16 July 2011

Yet Another Edition of RuneQuest in the Works!

After Mongoose's recession of their contract with Issaries, and the announcement that they were discontinuing the Glorantha Second Age books and wouldn't use the name RuneQuest any longer for their d100-based publications (see my previous post), morale was pretty low amongst RuneQuest fans.

True, Moon Design are producing Gloranthan supplements of the highest quality, but they are meant to be used with the HeroQuest system, and they are set in Third Age Glorantha.

But an excellent piece of news has hit the "d100-sphere" today: renowned MRQII authors Lawrence Whitaker and Pete Nash are teaming up again to produce a new edition of RuneQuest and supporting supplements. This new edition of RuneQuest should hit the shelves in 2012. It will be the 6th one after two editions by the Chaosium, one by Avalon Hill, and two by Mongoose. Apparently (information is scarce at the moment), the new RuneQuest will cover both Second and Third Age Glorantha.

Loz and Pete have created an ad hoc company for their endeavour called Design Mechanism, but they will closely co-operate with Moon Design.

More information can be found at the following links:

EDIT: Loz has posted the following on the rpg.net forum boards today:
[Answer to a question re: RQ6 v MRQII] Rules and mechanics cannot be copyrighted, so our work will build on MRQII although the words will obviously be completely new. Plus, the system will got fully reviewed, revised, tweaked and the few broken-ish bits fixed.

[Answer to a question re: RQ6 v Glorantha] The RQ6 core rules won't be set in Glorantha at all. They'll support Gloranthan adventuring, but they'll not specifically use the setting. One of the beauties of our partnership with Moon Design is that we can bring RuneQuest back to Third Age Glorantha, which couldn't have happened under the Mongoose licence, so you can expect to see some Third Age RuneQuest books again in the future, as well as some Second Age. We haven't battened-down a Glorantha plan yet - there are other priorities - but rest assured that Glorantha is on the radar.

15 July 2011

Introduction to the Umathing Campaign Game

As written in the previous post, I intend to portray the Umathings as a conservative, isolated lot. I have also decided that, since they have been magically transferred to Umathela from a far-away place, and since they have little interaction with foreigners, their language has kept many archaisms from Slontos. As a consequence, I have decided to use Anglish as a source of inspiration for the Umathings' dialect. Here's a first sampler.

They call it the Imperial Age, but we call it the Forlorn Tide.

It did start well, though. The Empire was good at the time. Imperial ships† took us from the barren lands of our forefathers and brought us to our new home. Imperial settlers helped us clear the woods and drain the marshes. This also drove out the wort-men who lived here before we did.

We grew and we throve on this new land of ours with rolling hills and open fields. The Imperials lived in their great towns on the shore, we lived in our steads and townlets and kept to ourselves. But soon the Empire grew wicked and slanderous. Our elders had to bow down to their aldermen; our warriors were taken far away to fight wars which weren’t our wars. Many did not return. Worse of all, however, was the weightiness that the Imperial wizards took. They built their lore halls were they would grow in uncouth spellcraft-lore and dwimmer-lore, and whence fearsome gear-beings stepped out. They brought in bug-men from their home island. This was too much. We got together, swore oaths of help and brotherhood, and set upon the evil that the Empire had become. The strout was long and harsh but in the end we won.

Life is tough, though. Trade hasn’t borne well our newfound asideness. The great towns on the shore yold to us but kept many of their wizards who may still plot against us. Leftovers of their eerie checkouts are still there; fearsome fiends dwell in forsaken wrecks. Yet young daredevils set out to delve into those stows. This game is about their undertakings.

Note: The magical transfer from Slontos to Umathela was such a shock that the Umathings have collectively suppressed it from memory and now sincerely believe that they have come by ship.

13 July 2011


I want to portray the Umathings as a conservative, paranoid lot who live out in the sticks, and who are actually content with their situation because they want to have as little interaction with outsiders as possible.

Remember— These Slontan Orlanth worshippers didn't voluntarily come to Umathela as settlers by ship; they were magically transplanted from Slontos to Umathela by the God Learners! This is the kind of traumatic experience whose victims are bound to suffer some kind of mental relapse later on...

What is the Umathings' world view? City dwellers are sorcerous madmen. Elves and goblins are evil wort-men. Timinits are yet eviller bug-men. Anything else is just monsters. So basically far from home = danger and monsters. As a consequence, the Umathings lead simple and secluded lives. They have their steads, they practise slash-and-burn agriculture, and they raise their animals. They worship their storm and agricultural gods, which are completely unrelated to their neighbours'. I also assume that their language has kept some archaisms from Slontos; I will try to make that apparent in my posts.

However, despite this heavy conservatism and general isolationism, some Umathings are born with an urge to discover what lays past yonder hills... these people are the stuff adventurers are made of.

12 July 2011

I have chosen

OK, I have made further decisions as regards the Umathelan setting for my 2nd Age T&T game. The players will be Umathings. Time-wise, the campaign will be set after the revolt of the Umathelan Coalition in 901 (and possibly also later than 908, the canonical year of the Mongoose source books) but before the Lightbringers Quest that the Umathings are supposed to perform in the 10th century.

Some useful links/suggested resources: