars and ambitions. Ironhoof is friendly with the dragonewts and Aldryami, but dislikes trolls and tusk riders. He is wary of dwarves. He is always attended to by 3D6 female centaurs—his Six-Legged Antelope Vast herds of six-legged antelope once roamed Genert’s Garden and the surrounding lands during the Golden Age. They have long straight horns and are incredibly fast. Six-Legged Antelope Characteristics Average STR 3D6+12 22–23 CON 2D6+6 13 SIZ 4D6+12 26 DEX 3D6 10–11 POW 3D6 10–11 Hit Points: 17 Move: 14 Magic Points: 11 Base SR: 3 Armor: 1-pt. hide. Skills: Dodge 75%. Six-legged Antelope Hit Locations Location D20 Armor/HP Right Hind Leg 01–02 1/5 Left Hind Leg 03–04 1/5 Right Middle Leg 05–06 1/5 Left Middle Leg 07–08 1/5 Hindquarter 09–10 1/7 Forequarter 11–12 1/7 Right Foreleg 13–14 1/5 Left Foreleg 15–16 1/5 Head 17–20 1/6 Weapon % Damage SR Butt* 35 2D6+2D6 7 Kick* 35 1D6+2D6 7 Bite* 25 2D4 7 * A six-legged antelope will either butt or bite and kick in a melee round. Giant Armadillo Toad The giant armadillo toad was a creature of the Lesser Darkness. They eat anything that comes near them. They look like a giant toad, but with segmented armor on their head and body like an armadillo. Giant Armadillo Toad Characteristics Average STR 8D6 25 CON 3D6+3 13–14 SIZ 6D6+6 25 DEX 2D6 7 POW 3D6 10–11 Hit Points: 18 Move: 6 Magic Points: 11 Base SR: 4
RuneQuest Earth Elemental (any) (1–3 pts.), Dismiss Magic (1 pt.), Heal Body (3 pts.), Increase/Decrease Wind (1 pt.), Leap (1 pt.), Shield 3, Spirit Block 3, Thunderbolt (3 pts.), Wind Warp (1 pt.). Spirit Magic: Bladesharp 4, Countermagic 2, Detect Enemies (1 pt.), Dispel Magic 3, Ironhoof 4 (as Ironhand spell), Mobility (1 pt.), Speedart (1 pt.), Strength (2 pts.), Vigor (2 pts.). Magic Points: 40 Passions: Devotion (Arachne Solara) 95%, Devotion (Orlanth) 100%, Distrust (Mostali) 75%, Loyalty (centaurs) 100%, Loyalty (Beast Valley) 100%. Reputation: 80% Spirit Combat Damage: 3D6+4 Armor: Equine body has 1-pt. hide. Enchanted iron plate cuirass (9 pts.), enchanted iron greaves (9 pts.), enchanted heavy iron scale skirt covering equine body (8 pts.), and enchanted iron closed helm (9 pts.). (–80% to Move Quietly.) Skills: Animal Lore 85%, Battle 100%, Charm 75%, Cult Lore (Arachne Solara) 95%, Cult Lore (Orlanth) 75%, Customs (Beast Men) 100%, Dodge 75%, Elder Race Lore (centaurs) 95%, Homeland Lore (Beast Valley) 80%, Insight (centaurs) 80, Insight (humans) 30%, Intimidate 75%, Jump 80%, Listen 85%, Move Quietly 50%, Orate 90%, Scan 75%, Sing 70%, Spirit Combat 200%, Survival 85%, Swim 75%, Track 65%, Worship (Arachne Solara) 85%. Languages: Speak Beastspeech 100%, Speak Heortling 75%, Speak Pure Horse Tongue 50%, Speak Tradetalk 75%. Magic Items: Enchanted iron armor (does not modify spellcasting chance), enchanted iron mates—and 3D6 minotaur honor guards, hand-picked from among the mightiest of their folk. Ironhoof has many children among the centaurs, fathered from prior incarnations. Koros Ironhoof, commander of the Company of the Manticore (page 152–153) is one of these. As a king, Ironhoof uses a major domo to speak with outsiders. The current centaur to fill this role is Hadra Fleetmane, eldest daughter of the king whose body he inhabits. Typical Incarnation of King Ironhoof STR 24 CON 18 SIZ 35 DEX 20 INT 20 POW 40 CHA 28 Hit Points: 30 Move: 12 DEX SR: 0 SIZ SR: 0 Runes: Air 95%, Beast 95%, Earth 95%, Movement 95%. Rune Points: 15 (Arachne Solara), 15 (Orlanth Rex) Rune Spells: All common knowledge spells, plus Arrow Trance (1 pt., see Glorantha Bestiary, page 27), Beastmaster (2 pts.), Cloud Call (1 pt.), Cloud Clear (1 pt.), Command Air Elemental (any) (1–3 pts.), Command
The Wild Temple 33 Skills: Animal Lore 35%, Bargain 45%, Charm 35%, Cult Lore (Lady of the Wild) 45%, Customs (Beast Men) 75%, Dance 60%, Dodge 40%, Elder Race Lore (centaurs) 30%, Homeland Lore (Beast Valley) 30%, Insight (centaurs) 40%, Jump 55%, Listen 75%, Manage Household 60%, Meditate 30%, Orate 60%, Play Instrument (lyre) 65%, Scan 55%, Sing 60%, Spirit Combat 40%, Worship (Lady of the Wild) 35%. Languages: Speak Beastspeech 75%, Speak Heortling 30%, Speak Pure Horse Tongue 30%, Speak Tradetalk 25%. Magic Items: POW storage crystal (8-pt. capacity). Treasure: 150 L in fine garments, tailored for a centaur. Ransom: 2,000 L Hadra’s Hit Locations Location D20 Armor/HP Right Hind Leg 01–02 1/6 Left Hind Leg 03–04 1/6 Hindquarter 05–06 2/9 Forequarter 07–08 2/9 Right Foreleg 09–10 1/6 Left Foreleg 11–12 1/6 Chest 13–14 1/9 Right Arm 15–16 1/6 Left Arm 17–18 1/6 Head 19–20 4/9 Weapon % Damage SR Pts Short Spear 60 1D6+1+2D6 2 10 Hoof* 50 1D8+2D6 6 — * Can kick with hoof at the same time as striking with a short spear. Minotaur Honor Guard STR 28 CON 16 SIZ 28 DEX 14 INT 8 POW 12 CHA 6 Hit Points: 20 Move: 10 DEX SR: 2 SIZ SR: 0 Runes: Air 60%, Beast 80%. Rune Points: 0 Spirit Magic: Heal 2, Repair 2. Magic Points: 12 Passions: Devotion (Ironhoof) 80%, Loyalty (Beast Valley) 75%. Spirit Combat Damage: 1D6 Armor: 3-pt. skin. Heavy leather hauberk (2 pts.), cuirbouilli greaves and vambraces (3 pts.). (–0% to Move Quietly.) Skills: Dodge 35%, Intimidate 50%, Jump 45%, Listen 45%, Move Quietly 30%, Scan 45%, Track 25%. Languages: Speak Beastspeech 50%. Ransom: 200 L broadsword and shield, sacred longbow with Multimissile 2 spell matrix. Treasure: Incalculable wealth in the form of several hoards of money, gems, items of art, etc. Ransom: 5,000 L King Ironhoof’s Hit Locations Location D20 Armor/HP Right Hind Leg 01–02 10/6 Left Hind Leg 03–04 10/6 Hindquarter 05–06 8/9 Forequarter 07–08 8/9 Right Foreleg 09–10 10/6 Left Foreleg 11–12 10/6 Chest 13–14 9/9 Right Arm 15–16 9/6 Left Arm 17–18 9/6 Head 19–20 9/9 Weapon % Damage SR Pts Composite Bow 120 1D8+1 S/MR 7 Lance 140 1D10+1+3D6 0 10 Broadsword (iron) 120 1D8+1+3D6 2 18 Medium Shield (iron) 100 1D6+3D6 3 18 Hoof* 120 1D8+3D6 4 — * Can kick with hoof at the same time as striking with a broadsword. Hadra Fleetmane, Ironhoof’s Major Domo Initiate of Lady of the Wild. Centaur female, age 25. Noble. STR 17 CON 11 SIZ 24 DEX 17 INT 17 POW 12 CHA 15 Hit Points: 14 Move: 12 DEX SR: 2 SIZ SR: 0 Runes: Air 65%, Beast 75%, Earth 60%, Movement 80%. Rune Points: 3 (Lady of the Wild) Rune Spells: All common knowledge spells, plus Axis Mundi (1 pt.), Beastmaster (2 pts.), Draw Beast (1 pt.), Soul Sight (1 pt.), Summon Household Guardian (1 pt.). Spirit Magic: Detect Life (1 pt.), Detect Trap (2 pts.), Heal 2, Mobility (1 pt.). Magic Points: 20 (12 + 8 from crystal) Passions: Devotion (Ironhoof) 75%, Devotion (Lady of the Wild) 80%, Love (family) 75%, Loyalty (Beast Valley) 85%. Reputation: 12% Spirit Combat Damage: 1D6+1 Armor: Equine body has 1-pt. hide. Flowing robes (1 pt.), open helm (4 pts.).
RuneQuest Beast People Ceremony Hundreds, perhaps thousands, of Beast People have gathered at the Wild Temple to worship Arachne Solara. The Beast People dance with wild ecstasy as spirits are summoned, and animals and even fellow Beast People are torn apart and gorged upon. Great spirits and monsters are summoned as well, and participate in the dance, albeit unwillingly. At the height of the ceremony, a shade of Arachne Solara is summoned to devour her feast. She passes over her worshipers harmlessly, but devours the things brought to her. A description of one of these ceremonies is provided (following). Minotaur Honor Guard Hit Locations Location D20 Armor/HP Right Leg 01–04 6/7 Left Leg 05–08 6/7 Abdomen 09–11 5/7 Chest 12 5/8 Right Arm 13–15 6/6 Left Arm 16–18 6/6 Head 19–20 3/7 Weapon % Damage SR Pts Great Axe* 75 2D6+2+2D6 2 10 Greatsword* 75 2D8+2D6 3 12 Great Hammer* 75 2d6+2+2D6 3 5 Head Butt** 80 1D6+2D6 6 — * Equipped with one of these. ** Can go non-magically berserk in combat. This is akin to Fanaticism (striking at 1.5× skill value, cannot Dodge) but costs no magic points. A Wild Temple Ceremony The Testimony of Arnsal Harsadon’s Son. We knew that they were preparing a great summoning at their ancient stone ring in the wilds, and so Prince Argrath sought to disrupt them at any cost. With a flush of victory and the confidence of pride, we set forth at his word. Yaramio Karsteno led his tribe of Wasp Riders, and I led the other flyers. I placed Redwing in charge of the gargoyles and led the oddities myself. As we approached in the starlight, I could see the amassed hordes already engaged in their primitive rite. Their numbers were uncountable as they spread out among the kilometers of stone. They had formed lines and circles about the center and danced to a crude and persistent drumming that seemed to echo off the heavens. With a shock of recognition, I saw that they formed the pattern of a great spiderweb. A host of dark figures launched themselves upward, as if by unheard signal, but no holes showed in the web. The wasps dropped toward them, riders’ arrows hissing and flaming in the night, and forms crashed into the surging formation below. I saw a huge beast, perhaps a mammoth down from the ice or a small dinosaur. It was lurching stupidly among the formation as if drunk. When it struck the dancing lines of beastmen they would all run together into a knot about the beast. This sent it lurching away again, leaving a litter of broken life behind, only to stumble into another line farther onward. I saw that where the wasps fell the weblings broke and the dancers gorged themselves on the remains in a brief and frenzied feast. Three wasps broke through, with some harpies close after, winging upward. I thought they all smiled. Redwing led his gargoyles in a dive. Two wyrms fell, and we lost two flyers in killing the third. Redwing, alone, joined me again. Then we saw the cloud. It was a black empty mist, long as a bireme, moving among the lines of the dancing web. It passed the ecstatic beast-men without harming them. I saw its movements, stalking the tired animal that I had seen before. I now saw that what I thought was a mammoth was in fact a huge wolf. An uncanny and unnatural beast foreign to this world since the Godtime. Its coat was matted with blood, and its tongue lolled from its mouth. Parts of beast-men hung from its dry tongue. As I watched that mammoth wolf stagger about it, it seemed that the black cloud had many legs which carried it swiftly upon the net toward its prey. The wolf stumbled as if blind, into another weave of dancers. They seized it. Some drew weapons; some carried wasp’s parts. The wolf dropped to a crouch, then to the ground: always lying about with bronze jaws that killed five at a time. More beastmen piled on, kicking and biting, and I saw a duck drive a thorn-stick into the wolf’s eye. The Spider Cloud rushed forward toward it at great speed. “Run, Boss!” said Redwing, and popped from sight. I ordered Proudwing to climb for life. Wyrm jaws snapped where we had been. Proudwing kept dodging, and I directed him to flee westward, towards the Grazelands, since it seemed the safest, and the last pursuer turned back at Gulder’s Hill.
35 The Smoking Ruin he Smoking Ruin is an adventure for 4–6 beginning adventurers. While searching for precious long-lost artifacts hidden deep within the storied Smoking Ruin, the adventurers discover that the stories they have heard, even from experts, are but half-truths, and their preconceptions about both Glorantha and their place within it undergo a transformation. Overview The adventurers start in Clearwine Fort and must travel overland to the Smoking Ruin, located west of the Dragonspine in the southeast corner of the Grazelands. The Smoking Ruin are an infamous location, rumored to be filled with dangerous, malevolent troll spirits. They must interact with those spirits, and the artifacts may be forgotten altogether or left for another trip. Little do the adventurers know, however, that there is an unexpected cost to the journey. Weather Throughout this adventure, the environment and weather are described. This has a two-fold purpose, to immerse the players in the world and as a subtle reminder about the nature of the three-way relationship behind all of this, the Yelm-Orlanth-Ernalda triad. The gamemaster should utilize the weather to emphasize this relationship and remind the adventurers that they are small actors in a bigger play, and that their choices and actions do matter in that bigger picture. Adventurer Notes There is no ideal composition of professions or skills for the adventurers. It would be convenient to have an assistant shaman in the adventurers but is it not critical. More important, though, is to have adventurers competent in Performance, Dance, or Orate. The non-player character Treya (see page 41) is supplied for this purpose in the event the adventurers’ composition doesn’t match up with this need. However, at the point of Treya’s Sacrifice (page 93), an adventurer might want to help Treya or, indeed, replace their relative. An adventurer might join Treya’s ritual. Because a successful ritual results in a swap—the currently alive entity swaps places with the dead relative—the gamemaster might need to generate a dead relative quickly. If the adventurer has been created with the adventurer generation procedure from the core rules, the gamemaster can draw from one of those relations, or use the adventurer’s statistics as an approximation to describe a close relative, making a few slight changes for distinction. Player Expectations Adventurers in Glorantha have a complex relationship with spirits; treating them more like story-centric non-player characters as opposed to monsters to be fought and defeated. The spirit One-Eye Bugleg (see page 91) is such a non-player Gamemaster Notes Depending on what the adventurers do, the climax of certain encounters within the Smoking Ruin may call for specific information about an adventurer’s family history (generated on pages 27–38 of the RuneQuest core rules). Though this is part of the default adventurer generation process, some adventurers may not have this information. If this information isn’t handy, the gamemaster and the players should improvise the needed information on the spot, rather than stopping play and generating it all in the middle of the game session.
RuneQuest 36 character; in a perfect world, as is the great troll warrior ghost Vamargic (see page 95). The importance of shamans in adventures cannot be understated, and the gamemaster should treat ghosts and spirits as entities with stories, loves and hates, wants and needs, agendas, and their own sources of information. Unless the gamemaster portrays spirits as ‘full’ characters, opportunities for unique encounters may be lost. The gamemaster should keep this in mind when running this adventure, or other encounters with spirit entities. Some players may want to just jump straight into spirit combat, but the gamemaster should try and coax the players to think of other social opportunities, if desired. If the adventurers don’t embrace the idea of working with Bugleg and helping her with her goals, the theme of the adventure is muddy. The Adventurers’ Goals The adventurers are, objectively, here primarily to investigate whether a long-lost temple to Ernalda, along with an artifact precious to her, theorized by the Ernaldan priestess Daravala (see page 57) to be present in the ruins, is in fact located in the Smoking Ruin. If the temple exists, the adventurers are instructed to bring back evidence of its existence. If any artifacts are found, they should bring back at least a piece of one. The adventurers should figure out how sneak into the ruins, fight off any guardians, and escape with the evidence. But that is a tricky assignment, as they discover. And less valuable than the ghost One-Eye’s story. Treasure As a result of the troll Vamargic’s troops being both killed by the Beast Men and then ritually burnt by the dragonewts after having eaten the remains of Braineater’s, a Mistress Race troll leader, there is much magic to be had within the Ruin. This adventure barely scratches the surface of additional adventures to be had within the walls after One-Eye’s story has reached its conclusion. Storytelling The role-playing goal for the gamemaster: the adventurers meet One-Eye Bugleg and watch as Treya helps One-Eye release her grandmother from being un-dead. Then, they are asked to help Treya release her own grandmother and are given a choice whether to join in that ritual or not. In so doing, the adventurers become the repository of myths and legends known to no one else living in Dragon Pass, a profound and amazing thing. The adventurers might find themselves changing careers to address this newfound responsibility, or recruiting others to their cause, such as new initiates, minstrels and storytellers to spread the world, and even scholars to study the myths. All this comes from not killing the trolls. Reputation By retelling these stories, Vamargic’s legend grows and deepens for both trolls and humans. How he is remembered by future generations of trolls (see page 92 below) depends on whether a listener was ‘pro’ or ‘anti’ Vamargic, of course, because there are justifications for either version within Bugleg’s tale. One-Eye herself might become the genesis of a new cult. The release of the troll spirits that have become trapped should, of course, interest shamans and followers of Daka Fal, as well as Kyger Litor. All these stories ensure that the adventurers become famous as either ‘friends’ or ‘foes’ of trolls, with the additional result of increasing their reputation with troll-haters of all kinds. Emotion Through participation in this adventure, the adventurers may consider the theme of this adventure, the question of whether loyalty to family should outweigh one’s desire for their own life. Time to Complete the Adventure When played at a normal pace, the adventure takes between 5–8 three-hour game sessions. For a shorter adventure or one with a quicker pace, the gamemaster is recommended one or both of the following suggestions: .To get things moving quickly, skip Act 1 (see page 48), and provide the adventurers with just the core mission (conveniently summarized below); assign A Bit of Misdirection The overall adventure is structured as a bit of a fake-out. Much of what happens in Acts 1, 2, and 3 should appear to lead the adventurers in one direction but hopefully surprise them by the end. The gamemaster should be sure to note who the adventurers talked to and what info they obtained as they work their way through the adventure. The players themselves might know of the adventure’s title, but The Smoking Ruin doesn’t give too much away.
The Smoking Ruin 37 them the non-player character Treya (see pages 41–42) as a helpful guide; and launch right into the trip downriver toward Duck Point. This cuts at least one, possibly two whole sessions. .To concentrate on just the exploration of the ruins and eliminate the overland journey entirely, skip right to Act 3 (see page 64). This shortens the adventure to roughly 3–4 sessions in total. This may require some improvising to get the players to understand that the motifs of the story are centered on negotiation and performance (what Acts 1 and 2 accomplish) but is entirely possible. In this case, the encounter with Dappled Light (see page 65) becomes critical. Adventure Timeline The adventure is set to take place over a few weeks early in Sea Season, 1626. Daravala, Ernaldan priestess, the adventurers’ sponsor, strongly wants them to return by Clayday of Fertility Week (Ernalda’s High Holy Day). Daravala is planning a huge celebration to solidify her new position. Backing up from that day, the adventurers should set out sometime during Harmony Week. Which day, exactly, depends on whether the gamemaster wishes to apply pressure to the adventurers or let them go at their leisure. For a more leisurely time, the gamemaster should start the adventure early in that week. To apply time pressure to the players, the gamemaster should start them off later. Even a few days makes a tremendous amount of difference. If the gamemaster is skipping Act 1, have them start out on Fireday. It is possible if the players overthink the adventure kickoff or choose to not gather their data while in Clearwine, they may be operating without Daravala’s deadline. The gamemaster should make it clear to the adventurers that a return by the Holy Day might be to their benefit. Dappled Light (page 66) or Four Steps Blue (page 60) would be ideal non-player characters to make that suggestion. There are two earlier Holy Days occurring during what would be the adventurers’ normal transit time, those of Zorak Zoran (Freezeday of Death Week) and Humakt (Waterday of Death Week). These might be utilized thematically in the Sea Season Lunar Phase o Freezeday w Waterday e Clayday g Windday . Fireday K Wildday X Godday Disorder j 1 2 3 4 5 6 7 Harmony l 8 9 10 11 12 13 14 Death t 15 16 17 18 19 20 21 Fertility x 22 23 24 25 26 27 28 Stasis c 29 30 31 32 33 34 35 Movement s 36 37 38 39 40 41 42 Illusion i 43 44 45 46 47 48 49 Truth y 50 51 52 53 54 55 56
RuneQuest 38 adventure. Vamargic (page 95) worships Zorak Zoran, and the gamemaster could add signs and portents on that day. Additionally, it might be interesting to have the adventurers set out even earlier and arrive at the Ruin on that exact day (Freezeday of Death week), adding a layer of complication and physical danger to their mission. This might be an intriguing twist if the gamemaster wants to run more powerful adventurers in lieu of those the adventure is currently designed for, as using manifestations of Zorak Zoran’s mythic energy could increase the danger within the Ruin. One-Eye Bugleg, Emotional Manipulation, and the Ritual One-Eye Bugleg, the ghost of Vamargic’s trollkin servant, encounters the adventurers sometime after they have entered the Settlement area. She begs the adventurers to assist her in a ritualized dance / performance. Treya realizes the purpose of the ritual, and wanting to release her grandmother Thinala, first performs the ritual herself with Bugleg’s assistance. The adventurers are then placed in a dilemma where they must decide to stop Treya, stop Bugleg, help Treya, help Bugleg, or do nothing. Their decisions are the key to how that that performance plays out. All the while time is running out on both their actual mission (treasure hunting) as well as every passing second increases the chance that they are detected by Vamargic and attacked. Thus, their arrival and entry into the Ruin becomes a turning point for all the residents of the Ruin. The gamemaster’s goal is to present the players with at least some of the following dilemmas: . How do they feel about Treya’s sacrifice? Will they try to prevent it? Will they help? . How do they feel about helping trolls in general? . Is their assistance in the ritual contravening the wishes of the dragonewts to have the trolls atone? . How willing are they to get involved in Clearwine politics? .Are they willing to sacrifice themselves to help One-Eye or Treya? Common Knowledge The gamemaster could read the following section to the players during their research, or, if the players desire to skip right to leaving for the trip downriver, it could be read to them. Alternatively, this section could be printed out and given to the players, letting them read it for (or to) themselves. The Smoking Ruin began as a settlement built by Korol Kandoros in the Storm Age. The settlement located near the upper Oslir River was home to the Koroltes Tribe, one of the original Summer Tribes of the Vingkotlings. It was called ‘Korolstead’ during that time and was rumored to be constructed on a site sacred to Ernalda. For the Tarshites and Heortlings, Korol himself is one of the demigods of the Storm Age, and his tribe survived until Nysalor finally destroyed them after the Battle of Night and Day in 375. But the site is much, much older than that. They were primarily farmers and grazed their herds or sheep and cows on the slopes below the settlement. They farmed grain, and raised cattle, pigs, and sheep, and worshiped Orlanth and Ernalda. At its height, the human population was approximately 900– 1,000 inhabitants. Originally small, the settlement eventually it became a center for Ernaldan and Orlanthi worship (owing to its rumored connection to at least Ernalda), and temples to both supposedly existed within or near the edifice. Surrounded by cyclopean walls, humans lived there for hundreds of years but it was eventually abandoned. The reasons for the exodus are unclear. Later, the True Dragons razed the settlement, but most of the building walls and some structures within the walls survived. Laying empty, it was then sacked and plundered numerous times by various troll factions between 1120 and 1220. Then in 1220, a troll army led by the great troll warrior Vamargic Eye Necklace was massacred here. Legend has it that either Tusk Riders or dragonewts killed them (stories differ), their bodies heaped into piles and set on fire. The troll bodies are burning to this day, polluting the nearby hills and Hiia’s Valley with their stench. Vamargic Eye-Necklace was a famous warlord from the Shadow Plateau. He was the chief troll warlord serving the Only Old One and his demise weakened the power of Shadow Plateau. The trolls from there have been diminished ever since, and it is easy to find trolls or troll scholars who believe that what went on in the Ruin has somehow cursed all trolls.
The Smoking Ruin 39 Unlike the above pieces of information, which are more-or-less reliable and consistent between sources, the adventurers may also learn about one or more of the following rumors: . Much speculation exists regarding the trolls’ attraction to the site. Some speculate it had to do with the hazia plant, which only grows in certain climates. Could this be such a location? . No one knows what happened to Braineater; according to the stories he and his force seem to have disappeared. . Many believe that Tusk Riders killed Vamargic and set the bodies aflame, and it is Chaos that keeps them burning. For the Gamemaster’s Eyes Only The truth of the matter is this: Vamargic ambushed Braineater’s forces while they were sleeping, exhausted. Braineater’s trolls had been taking refuge inside the abandoned buildings after escaping from marauding Tusk Riders. Vamargic killed many of them in their sleep, and his victory was so complete that a huge revel began, gorging on Braineater’s remains and drinking intoxicating drinks. This revel continued in a great victory debauch that was so intense, no one noticed the small enemy cavalry force of Beast Men who, while tracking Vamargic to exact revenge, had assembled upon Orlanth’s Hill and the Valley floor. From both sides they rode down into the settlement to launch their attack. Vamargic’s trolls were taken by surprise. It was a complete rout and Vamargic’s forces were slaughtered. The Beast Men left the corpses to rot, but before they left, they hired a nearby Grazer clan to help them erect a memorial to those Beast Men who died in the fight. Vamargic died with the rest of his band. Unbeknownst to the Beast Men, a small clutch of full priest dragonewts had been tracking the Beast Men, curious what had brought them out of Beast Valley. They observed Vamargic’s slaughter from Orlanth’s hilltop shrine and had been aware of the violation of Braineater’s forces enacted by Vamargic. Once the Beast Men left, these priests clambered down the hill and gathered most of the troll corpses, built pyres, and set them ablaze, enacting a ritual so the bodies would forever burn, the spirits trapped there, never to leave until they had atoned for their misdeeds. The ritualistic burning created an act of Atonement for all the evil Vamargic had done. This information is available to the players if their adventurers extensively interview Treya or spend time with Hastur, priest of Lhankor Mhy. Daravala knows most of this, but she’s too busy to sit and chat. The gamemaster should keep in mind that Treya, amongst others, disputes some or all of this. Especially if anything comes up that involves her grandmother. Extra Details The following tidbits of information would become available through successful skill rolls, research, or inspired roleplaying in conversation with any knowledgeable non-player character. Hastur, Treya, and Sora all would know some of this and have opinions regarding the history. For instance, while Treya certainly has read a great number of scrolls related to this material, she might not have made the connections that she is able to until being carefully questioned by an inquiring adventurer. Some snippets of info are rarer than others. The gamemaster should use their discretion at how easy these are to acquire, but all should require a little digging. .The Greylands region of Dragon Pass was the greatest troll stronghold at the time. It lay between the Argan Argar Shadowlands and the Queendom of Dagori Inkarth. When the Dragons slew all humans in the land of the trolls, other non-humans quickly moved in, fighting each other as usual. Many expeditions went out from there to raid human holdings. One such target settlement was the abandoned Korolstead, later known as the Smoking Ruin. . Kajak-ab Braineater was a Mistress Race troll who worshipped Kyger Litor and led the trolls from Dagori Inkarth. The other inhabitants of the pass often call her tribe the Mountain trolls. Her major rival was Vamargic Eye-necklace who led the dark trolls from the south. He was most unusual, first because he was a great troll (who are almost always of low intelligence) and second, because his parents were both cave trolls. He worshipped Zorak Zoran, and his eye necklace was a sacred ritual object in his worship of Zorak Zoran. . No one is sure, but stories exist of a battle between Vamargic’s trolls and Braineater’s forces on the slopes just south of the settlement and slaughtered them. Vamargic’s forces had been looking to escape from an army of Tuskers, and they wanted to take refuge in the settlement.
RuneQuest 40 as a liminal barrier between the living and the dead. Rumors were that trolls could, through powerful rituals known only to priests of Kyger Litor, contact spirits of dead trolls. Not only was communication possible, but the return of troll spirits was possible as well. See the description of One-Eye Bugleg on page 90 for more details. The Gift Orlanth and Ernalda’s wedding took place on the site of the settlement. A piece of Orlanth’s gift to Ernalda, the Mirror, was left in the bottom of the Well in her courtyard. Clearwine Fort The adventure begins in Clearwine Fort (see the map on pages 50-51), a thriving city-fort, crossroads for many and a good starting place for adventure. Clearwine is described at length in the Adventures book in the RuneQuest Gamemasters Screen & Pack. Since Ernaldan worship is important, high-ranking people in Ernalda’s cult are at hand. Clearwine is the political and religious center of the Colymar Tribe. It is in an agriculturally rich area, with many vineyards to the north and east. The town has a weekly market and temples and shrines to the tribal gods. The tribal assembly meets here; outside the fort is a major Earth temple. Daravala, the adventure’s sponsor, works within the temple. Following is enough information to let the gamemaster run this adventure, but much more information about Clearwine is contained in the Gamemaster Pack. This adventure assumes the gamemaster owns that supplement, but it is not strictly necessary. If the gamemaster does not own it, they may need to improvise a bit while the adventurers are in Clearwine Fort. History of Clearwine Founded in 1325, this fortified town is the oldest human settlement in Sartar. Legends hold that Orgorvale, daughter of the demigod Vingkot, built its cyclopean walls in the Lesser Darkness to house her treasures. The Orgorvaltes were destroyed near the end of the First Age. Under the Empire of the Wyrms Friends, it became the administrative center for the district of Storn and was ruled by its priests. Its inhabitants all died during the Dragonkill of 1120 and it was left empty of humankind. Colymar originally built his settlement a few kilometers upstream, but after this settlement was burned by a later band of settlers in 1325, Colymar called his people together and they entered and cleared all draconic malignance out of One-Eye’s ritual completes the conditions of the Atonement (page 90). The powerful magic in Vamargic’s necklace did not prevent his physical death but allowed him to escape the full impact of the dragonewts’ ritual. Vamargic is not trapped as his lesser minions are, and he has created a community of slave troll spirits and skeletons that inhabit the ruins and hunt for intruders, killing them as they are apprehended. Vamargic continues his existence as a ghost, killing any interlopers on what he now considers his domain. It is Vamargic’s actions that have perpetuated the evil reputation of the Ruin, his lack of atonement keeping his spirits trapped within the dragonewt ritual. Thus, his stubbornness is preventing his and all his followers’ release. Ever since that day the corpses have continued to burn, trapping the spirits of Vamargic’s trolls as well as Braineater’s forces. Visiting trolls have attempted to contact the spirits of their ancestors who were killed there, but to no avail. The evil within the Smoking Ruin is so strong that no troll has managed to enter within its walls. Hombadaka Boko In the time of the Dawn, the trolls had a settlement known as Hombadaka Boko (translated as ‘Kyger Litor dancing ground’). This was a place of powerful magic and functioned
The Smoking Ruin 41 the ancient hill fort that loomed over the valley. They took it as their home and called it Brondagal. Since then, Clearwine Fort has been the most important settlement of the Colymar tribe. Despite reversals in war, the tribe could always take refuge behind its ancient walls. Persons of Prominence in Clearwine These are the important non-player characters the adventurers undoubtedly interact with during the adventure. Below, each non-player character is listed with a brief note summarizing why they are important to this adventure. For those detailed in the Gamemaster Screen & Pack Adventures book, please refer to their descriptions there. The statistics of those not in the Gamemaster Screen & Pack are presented here. Any other non-player characters not critical to this adventure are described in detail within the Gamemaster Screen & Pack and may be used to augment this list as desired. Treya of Ezel Initiate of Donandar and Ernalda. Female, age 30. Proud granddaughter of Thinala of Ezel, daughter of Pala of the Orlmarth clan. A dancer/performer by profession, Treya is of Esrolian heritage and very proud of it. But, even more than her Esrolian heritage she is proud of the heritage of her clan, well-known for their long service to the Feathered Horse Queen and for being the Bane of Tuskers. Her grandmother Thinala, who served the Feathered Horse Queen for many years, died at the hands of Tusk Riders. Treya is tall and lithe, a talented and popular singer and dancer, but just a bit too thin to make a living as a dancer in the temple. Possessing a beautiful voice, she is building a reputation as a singer/songwriter who performs at festivals and gatherings. She is an ardent student of the history of the Storm Age, convinced that her clan traces its history all the way back to those times. Ultimately, her goals are become an expert in History of the Dawning; to become a famous singer; to use her highly developed social skills to gain reputation. She is incredibly persistent, all in service of making her grandmother proud of her. The idea about where the adventurers are going and why is first proposed by Treya, so having them meet her begins the adventure. The gamemaster should read her description before play begins and decide whether to portray Treya as a non-player character or have a player portray her. Treya’s presence is important to give this adventure its core The Cult Of Donandar God of Music, Dance, and Theatre Donandar learned the arts of entertaining and mastery of illusion from the Puppeteers, worshipers of his mother, and befriended Eurmal. With the Great Darkness he left the Puppeteers to seek an end to the cosmic disharmony of Chaos. His music survived the Great Darkness and when the sun returned, Donandar greeted it with a song of triumph. Donandar wanders the world incognito as an ordinary wayfaring songster, bringing warmth and cheer to the folk he meets. Everyone is careful to welcome and be hospitable to all entertainers in hopes that they may someday host Donandar himself, bringing good luck forever after to their house. Donandar is covered in additional detail in the upcoming Gods of Glorantha sourcebook. Cult Rune spells Harmonize l 1 Point Ranged, Temporal, Stackable This spell causes the victim to do exactly what the caster does if their magic points are overcome by the caster’s. It works only on beings with the same hit locations as the caster, for reasons that should be evident. The recipient of the spell attempts to do whatever action the caster does. However, some things are impossible. If, for instance, the victim is walked into a pit, they continue to attempt to walk but cannot make much progress. If a Harmonized target is injured, the user feels pain (and must make an CONx5 roll if in the process of casting a spell), and if a Harmonized target is slain, the caster takes 1D6 general hit point damage. Multiple Harmonizes stacked together allows the caster to affect multiple targets. One common use of the spell is to perfectly coordinate a chorus line or dance group. Switch Places i l 2 Points Ranged, Instant, Nonstackable This spell must be cast at an apparition created through the Illusionary Sight Rune spell. It allows the caster to trade places with the apparition, which must be visible to the caster performing the transfer. A common tactic is for the caster to create an apparition of themselves, allow that apparition to be revealed as an illusion (and thus of no further interest), and then cast Switch Places.
RuneQuest 42 Treya of Ezel STR 13 CON 13 SIZ 13 DEX 11 INT 15 POW 15 CHA 14 Hit Points: 14 Move: 8 DEX SR: 3 SIZ SR: 2 Runes: Harmony 70%, Mobility 60%, Water 50%. Rune Points: 4 (Donandar, see sidebar below), 3 (Ernalda) Rune Spells: All common Rune spells, plus Charisma (1 pt.), Harmonise (1 pt., see below), and Switch Places (2 pts., see below). Spirit Magic: Befuddle 2, Demoralize (1 pt.), Healing 2. Magic Points: 15 Passions: Hate (Tusk Riders) 80%, Loyalty (Family) 80%, Love (Grandmother Thinala) (80%), Loyalty (Ezel) 70%, Worship (Ernalda) 60%, Worship (Donandar) (60%). Reputation: 20% Spirit Combat Damage: 1D6+3 Armor: Brimmed hat (3 pts.*), ring mail hauberk (6 pts. chest*, 4 pts. abdomen), leather greaves (3 pts.), cloth sleeves (3 pts. right arm*, 1 pt. left arm). Items with an asterisk are enhanced with an Armoring Enchantment, a gift from an old lover. Skills: Bargain 30%, Climb 55%, Customs (Esrolian) 40%, Dance 95%, Dodge 55%, First Aid 25%, Hide 45%, Jump 65%, Listen 40%, Orate 55%, Play Instrument (Stringed) 75%, Ride Horse 45%, Scan 50%, Sing 80%, Spirit Combat 45%, Storm Age Lore 105%. Languages: Speak Auld Wyrmish 25%, Speak Esrolian 85%, Speak Heortling 75%, Speak Old Pavic 37%, Speak Tradetalk 55%, Read/Write Esrolian 60%, Read/ Write Theyalan 50%, Read/Write Tradetalk 35%. Treasures: 20 L in coin. Ransom: 500 L Treya’s Hit Locations Location D20 Armor/HP Right Leg 01–04 3/5 Left Leg 05–08 3/5 Abdomen 09–11 4/5 Chest 12 6/6 Right Arm 13–15 3/5 Left Arm 16–18 1/5 Head 19–20 3/5 Weapon % Damage SR Pts Battleaxe (1H) 35 1D8+2+1D4 8 8 Composite Bow 30 1D8+1 3/8 7 Medium Shield 35 1D4+1D4 8 12 emotional resonance. She is part Greek chorus and part emotional weathervane. Treya can also be played as a member of the adventurers’ group, controlled by the gamemaster. While the gamemaster might just simply make it clear that Treya goes along regardless, the most emotionally rewarding way this works is if the players themselves suggest she go with them, or at least desire to spend time with her. This can be accomplished by role-playing her effervescent personality as best as possible. Treya is beautiful, funny, and charismatic, so adventurers may become smitten with her. She tells entertaining stories and certainly seems to know something about the Smoking Ruin. The gamemaster should use whatever works to get her to accompany the adventurers. More on her psychological agenda, which plays into the Ghost Dance Ritual, is provided throughout the narrative, as are suggestions for things Treya might do or say.
The Smoking Ruin is very loyal and generous to her supporters, even with many of those who acquiesced to her exile. She does not like Treya’s well-known loyalty to Treya’s grandmother Thinala, believing the (erroneous) rumor that Thinala had betrayed the Feathered Horse Queen while in service to her. She does not like treachery one bit. Leika has made it known to all that would listen that Treya, while likeable enough, is at best a fool and at worst a potential Lunar sympathizer. If Leika hears about Treya’s plan (soon to be explained) or if Daravala is inclined to share her plan, which makes potential use of Treya with Queen Leika, Leika might try and put a stop to all this nonsense. It is not that she dislikes Treya as a person (in fact, she secretly enjoys Treya’s tales of the Storm Age), it is that she is not going to take a step backwards and be branded as a Lunar supporter when so much has been achieved in the last few years. She suspects Treya’s motives are not as Treya would like people to believe them. If the adventurers return with the Mirror… that is going to be a dicey bit of business. Leika’s writeup appears on pages 22–24 of the RuneQuest Gamemaster Screen & Pack. Daravala Chan, Niece of Erannina Chan Priestess of the Clearwine Earth Temple, Administrative manager of the temple, of the Ernaldoring clan. Daravala manages day-to-day operations for the Earth Temple just outside of the Clearwine walls (see Location 1 on the map on page 50). Although only 35, she has proven to be extremely capable as well as sharp-tongued, and the initiates who study with her describe her as being ‘clearly favored of Ernalda.’ She was surprised when the aged High Priestess Yanioth Brangorsdotter took up the veil of Asrelia and abdicated. Daravala thought she would certainly be named High Priestess but, surprisingly (if only to her), Ereneva was named instead. Daravala is working to prove that her frustrations at Queen Leika’s choice of Ereneva won’t affect either her long-term relationship with Ereneva or dampen her work ethic. She has asked for and received the responsibility to arrange for the celebration for Ernalda’s High Holy Day on Clayday of Fertility Week, which comes up shortly. Treya and the adventurers’ appearance at her door solves Daravala’s problem of how best to make a splash during the celebration. In addition, she is fascinated with Ernaldan archeological sites in the Dragon Pass area. In charge of all cult research, she seeks a writing partner to help her finish a history of Ernalda worship in Dragon Pass. Daravala is known as a hard negotiator and not easily swayed by outward appearances. Some describe her personality as ‘flinty.’ She prefers working with those who speak their mind, make bold commitments, and deliver on those commitments. While these qualities are valuable in her administrative duties, they are, in the main, the exact thing outsiders quote when discussing Leika’s preference for Ereneva. However, Leika and Ereneva know the reason was quite different. It is all about family and politics. Leika Black Spear Queen of the Colymar. High Priest of Orlanth Rex, Wind Lord of Vinga. Female, age 37. Taraling clan. Leika is Queen of the Colymar by right and by conquest. She is a Wind Lord of Vinga, and the high priest of Orlanth Rex for the Colymar tribe. She earned the name ‘Ballista’ when she accompanied the Wooden Sword into the caves of Chaos deep within Snakepipe Hollow. Leika is a proud, stubborn woman; she is undaunted despite suffering numerous defeats and reversals that would have crushed the spirit of someone lesser. She
RuneQuest Does Asborn Have a Map? The gamemaster may decide that Asborn has a map fragment of the Ruin. If the adventurers decide to not follow Treya’s invitation to meet with Daravala, or the relationship with Treya does not flower for the adventurers, the gamemaster can use Asborn as an alternate way to get the adventurers moving toward the Smoking Ruin. If the adventurers are working for him, they must avoid letting Leika find out, for there is lots of trouble for Asborn. As one last note, if the adventurers find themselves in the Ruin with Vamargic breathing down upon them, Asborn could potentially arrive in a crash of thunder and blaze of lightning (literally!) and lend a helping hand if needed. Bad Luck If the adventurers encounter Four Steps Blue and each of the following is true: .Treya is with the adventurers, .Treya has had an encounter with Sora, . Leika has found out the foolishness on which Daravala has sent them, .The adventurers didn’t tell Ereneva of their plans… …agents of Leika encounter the adventurers north of the Wild Temple and tell them to turn back (pages 68–69). While it takes all four of these events to trigger this political mess, it has the potential to ruin the adventure for all involved. Asborn Thriceborn High Priest of Orlanth Thunderous. Male, age 35. Hiording clan. Asborn is a Storm Voice of Orlanth who refuses to stay dead. The son of a Hiording chieftain, Asborn is a boon companion of Queen Leika and twice accompanied her into Snake Pipe Hollow. He is often called Demonslayer for all the Chaos he killed. Twice he has died and twice Orlanth has returned him from the dead. He has come back to life so many times that it’s easier to come back than stay dead. When Leika returned to Sartar in 1625, Asborn returned to her service. He was instrumental in having her declared tribal queen and now serves as her Chief Priest. Asborn may be seen in the crowd watching Treya’s performance. He finds her attractive enough, but as of now has not let her know his feelings, especially as he is aware of Leika’s feelings toward Treya. He would aid any effort Treya makes toward honoring her grandmother (Asborn doesn’t believe the rumors) or Treya’s pursuit of investigating any of her grandmother’s adventures, and, having himself been reborn, Asborn has a deeper sympathy for anyone interested in matters related to researching a relative. He has considered making the trek to Smoking Ruin himself, but he does not wish to anger Leika. There are already too many issues to wrestle with daily. Asborn is in the Gamemaster Screen & Pack Adventures book, page 25. Ereneva Chan High Priestess of Ernalda. Female, age 29. Ernaldoring clan. The High Priestess of Ernalda is a daughter of Beneva Chan (a previous High Priestess) and Kallai Rockbuster (king of
The Smoking Ruin 45 looking for evidence she can overcome these challenges. Ereneva knows very well that her clan relationship with Leika (they are first cousins) is the real reason she was named High Priestess over Daravala, but has never shared this with anyone, especially Daravala herself. It’s always politics, as Leika needed to cement her status once she ascended to the throne. Daravala wasn’t the right blood. This plays into the political situation when the adventurers return. The evidence Ereneva seeks might come soon; she has assigned Daravala to prepare festivities for Ernalda’s upcoming Holy Day. Unlike Leika, Ereneva likes Treya (she knew Treya’s family in Esrolia, and never believed the rubbish about her grandmother Thinala) and occasionally helps Treya in Clearwine. She got Treya the job performing on the day the adventurers meet Treya. If she gathers wind of Treya’s plan, Ereneva supports any effort with which Treya is connected. However, the only way Ereneva knows about the plan is if the adventurers speak to her before they leave. If they do, the encounter in Beast Valley with Leika’s agents (pages 68–69) does not occur, because Ereneva puts a stop to it. But telling Ereneva goes against Daravala’s direct instructions. Ereneva appears on pages 26–27 of the Adventures book in the Gamemaster Screen & Pack. Sora Goodseller Priestess of Issaries, initiate of Yelmalio. Female, age 36. Jansholm/Hendriki. Sora Goodseller is a priestess of Issaries, God of Trade, and her shop serves as a temple to the deity. She is also an initiate of the Sun Dome god Yelmalio; but despite this she is notably friendly toward other Lightbringers. She has a geas from Yelmalio to distrust all Darkness creatures and has a general dislike for trolls—a dislike that is well-known. Sora also is a bit of an expert on troll behavior. Sora is from the city of Jansholm, in the southern reaches of the Hendriki confederation. She is loyal to Queen Leika, having aided her during her exile in the Holy Country and accompanied her to Clearwine Fort. She is a Leika woman, through and through. Sora is a very tall woman with yellow-blonde hair. She is scrupulously honest but has a fiery temper (some have dared compare her to Daravala), well-known for her colorful insults. Sora has extensive trade contacts with the Holy Country and Balazar. As a result, her stock is both more extensive and more exotic than one would expect. the Colymar from 1603 to 1613). Ereneva fled to Esrolia in 1613 after her parents were exiled in the wake of Starbrow’s Rebellion and she became a priestess of Ernalda in Nochet. Her lover (with whom she had a daughter) died at the Battle of Pennel Ford in 1624. Following his death, Ereneva returned to Sartar and rejoined the Colymar Earth Temple. She was surprised when Yanioth Brangorsdotter took up the veil of Asrelia and abdicated, and Ereneva was named the new High Priestess. Ereneva is devoted to her goddess and has strong connections to Esrolia and the Shaker Temple. She favors peace except when the welfare of her temple or tribe is threatened. In clan and tribal affairs, she relies on the counsel of Baranthos and his father, Dunorl. She dislikes Kallyr Starbrow and blames her for the exile of her parents. Ereneva is Daravala’s boss. She supports Daravala but is neutral regarding Daravala’s desire for more responsibility, waiting for tangible evidence that Daravala has succeeded in managing her quick tongue. She also knows that Daravala has some trouble in a tricky political environment and is
RuneQuest arrives in Duck Point, avoiding Sora’s shop altogether. However, see page 54 for an encounter with Sora in the White Grape Inn. Sora Goodseller is described on pages 28–29 of the Adventures book in the RuneQuest Gamemaster Screen & Pack, and is repeated here for convenience, given the strong chance she might enter combat if provoked. Depending on how she is encountered, she may be less well-equipped than in full armor and with her choice of weapons. Sora Goodseller STR 16 CON 14 SIZ 17 DEX 21 INT 13 CHA 17 POW 18 Hit Points: 17 Move: 8 DEX SR: 0 SIZ SR: 1 Runes: Earth 50%, Fire 90%, Harmony 70%, Movement 90%, Truth 85%. Rune Points: 8 (Issaries), 3 (Yelmalio) Rune Spells: All common Rune spells, plus Analyze Magic (1 pt.), Catseye (1 pt.), Clever Tongue (1 pt.), Cloud Clear (1 pt.), Create Market (3 pts.), Lock (1 pt.), Passage (1 pt.), Path Watch (2 pts.), Regrow Limb (2 pts.), Spell Trading (2 pts.), Sunbright (2 pts.). Spirit Magic: Detect Magic (1 pt.), Dispel Magic 2, Disruption (1 pt.), Heal 6, Lightwall 4, Repair 2, Spirit Screen 1. Magic Points: 65 (18 + 47 with allied spirit, bound spirit, and power crystal) Geas: Distrust Darkness creatures. Gift: Catseye as a permanent ability. Passions: Hate (Chaos) 85%, Hate (trolls) 60%, Loyalty (Queen Leika) 75%. Reputation: 30% Spirit Combat Damage: 1D6+1 Armor: Heavy scale hauberk (5 pts.), closed helm (5 pts.), bronze greaves (6 pts.). Skills: Bargain 95%, Craft (Cooking) 90%, Craft (Insult) 75%, Evaluate 90%, Ride 70%, Scan 55%, Spirit Combat 50%, Worship (Issaries) 75%. Languages: Speak Balazaring 25%, Speak Darktongue 15%, Speak Heortling 60%, Speak New Pelorian 30%, Speak Praxian 90%, Speak Tarshite 35%, Speak Tradetalk 90%, Read/Write Darktongue 25%, Read/Write Theyalan 30%, Read/Write Tradetalk 50%. Magic Items: Bronze short sword with a Fireblade matrix, POW storage crystal (11 magic points), brass wand with a Dispel Magic 5 matrix, and two Heal 6 potions. Sora’s dislike of trolls makes her a logical candidate for the adventurers to seek out during their planning stage. She would be happy to give the adventurer a 20% discount on any item they may wish to buy or rent, in return for any physical evidence of troll presence in the Ruin. She would be willing to pay double for items that may have been held by trolls. However, Sora doesn’t like Treya very much. The ‘associate’ of Treya’s who didn’t show up for Treya’s performance on the day when she met the adventurers was in fact in bed with Sora at that moment (see below). Treya doesn’t yet know of the betrayal, but if the adventurers—with Treya in tow—visit Sora’s shop, it is an uncomfortable moment. Sora and Leika are close friends and she knows that Leika distrusts Treya. Sora informs Leika about whatever she uncovers concerning Treya’s plans and the plans of the adventurers. If the adventurers go to Sora’s shop for goods or even to see the prices of goods, and Treya is with them, Leika finds out. But unless Treya accuses Sora of betrayal, Sora plays the situation calmly, as it is only business to her. Sora also doesn’t really care much for Daravala, their fiery tempers clash. So, the only way to avoid a complication with Sora is to handle all the trip’s logistics after the adventurers
The Smoking Ruin and avoid Daravala at first, Hastur might send them back to Daravala, with the map fragment, to speak with her before they leave. Asmara is his niece and he has observed Treya’s interactions with Asmara. Hastur’s relationship with Asmara is complicated by family issues. He tries to support her in any way he can without making his actual blood relationship with her obvious. If approached by the adventurers inquiring why he was listening to Treya sing (they may have heard about his dislike for her voice), he discusses his sense that perhaps those words he heard her sing were a sloppy translation of an old troll nursery rhyme. And, as such, he was trying to imagine what that would sound like in Darktongue. While this could true, the real reason he was eavesdropping was to check in on Asmara. Hastur is described on page 29 of the Adventures book in the RuneQuest Gamemaster Screen & Pack. Treasures: Iron short sword (not enchanted), iron left vambrace (not enchanted). Possession of these in their unattuned state reduces her chance to cast magic by –10% and has a 10% chance magic do not work on her. Allied Spirit: ‘White Snow’ (in quarterstaff) INT 13, CHA 13, POW 19. Knows Bladesharp 2, Bludgeon 4, Lightwall 4, Protection 1. Bound Spirit: ‘Nharhon’ (bound to the shop) CHA 10, POW 16. Ransom: 1,000 L Sora Goodseller’s Hit Locations Location D20 Armor/HP Right Leg 01–04 6/6 Left Leg 05–08 6/6 Abdomen 09–11 5/6 Chest 12 5/7 Right Arm 13–15 5/6 Left Arm 16–18 5/6 Head 19–20 5/5 Weapon % Damage SR Pts Shortsword 100 1D6+1+1D4 4 12 Quarterstaff 90 1D8+1D4 4 8 Medium Shield 85 1D4+1D4 7 12 Composite Bow 45 1D8+1 1 7 Hastur the Lawspeaker Chief Priest of Lhankor Mhy. Male, age 45. Ernaldoring clan. The Chief Priest of the local Lhankor Mhy cult was trained as a scribe at the Jonstown library. He has been tribal lawspeaker (an official advisor to the tribal leaders, who gives expert opinions on tribal law itself rather than on the facts or merits of an individual case). Hastur has no deep connection to Treya (doesn’t care about her, really, her voice kind of grates on his nerves) but knows Daravala and likes her. He cheered for Daravala because they are members of the same clan. He is very interested in the Ruin and honestly didn’t know Treya was curious about them. If he knew, he would have shared his map fragment (see the sidebar) with her long ago. He feels that Daravala did get passed over by Leika and supports Daravala’s plans. In fact, if the gamemaster wants to play it this way, if the adventurers can come to him first with their plan,
RuneQuest 48 5. Dragon’s Gate This is the main approach into the Royal Citadel. The gate consists of two great monoliths capped with a huge lintel; the opening is roughly three meters tall and three meters wide. Above the lintel have been carved two dragons flanking a pillar (thought by some to represent Kero Fin or even the Spike). The gate can be sealed with a pair of massive wooden doors. 6. Royal Citadel The Royal Citadel is the oldest part of Clearwine Fort and its foundations date to before the Dawn. It is located on the highest part of the hill and the walls here are also the highest, ranging from eight to 12 meters high. The citadel can be accessed from the Upper City by a ramp that leads through the King’s Gate. The royal palace and the necropolis occupy most of the interior of the citadel. 7. Upper City The buildings here are built of stone, with tiled roofs made of timber, slate, or baked clay. Buildings typically adjoin one another and open toward an inner circular street that winds its way from the Lower City to the Citadel. Most houses are the residences of wealthy families, although the district includes two inns, stables, a redsmith, and several temples (including the Lightbringers Temple). The Lightbringers Temple and the weekly market are the heart of the district and the center of city life. 8. Market This plaza is the location of the weekly market. A towering, bronze statue of Issaries, the god of communication and trade, is on the south side. On the north side is the Lightbringers Temple. Jaranstand White Grape is the market priest, and he resolves disputes between merchants. 9. Lightbringers Temple This building across from the market consists of a central courtyard open to the sky, surrounded by stone corridors. There are altars for offering sacrifices to each of the gods of the temple. A chamber along the rear of the temple serves as the sanctuary where cult images and sacred regalia are kept. Portions of the building double as a hospital. The temple serves as a major temple to Orlanth Adventurous, with minor temples to Orlanth Thunderous and Rex, shrines to all the Lightbringers, and an associated shrine to Ernalda. Nearby are the homes of the tribal priests. clearwine Points of Interest The locations below address those relevant to The Smoking Ruin. Should the adventurers explore more of the fortresscity than is described in this adventure or if the gamemaster wishes to detail further encounters within its walls, the map and city description presented on pages 32–36 of the Gamemaster Screen & Pack are invaluable for this purpose. 1. Small Walls These walls were built around two centuries ago. They are only two-to-four meters high and are made of fieldstone. Within the walls are the sacred vineyards of the Earth Temple. Here Hareva was given the clearwine grape by the goddess. 2 & 3. Earth Temple and Sacred Vineyards This temple is located outside of the walls of Clearwine Fort. A major temple to Ernalda, with shrines to Asrelia, Babeester Gor, and Maran Gor, this is one of the most important Earth Temples in Dragon Pass. The temple has a shrine to Flamal as a husband-protector. It is a square building, with the inner sanctum underground. The temple’s interior is decorated with stone carvings and paintings of deities. The high priestess is always of the Ernaldoring clan, either by birth, marriage, or adoption. The vineyards within the small walls belong to the Earth Temple and are sacred to the Ernalda cult. The rich farmlands between Clearwine Fort and the Stream also belong to the temple; the tenant farmers grow grain and wine for the cult. Collectively, these lands are called the Sacred Fields. 4. City Walls The walls of Clearwine Fort are made of massive blocks of stone and range between four and 12 meters in height. There is a walkway atop the walls, protected by a narrow battlement on the outer edge that resembles the teeth of dragons. The Map Fragment Hastur has the map fragment. He gives it to the adventurers, or if his reaction to them is not favorable, he lets them copy it under a very strict time limit. This results in some details on the map being more garbled then they already are. Hastur also has information about the settlement as well as Korolstead and the history of the area. The gamemaster should utilize him to get the adventurers up to speed if Treya’s not around.
The Smoking Ruin Act 1: Curtain UP Waterday, Harmony Week, 1626 It is Waterday, Harmony Week, in 1626, a typical day in Clearwine Fort. The weather is beautiful: bright, sunny, warm. Yelm shines in all his glory, his worshippers couldn’t ask for anything better. Auspicious, indeed. The city is celebrating one of Queen Leika’s recent successes. Perhaps a broadcast announcement of the celebration gave the adventurers ample excuse to travel to Clearwine and meet up there, or perhaps they’re merely there for their own purposes. The adventurers are in the Lower Market for whatever reason is appropriate: perhaps they have returned from a prior adventure or are seeking a new exploit to earn glory with. Or perhaps they are just here for some tasty and cheap food (the market has much), some delicious wine (even more), and some entertainment. In the latter case, they are in luck. 10. White Grape Inn A freshly painted sign of a cluster of white grapes swings in the breeze outside this inn, one of two in Clearwine Fort. Sora Goodseller, an Issaries priest from the Holy Country, recently purchased this inn. Travelers, merchants, and foreigners patronize the business. This large stone building has two floors, a cellar, an attached warehouse, and stables. The main floor of the building is the tavern and common room for meals and entertainment. The upper floor is sleeping rooms for rent. The cellar contains foodstuffs and wine. There is always at least one mercenary guard here. Prices for food, drink, and rooms are as per the RuneQuest rules, page 413. 11. Old Gate and Ramp This is the original entrance to the Upper City, dating back to the First Age. It is accessed by a ramp paved with stones. The gate can be sealed with heavy wooden doors, although they have not been for more than a century. 12. Lower City This area is settled by farmers, crafters, and foreigners. Buildings typically adjoin one another and open toward an inner circular street that winds its way to the Upper City. There are many workshops here. The Lower City is separated from the Upper City by a steep cliff and by the old walls of the Upper City. There are two gates leading out of the Lower City into the Sacred Fields. These gates can be closed with wooden doors. 13. Temple of the Tribe This open-air altar is where black bulls are sacrificed by tribal leaders to the wyter of the Colymar tribe, as part of the Orlanth Rex cult. 14. The Ram’s Head A skeletal ram’s head with immense horns hangs above the entry to this three-story stone and timber building. Hareva Weaver, Issaries priest and counselor of the king, operates the inn. The ground floor is the tavern and common room for meals and entertainment. The upper floors have both private rooms and dormitory style barracks for visitors. Prices for food, drink, and rooms as per the RuneQuest rules, page 413.