Vol 2, iss 1 Shaivalla Well-Loved Mon st er of t h e Mont h Shaivalla, Well-Loved — January 2021 CREDITS WRITING: Austin Conrad COVER ARTIST: Alexandre Gauthier EDITING: Bill Carley LAYOUT: Austin Conrad INTERIOR ARTISTS: Thomas Daniell, Alexandre Gauthier, and Martin Helsdon. Hail Ernalda, Queen of the Universe! May she bless all who read these words with Love and Life forever! To learn more about Akhelas’s publications, please visit akhelas.com RuneQuest is a Trademark of Moon Design Publications and is used with their permission via the OBS Community Content program. For more information please visit Chaosium’s website: www.chaosium.com The Chaosium and RuneQuest Logos are used under license. Shaivalla, Well-Loved © 2021 Austin Conrad / Akhelas PDF Version 1.0. No updates. I ntroduction Welcome back to Monster of the Month! This issue is the first in a recurring series featuring powerful non-player characters for use by gamemasters of RuneQuest—Rune Masters! Inspired by the RuneQuest Classic supplement of that name, these issues of MOTM spotlight the most memorable antagonists of a RuneQuest campaign. Rune Masters lead their societies, wield powerful magics, and are pretty much all-around badasses. They can be valued friends or implacable foes—or even alternate twixt the two as the story progresses. This issue introduces an adventuring Rune Priestess of Ernalda: Shaivalla, Well-Loved. Although she may seem an unintuitive choice for a series about “monsters,” Shaivalla demonstrates an important reminder: don’t mess with the Earth goddesses! The worshipers of Ernalda aren’t passive healers lingering in town, but powerful magicians and seductive temptresses. They’re capable of wielding both Fertility and Harmony for their own ends, as well as for the good of their community. Inside this supplement you’ll find Shaivalla’s history, advice for gamemastering her— whether as friend or foe—a magic item (using the same format as Treasures of Glorantha, also available from Akhelas on the Jonstown Compendium.), and a description of her retinue. This supplement gives the gamemaster everything they need to use Shaivalla in their own campaign as a major non-player character, or to introduce her as a new element into an existing story. Throughout this supplement, the following abbreviations are used to reference Chaosium’s official publications for RuneQuest: RQG (RuneQuest core rulebook), GB (Glorantha Bestiary), and RBM (The Red Book of Magic). While you’ll need all three supplements to make complete use of this publication, you should be able to get by with just the core rulebook. In addition, the abbreviation “var.” is used to describe stackable Rune spells with a base cost of 1 Rune point. Shaivalla , Well-Loved Shaivalla is a striking woman whose presence fills the room, whether a grimy tavern or the king’s megaron. Rich and powerful, she is bedecked in finery wherever she goes. Bright jewelry, richly-dyed cloth, and a considered application of heavy cosmetics combine to ensure all viewers know that she speaks for the Queen of the Universe. Shaivalla has begun to be touched by age, although lightly. She flaunts this, deepening the lines of her face and the corners of her mouth with a touch of black kohl. Although Shaivalla relishes changing costume regularly as a way to display the wealth of the Earth, she retains the same complicated Esrolian hairstyle. This is a mark of her association with that land most beloved by Ernalda. History Shaivalla is a member of the “royal” clan of the Locaem Tribe, the Salvi. After the conquest of Wilmskirk and its city confederation—to which the Locaem belonged—by the Lunars in 1602 st, some families of the Salvi fled south into Heortland, while others refused to leave their ancestral lands. Shaivalla’s family was among those who refused to bow their heads to the occupiers. Initiated into adulthood as an exile from her clan, tribe, and princedom, Shaivalla has never forgiven those who stayed behind in Sartar. This disgust was turned upon her immediate family when Shaivalla learned her uncle—her father had been slain defending Wilmskirk—meant for them to remain in Heortland, and forge new lives among the Hendriki. Shortly after her adulthood initiation, Shaivalla journeyed westward, toward Esrolia. She sought to forge 1 Some of Shaivalla’s history in Esrolia—the people who adopted her, the city she lived in, the names of her children and those close to her—has been left intentionally vague. The gamemaster is encouraged to create this information for themselves as necessary so that Shaivalla best suits their Glorantha. alliances there amongst other Sartarite expatriates— even those lacking name or rank. During this time Shaivalla forged relationships with the men and women of the God-King’s court, and their associates. She even married a few of them. Shaivalla found position and power for herself among the Esrolians. Adopted by the nobility of one of Esrolia’s cities, she was acclaimed as a Priestess of the Earth. Still, she never forgot her origins in the fertile vale of Bran Creek, or the sight of Dawn kissing the cliffs of the Pegasus Plateau. After Shaivalla had been in Esrolia nearly a decade, a flame was kindled among the expatriates. Though Fazzur Wideread extinguished one hope when he snuffed out Starbrow’s Rebellion in 1613 st, yet another hope was kindled in the embers of defeat. Seeking vengeance upon the invaders, Shaivalla gathered together her friends and lovers. In 1615 st she joined King Broyan and Prince Kallyr—alongside similar outcasts and adventurers—leaving three children behind her at Ezel. Ten years and tenfold sacrifices later, Shaivalla once more may hear the laughter of Bearded Bran, and taste the sweetness of unshackled wind. Yet this doesn’t bring the pleasure she assumed it would. Famegrave Fort, her clan’s ancestral home, is filled with collaborators and deceivers. Few among the Salvi—in Shaivalla’s eyes—deserve their freedom. Rather than join the Three Emeralds Temple and serve under a Lunar collaborator—Aritha, the temple’s High Priestess—Shaivalla travels Sartar. She attends holy days at the nearest temple, or wherever else she may be, and serves the goddess while wandering. It is in this state that the adventurers meet her: successful, yet restlessly discontent. 2 Personality Shaivalla is passionate, cunning, and ambitious. She possesses beauty, and wields it like a Humakti wields their sword. She is swift to take offense, and swifter to forgive. Although she takes lovers gladly, it is rare that Shaivalla finds one compelling for a long time. She has only once taken a husband beyond occasional yearmarriages (see Marriage Status, RQG 427). Shaivalla strives to embody Ernalda’s power in the Middle World. Her greatest failing in that regard is that she is, at best, a mediocre mother. Consumed by hatred for the Lunars, and disgust for most of her fellow members of the Salvi Clan, Shaivalla has twice abandoned children with their kin in order to pursue her ambitions. Shaivalla’s greatest fear is that her struggles, and those of her family, will be forgotten in the tapestry of history. She is obsessed with legacy. She sees her role in the battles of Broyan and Kallyr to free Sartar as having been significant—in all likelihood more significant than she deserved in truth—and nurses contempt for those of the Locaem now celebrating their freedom. Seemingly, without having made comparable sacrifice. Motives Now that the Lunars have been driven out of Sartar, Shaivalla’s desire is to “cleanse” the Salvi Clan of those weak-minded people who cooperated with their oppressors. This should sound frightening. Like many a passionate Hero before her, Shaivalla’s future and past both cast long shadows of violence. Should she get her way, the Three Emeralds Temple of the Locaem will Ca non icity Shaivalla is designed for use by the gamemaster in any game they’re running, but she’s best suited for one in Sartar which utilizes the plot hooks provided in the titular adventure of The Pegasus Plateau & Other Stories. You won’t need a copy of that book to use this supplement, but this work is written to be compatible with Chaosium’s publication. Be aware—this supplement contains plot spoilers for that adventure. acquire a reputation as mighty and frightful as that of the Shaker Temple in Old Tarsh. Gamemastering Shaivalla S haivalla as E nemy If an enemy, Shaivalla is best used as an ongoing political antagonist. While she and her retinue are capable of martial confrontation, this isn’t their strong point. More importantly, it’s not a thematically meaningful use of a priestess of the Earth. As the leader of a rival faction within the adventurer’s community, Shaivalla has both the magics and the skills necessary to confound and foil the adventurers. She seeks prestige and power, and is unscrupulous in their pursuit. She defines her role as the Great Mother through a lens adopted during her time as an expatriate in Esrolia. Shaivalla understands that Ernalda’s mysteries affirm the goddess as Queen of the Universe with—or without—a king. The final confrontation with Shaivalla does not necessarily result in life or death for her foes, but rather shapes the soul of the community. The cult of Ernalda is the heart of every Heortling society, and its leaders guide community values. This plot works especially well if one or more of the adventurers worship an Earth goddess. It should lead to a “contest” heroquest, as each side strives to show whose way of life is more fruitful. An examples of this sort of story is found in Adventure Seeds, nearby. Tactics Shaivalla is cunning, and has few scruples. She won’t blatantly flout Heortling ideals of Honor with her actions, but this is an issue of pragmatism, not principle. It does her no good to make unnecessary enemies, or to sour the opinion of her allies. Nonetheless rumor, gossip, and the Intrigue skill are powerful tools. Shaivalla’s other strong Communication skills can be wielded to shape public opinion around the adventurers. The best way to handle this is by shifting the opinions of other non-player characters “offscreen.” After returning from an adventure, the adventurers hear friends sharing rumors besmirching their competence or Honor; a rival is chosen instead of an adventurer for the position of Rune Priest; and so on. This allows the gamemaster to plant the seeds of an ongoing plot as the adventurers try discovering who opposes them. In combat, Shaivalla relies upon her bodyguards, providing them with supporting and disruptive magics. Her favorite tactic is to invoke Ernalda with Multispell, and then to bolster her guards with Vigor, or shatter her opponents’ morale with Demoralize. Shaivalla has bountiful magic points to draw upon from her bound spirits, letting her wield magic freely. Emphasize descriptively how Shaivalla becomes Ernalda’s righteous wrath when invoking the goddess’s Rune magic— supporting her friends, and cowering her foes. S haivalla as F riend Shaivalla can be an intractable foe, but she can also be a valuable ally. Should one of the adventurers distinguish themselves during “The Pegasus Plateau” and find themselves scouted for the Locaem kingship, Shaivalla is eager to work with them. She might be a political ally, a magical supporter, a lover—or, most likely, a combination of all three. Use of the Bless Champion spell mechanically expresses the importance of Ernalda to adventurers who worship Orlanth, or the other husband-protectors (see RQG 294). If the adventurers continue to work alongside Shaivalla, consider how other members of the Locaem Tribe—and of the Salvi Clan in particular—react. She’s powerful but not exactly nice or peaceful. Should the adventurers routinely go along with her schemes, there’s a very real chance they may lose status as Shaivalla becomes seen as the true authority. It’s entirely plausible that Shaivalla might at one stage in the campaign be a valued ally, and later become a thorny adversary. A dventure S eeds The following stand-alone adventure seeds are provided to help the gamemaster introduce Shaivalla into their campaign. Further plot complications can then be explored organically at the table. A Rival in Love When Shaivalla visits the adventurers’ community, she disrupts their romantic lives! This mainly plays out one of two ways: Shaivalla is attracted to an adventurer, or she is attracted to a non-player character an adventurer is entangled with. 3 Shaivalla is attracted to adventurers strong in the Fertility Rune, or with a high CHA characteristic. She’s also not above romancing an adventurer to utilize their personal or political power. It’s entirely plausible that she’s drawn toward several. She may seek to play the adventurers off one another, in a series of increasinglyridiculous stunts to earn her love. This works especially well if one or more adventurers worship Orlanth or another of Ernalda’s husband-protectors, hereby adding mythic resonance to the intrigue. Should an adventurer reciprocate Shaivalla’s desire, this leads to conflict with her existing lovers—especially the hot-blooded Harjarl, who challenges the adventurer to a duel. If Shaivalla is drawn toward an adventurer’s love interest a similar series of events emerge, but with the adventurer in the role of offended lover. This approach is useful for the gamemaster if they wish to push that adventurer’s story forward—by introducing a rival, the adventurer can feel compelled to pursue their love more passionately, or else give it up. Throughout, remember that no single spell cast or ability rolled should remove a player’s agency. This is important because Shaivalla is a master of Charm, and possesses magic such as Arouse Passion. While overt seduction might be carried out with the adventurer preferring otherwise—after all, seduction stories are a staple of terrestrial myth, like the story of Enkidu and Shamhat—it should never be done without the player’s consent. The gamemaster should use this as an opportunity to shape this important development in the adventurer’s life together with their player. A Contest of Skill Shaivalla, a total stranger, strides into the local Earth temple and challenges the High Priestess to a weaving contest. The prize varies, depending on what the adventurers’ community values. It may simply be the next year’s first amphora of wine, but more likely this contest is of a magical nature. Shaivalla wishes to strengthen herself in her ongoing political struggle with Aritha of Three Emeralds Temple, perhaps binding this temple’s priestesses to her agenda. The adventurers might get drawn into this weave-off as contestants directly confronting Shaivalla or her associates. Alternatively, they could be assigned clean-up duty after the contest. Shaivalla wins, and 4 claims a treasure from the temple—and it’s the adventurers’ task to retrieve it. This may be challenging, because the use of violence against a Rune Priestess of Ernalda has mythic consequences. Children of the Goddess Shaivalla isn’t a good mother, but she does love her children in her own way. It was out of love that she took her children from their Esrolian kin, and entrusted them to the priestesses of the sacred temple-city Ezel. Embroiled in the Locaem Tribe’s politics, Shaivalla doesn’t feel she can afford the journey south to bring them to her now-free homeland. This adventure seed works best if the adventurers have already been established as friends with Shaivalla, and in particular if one of them is an Ernaldan. The Rune Priestess asks the adventurers to make the journey to Ezel in the heart of Esrolia. They are to bring her children to Mommie Dearest. Of course, being adventurers, they’re bound to get into trouble on the way. Further complications can entangle the adventurers in Esrolian politics—both magical and mundane—depending on the gamemaster’s style of play. For example, the priestesses of Ezel may resist surrendering the children. This could be from “simple” affection, or due to a deeper reason. Perhaps one of Shaivalla’s daughters has been recognized by Ernalda as an incarnation of Voria, the Goddess of Spring and Childhood! Shaivalla, Well-Loved Rune Priestess of Ernalda. Female, age 36. Salvi Clan, Locaem Tribe. STR 11 CON 16 SIZ 13 DEX 15 INT 17 POW 19 CHA 18 Move: 8 Hit Points: 18 SIZ SR: 2 DEX SR: 2 Runes: Air 40%, Earth 80%, Darkness 70%, Fertility 95%, Harmony 85%. Rune Points: 12 (Ernalda) Rune Spells: All common spells, plus Arouse Passion (x, var.), Bless Champion (x, 2 pts.), Binding Enchantment (R, 1 pt.), Bless Crops (x, var.), Bless Pregnancy (x, 2 pts.), Charisma (x, 1 pt.), Dismiss Earth Elemental (e, any size, 1–3 pts.), Heal Body (x, 3 pts.), Magic Point Enchantment (R, 1 pt.), Regrow Limb (x, 2 pts.), Shield (g, var.), and Summon Earth Elemental (e, any size, 1–3 pts.). Self-Resurrection 5: Shaivalla can resurrect herself by expending POW or Rune points as if she had the shamanic ability of the same name (RQG 361). This takes one minute. See Lenthargen’s Head, page 7, to learn more. Spirit Magic (95%): Befuddle (2 pts.), Glamour (2 pts.), Heal 6, Protection 3, Slow (1 pt.), Spirit Screen 2, Vigor (2 pts.). Magic Points: 73 (19 + 50 in bound spirits and + 4 in a Magic Point Enchantment) Spirit Combat Damage: 1D6+3 Passions: Devotion (Ernalda) 90%, Hate (Lunar Empire) 80%, Love (Edderslie) 60%, Love (Harjarl) 45%, Loyalty (Locaem Tribe) 40%. Reputation: 40% Armor: None. (–0% to Move Quietly) Skills: Animal Lore 30%, Art 30%, Bargain 45%, Battle 35%, Charm 100%, Craft (Weaving) 90%, Cult Lore (Ernalda) 55%, Customs (Esrolia) 60%, Customs (Sartar) 35%, Dance 75%, Dodge 35%, Evaluate 40%, Farm 75%, First Aid 70%, Fast Talk 40%, Hide 30%, Homeland Lore (Esrolia) 30%, Homeland Lore (Sartar) 35%, Intimidate 35%, Insight (Aldryami) 10%, Insight (Humans) 80%, Intrigue 80%, Listen 40%, Meditate 45%, Move Quietly 35%, Orate 70%, Plant Lore 50%, Play Instrument (Percussion) 50%, Play Instrument (Strings) 70%, Scan 40%, Search 40%, Sing 90%, Spirit Combat 60%, Spirit Lore 20%, Treat Disease 20%, and Worship (Ernalda) 90%. Languages: Speak Earthtongue 70%, Speak Esrolian 60%, Speak Heortling 95%, Speak Tarshite 40%, Read/Write Theyalan 30%. Magic Items: 4-point Magic Point Enchantment in copper ring, which only Ernalda cultists can use; a 1-POW Binding Enchantment in a hairpin; a 3-POW Binding Enchantment in a gold armband; and Lenthargen’s Head. Treasure: 2D20 L. Ransom: 1,000 L Shaivalla Hit Locations Location D20 Armor/HP Right Leg 01–04 0/6 Left Leg 05–08 0/6 Abdomen 09–11 0/6 12 0/7 Right Arm 13–15 0/5 Left Arm 16–18 0/5 Head 19–20 0/6 Chest Weapon % Damage SR Pts Dagger 40 1D4+2 8 6 5 Bound Spirits Shaivalla has three bound spirits: a large Earth Elemental bound in her gold armband, a healing spirit bound in her hairpin, and a familiar snake named Noodle, with an Ernalda cult spirit bound within. Shaivalla does not have an allied spirit. Large Earth Elemental STR 29 SIZ 10 meters3 POW 20 Move: 3 Hit Points: 29 Damage: 3D6 Abilities: See pages 179–180 of the Glorantha Bestiary. Healing Spirit POW 17 Move: 17 Skills: Spirit Combat 75%. Abilities: See page 169 of the Glorantha Bestiary. Noodle (Diamondback Rattlesnake, GB 160) CON 11 SIZ 5 DEX 17 STR 5 POW 13 CHA 8 Move: 6 Hit Points: 10 SIZ SR: 3 DEX SR: 1 Runes: Earth 80%. Spirit Magic (65%): Demoralize (2 pts.), Heal 4. Magic Points: 13 Spirit Combat Damage: 1D6 Armor: None. Skills: Dodge 50%, Hide 70%, Move Quietly 80%, Spirit Combat 65%. Languages: Speak Earthtongue 10%. Noodle Hit Locations Location D20 Armor/HP Tail 01–06 0/4 Body 07–14 0/5 Head 15–20 0/4 Weapon % Damage SR Bite* 40 1D4–1D4 + poison** 8 *If Noodle’s bite deals damage, it delivers a systemic poison equal to her POW. If the poison overcomes the victim’s CON on the resistance table, within 1D4×15 minutes the victim begins to vomit, experiencing violent spasms and respiratory failure. **Minimum 1 damage. 6 x e l Lengarthen ’s Head This object appears to be a broken statue, carved from jade. About the size of two fists put together, it depicts the head of a serpent. The jade is smooth and worn with age, and weighs about six kilograms (12 pounds). Whenever the head is touched, it feels warm, no matter the temperature. A Cult Lore roll reveals this object is the head of Lengarthen, the dead god. But, this is only half the truth—the other half is that it is the head of Lengarthen, the living god. It embodies the mystery of the snake— how it lives by dying, and while dying, lives. Relationships None Attunement Procedure: Lengarthen’s Head functions like a focus of power for a spirit cult, which can guide a discorporated magician to Lengarthen in the Spirit World. The Head is attuned following the same procedure required for founding a spirit cult, on page 378 of the core rulebook. However, instead of founding a cult, the magician becomes attuned to Lengarthen’s Head. If the magician is a shaman, they need not roll to see if their fetch agrees—the fetch does not become subject to Lengarthen in the process of attuning the head. Lengarthen has a POW of 20. Non-shamans can perform the ritual to attune the head through use of intoxicants (such as hazia, GB 199) or access to the Discorporation Rune spell through a subcult, spirit cult, or other source of arcane mysteries. Associated—Genert; Friendly—Eiritha, Ernalda, and other Earth deities; Enemy—All Chaos creatures Knowledge Attune, Cult Secret, One of a Kind History Lengarthen was a minor Earth god, born from Genert’s body, but not an inheritor of that primordial entity’s power. Just as his parent was both snake and man, so too was Lengarthen. From waist up his form was that of a large serpent, and below, that of a virile human. He was much-loved by the mortal peoples of Genert’s Garden, and spent his time among them instead of among the immortals. Long after Genert birthed Lengarthen, Chaos invaded the world. Although he was no warrior, Lengarthen fought alongside the forces of Genert and the Earth. Like many other members of his family, Lengarthen was slain at the terrible Battle of Earthfall. Unlike them, however, that wasn’t the end of Lengarthen’s story. By a mix of Luck and Fate, Lengarthen was spared the permanent oblivion of entropy—instead, he was “merely” killed. What the Chaotic foe believed to be Lengarthen was in truth, his shed skin. While Lengarthen traveled to the Underworld along with a remnant’s remnant of the gods of the Garden, his skin—his body and power—was left behind. He’s still worshiped today at places where the Earth holds great power, like Sacred Ezel in Esrolia, and the Paps in Prax. Outside such places Lengarthen’s name holds little power and even less fame. Procedure Powers An adventurer attuned to Lengarthen’s Head can shed their body in order to return from the dead. This functions like the shamanic ability Self-Resurrection (RQG 361). After completing the attunement ritual, the adventurer must sacrifice characteristic points to determine how many points they have in SelfResurrection (they may choose not to sacrifice, and not gain the ability). For example, Shaivalla sacrificed 3 POW and 2 STR. She gains the Self-Resurrection 5 shamanic ability, and requires only one minute to restore herself, per the Self-Resurrection Limits table on page 361 of the core rulebook. In addition to spending points of POW to use SelfResurrection, the wielder of Lengarthen’s Head may in addition spend Rune points associated with any Earth 7 Rune cult. However, Rune points spent this way can be replenished as usual through Worship. Shaivalla is slain by a stray arrow during a battle, which deals eight points of damage to her head. Her head’s current hit points are –2. Using the Self-Resurrection ability of Lengarthen’s Head, Shaivalla spends one point of POW, and two Rune points from her Ernalda Rune point pool. After one minute has passed, Shaivalla has healed herself. She gains 3 hit points, and her head’s current hit points are 1. Although she can’t get back the point of POW she spent, Shaivalla can still replenish those two Rune points on the next holy day of Ernalda. If the wielder ever cannot restore themselves with this special Self-Resurrection, or chooses not to, they lose the ability. Likewise, if someone else attunes Lengarthen’s Head, they lose the ability (the previous wielder knows it’s gone). Proximity to Lengarthen’s Head is unimportant for using this power, but most wielders keep the artifact close, to ensure no one else attunes it. If someone attunes the Head during the resurrection period, the attunement succeeds. The previous wielder resurrects, and then loses their ability. Value Despite the difficulty in attuning Lengarthen’s Head, it is still a potent tool in the hands of a shaman or a Hero. The Head is worth 500 L at an Earth temple which knows of Lengarthen, and 2,000 L or more to someone capable of using it. Such rewards are usually bargained in spellcasting, training, or service, rather than silver. A depiction of the Vines-Are-A-River Temple, located somewhere in the Genert Wastes. According to the local savages, this temple is an illusion which has forgotten it is dead. A remnant of Genert’s Garden, our Second Age archive indicates the library of Old Pavis sent three expeditions searching for the temple. None returned. — Hylaren of Jonstown Retinue When encountered out in the world—in other words, out where adventures usually take place—Rune Masters are rarely alone. They are accompanied by retinues of bodyguards, attendants, initiates of their cult (or friendly cults), and so on. Shaivalla is no exception. She is always accompanied by Brovara—her bodyguard and worshiper of Babeester Gor—and one or more lovers. Additional guards, lovers, and attendants are common—Brovara, and one other, represent the bare minimum Shaivalla will travel with. Additional bodyguards and servants are provided in a generic format. In the unlikely event that adventurers seek to interact with these less-important persons, suggested names are provided. Of course, the gamemaster should always feel free to make up additional non-player characters themselves. Brovara Lucknose Initiate of Babeester Gor. Female, age 22. Ulanding Clan, Locaem Tribe. This warrior’s nose was lost long ago; her face is now dominated by a black tattoo of the Death Rune. Brovara calls herself Lucknose because she lost her nose in a duel with the esteemed Humakti swordmaster, Renharth Blackveins. This was lucky, because she lived. Brovara always preferred weapons of war to the typical tasks of crafting and child-rearing which fill the lives of Sartarite women. When she was initiated into adulthood, she refused to initiate to Ernalda as well. Several years later—just after she lost in the hotblooded duel against Renharth—she took her survival as a divine sign, and joined the warriors of Babeester Gor. Although Shaivalla has offered multiple times, Brovara insists on not allowing her nose to be regrown. It is a symbol of her devotion. Brovara Lucknose STR 16 CON 14 SIZ 17 DEX 9 INT 12 POW 10 CHA 11 Move: 8 Hit Points: 16 SIZ SR: 1 DEX SR: 3 Runes: Death 70%, Earth 50%, Movement 65%. Rune Points: 3 (Babeester Gor) Rune Spells: All common spells, plus Axe Trance (t, 1 pt.), Earth Shield (e, 3 pts.), and Shield (t, var.). Spirit Magic (50%): Detect Enemies (1 pt.), Heal 4, Strength (2 pts.). Magic Points: 10 Spirit Combat Damage: 1D6 Passions: Devotion (Babeester Gor) 75%, Honor 80%, Loyalty (Shaivalla) 60%. Reputation: 10% Armor: Open plate helm (4 pts.), light scale sleeves (4 pts.), a quilted linothorax (2 pts.) underneath her light scale hauberk (4 pts.), leather trews (1 pt.), and cuirboilli greaves (3 pts.). Brovara’s armor is not a personal possession; it belongs to the Three Emeralds Temple. (–20% to Move Quietly) 9 Skills: Battle 40%, Dodge 20%, Hide 20%, Homeland Lore (Sartar) 30%, Insight (human) 45%, Intimidate 30%, Listen 50%, Move Quietly 25%, Ride (horse) 30%, Scan 55%, Search 30%, Spirit Combat 35%, Worship (Ernalda) 10%, Worship (Babeester Gor) 25%. Languages: Speak Earthtongue 20%, Speak Esrolian 30%, Speak Heortling 60%, Speak Tradetalk 15%. Treasure: 1D10 L. Ransom: 500 L Brovara Hit Locations Location D20 Armor/HP Right Leg 01–04 4/5 Left Leg 05–08 4/5 Abdomen 09–11 7/5 12 6/6 Right Arm 13–15 4/4 Left Arm 16–18 4/4 Head 19–20 4/5 Chest Weapon % Damage SR Pts Battle Axe 70 1D8+2+1D6 7 8 Large Shield 50 1D6+1D6 7 16 Harjarl, Brenorth’s Son STR 13 CON 12 SIZ 15 DEX 13 POW 14 CHA 17 INT 9 Move: 8 Hit Points: 13 SIZ SR: 1 DEX SR: 2 Runes: Air 50%, Fertility 70%, Movement 65%. Rune Points: 2 (Orlanth) Rune Spells: All common spells, plus Leap (s, var.) and Shield (g, var.). Spirit Magic (70%): Protection 1, Strength (2 pts.). Magic Points: 14 Spirit Combat Damage: 1D6+1 Passions: Hate (Lunar Empire) 60%, Honor 65%, Love (Shaivalla) 70%. Reputation: 5% Armor: 2-point heavy leather hauberk and 4-point open helm. (–0% to Move Quietly) Skills: Battle 20%, Dodge 30%, Charm 50%, Hide 20%, Insight (Human) 20%, Listen 30%, Move Quietly 20%, Scan 35%, Search 30%, Spirit Combat 30%, Worship (Orlanth) 25%. Languages: Speak Esrolian 27%, Speak Heortling 55%, Speak Tradetalk 30%. Treasure: Two gold earrings worth 10 L each, and 1D10 L. Ransom: 250 L Harjarl Hit Locations H arjarl, Brenorth’s Son Initiate of Orlanth Adventurous. Male, age 21. Wilmskirk City. A handsome youth with light blue eyes and crimson hair. His thick beard is braided, and gold earrings hang from both ears. Harjarl is handsome and quick-tempered. He’d be Shaivalla’s perfect choice, except that he’s not the sharpest sword in the smithy. Still, he’ll do as a lover for a season or two—in her mind—although he’s not likely to sire children, or leave any other lasting impression. Harjarl caught his lover’s eye after fighting a duel in Wilmskirk, his home city. He’s handsome, bold, and jumps a bit too quickly to flattery. Shaivalla is Harjarl’s first serious lover. The young man sees himself as brave Orlanth, eager to please his “Green Woman” and defend her honor. 10 Location D20 Armor/HP Right Leg 01–04 0/5 Left Leg 05–08 0/5 Abdomen 09–11 2/5 12 2/6 Right Arm 13–15 0/4 Left Arm 16–18 0/4 Head 19–20 4/5 Chest Weapon % Damage SR Pts Broadsword 60 1D8+1+1D4 5 12 Medium Shield 40 1D4+1D4 6 12 Edderslie the Mink Initiate of Donandar and Eurmal the Vain. Male, age 29. Threestick Clan, Bachad Tribe. Disheveled brown hair and a careless pose give this man an aura of calculated indifference. Edderslie is from one of the poorer clans of north Sartar, although not the poorest. When he met Shaivalla in the city of Alda-Chur, he saw the priestess as his way out of rural life. While he’s no sycophant—and actually is quite rude—this has intrigued Shaivalla, rather than driven her away. Edderslie amuses her, so she keeps him around. He can serve as a useful foil and scapegoat for Shaivalla’s scheming. She has no intention of putting her Reputation at stake trying to protect him from consequences. Edderslie the Mink STR 11 CON 9 SIZ 13 DEX 15 INT 13 POW 11 CHA 16 Move: 8 Hit Points: 10 SIZ SR: 2 DEX SR: 2 Runes: Air 50%, Harmony 55%, Illusion 70%, Movement 60%. Rune Points: 2 (Donandar), 3 (Eurmal) Rune Spells: Donandar l: All common spells, plus Project Music (l, var.), and Truetune (l, 1 pt.). Eurmal i: Charisma (i, var.), Divination (R, var.), Extension (R, var.), Illusory Sight (i, var.), Illusory Sound (i, var.), and Multispell (R, var.). Spirit Magic (55%): Glamour (2 pts.), Mobility (1 pt.). Magic Points: 11 Spirit Combat Damage: 1D6+1 Passions: Hate (Authority) 60%, Love (Shaivalla) 50%. Reputation: 15% Armor: None. (–0% to Move Quietly) Skills: Act 10%, Battle 15%, Conceal 35%, Dodge 45%, Charm 70%, Disguise 25%, Fast Talk 50%, Hide 40%, Insight (Human) 20%, Listen 50%, Move Quietly 40%, Orate 30%, Scan 45%, Search 30%, Sing 75%, Sleight 50%, Spirit Combat 40%, Worship (Donandar) 15%, Worship (Eurmal) 30%. . . Languages: Speak Esrolian 40%, Speak Heortling 80%, Speak Tarshite 16%, Speak Tradetalk 30%. Treasure: 1D6 L, 2D6 C, and whatever else he’s gotten his hands on recently. Ransom: 0 L Edderslie Hit Locations Location D20 Armor/HP Right Leg 01–04 0/4 Left Leg 05–08 0/4 Abdomen 09–11 0/4 12 0/5 Right Arm 13–15 0/3 Left Arm 16–18 0/3 Head 19–20 0/4 Chest Weapon % Damage SR Pts Rapier 45 1D6+1 6 8 Self Bow 30 1D6+1 2 5 Bodyguard Initiate of Babeester Gor. Female, ages 21–50. Typically Locaem Tribe. In addition to Brovara, Shaivalla is usually accompanied by 1D6 initiates of the Babeester Gor cult. Less frequently, she is instead guarded by warriors who worship Ernalda’s husband-protectors, with Orlanth most common. Such variation is provided in the Bodyguard description. Sample Male Names: Beraventus, Dinrik, Jarulf. Sample Female Names: Enteva, Inioth, Sorasta. Bodyguard STR 14 CON 12 SIZ 13 DEX 10 INT 13 POW 13 CHA 10 Move: 8 Hit Points: 13 SIZ SR: 2 DEX SR: 3 Runes: Air or Earth 50%, Death 60%, Movement 60%. Rune Magic: Babeester Gor (2 points) et: All common spells, plus Axe Trance (t, 1 pt.), and Shield (e, var.). . 11 . Orlanth Adventurous (2 points) gs: All common spells, plus Leap (s, var.), and Lightning (g, var.). Spirit Magic (65%): Bladesharp 2, Protection 2. Magic Points: 13 Spirit Combat Damage: 1D6 Passions: Honor 60%, Loyalty (Three Emeralds Temple) 60%. Armor: 3-point cuirboilli greaves and vambraces, 4-point plate open helm, and 4-point light scale hauberk. (–20% to Move Quietly) Skills: Battle 50%, Dodge 20%, Listen 30%, Scan 40%, Search 30%, Spirit Combat 35%, Worship (Babeester Gor) 20% or Worship (Orlanth) 20%. Languages: Speak Esrolian 25%, Speak Heortling 50%, Speak Tradetalk 25%. Treasure: 1D10 L. Ransom: 500 L Bodyguard Hit Locations Sample Names: Esrarella, Kenlartha, Loni, Ondurira. Attendant CON 12 SIZ 13 DEX 11 STR 9 INT 13 POW 10 CHA 13 Move: 8 Hit Points: 13 SIZ SR: 2 DEX SR: 3 Runes: Earth 50%, Fertility 60%. Rune Points: 1 (Ernalda). Rune Spells: All common spells, plus Bless Crops (x, var.). Spirit Magic (50%): Heal 2, Ignite (1 pt.). Magic Points: 10 Spirit Combat Damage: 1D6 Passions: Love (family) 60%, Loyalty (Shaivalla) 60%. Armor: None. (–0% to Move Quietly) Skills: Dodge 25%, Bargain 25%, Charm 20%, Listen 30%, Scan 30%, Search 30%, Spirit Combat 25%, Worship (Ernalda) 20%. Languages: Speak Esrolian 25%, Speak Heortling 50%, Speak Tradetalk 15%. Treasure: 1D6 C. Ransom: 250 L Location D20 Armor/HP Right Leg 01–04 3/5 Left Leg 05–08 3/5 Abdomen 09–11 4/5 12 4/6 Right Arm 13–15 3/4 Location D20 Armor/HP Left Arm 16–18 3/4 Right Leg 01–04 0/5 Head 19–20 4/5 Left Leg 05–08 0/5 Abdomen 09–11 0/5 12 0/6 Chest Attendant Hit Locations Chest Weapon % Damage SR Pts Battle Axe* 60 1D8+2+1D4 8 8 Right Arm 13–15 0/4 Broadsword** 60 1D8+1+1D4 7 12 Left Arm 16–18 0/4 Medium Shield 50 1D4+1D4 8 12 Head 19–20 0/5 *Babeester Gor. *Orlanth Adventurous. Attendant Initiate of Ernalda. Female, ages 16–30. Typically Locaem Tribe. Shaivalla is often accompanied by 1D3 initiates of Ernalda, who see to her needs while traveling. They set up camp, negotiate with innkeepers, cook food, and generally do anything Shaivalla (or her lovers) don’t want to do. 12 Weapon % Damage SR Pts Dagger 30 1D4+2 9 6 Shaivalla, Well-Loved Head 19–20 Rune Priestess of Ernalda. Female, age 36. Salvi Clan, Locaem Tribe. AP: 0 Beautiful, covered in tattoos venerating the Earth. HP: ___/6 L Arm 16–18 R Arm 13–15 Characteristics AP: 0 AP: 0 STR 11 CON 16 SIZ 13 DEX 15 Chest 12 HP: ___/5 INT 17 POW 19 CHA 18 HP: ___/5 Move: 8 Hit Points: 18 AP: 0 SIZ SR: 2 DEX SR: 2 HP: ___/7 Runes: Air 40%, Earth 80%, Darkness 70%, Fertility 95%, Harmony 85%. R Leg 1–4 L Leg 5–8 Rune Points: 12 (Ernalda) AP: 0 AP: 0 Abdomen 9–11 Rune Spells: All common spells, plus Arouse Passion HP: ___/6 HP: ___/6 AP: 0 (x, var.), Bless Champion (x, 2 pts.), Binding HP: ___/6 Enchantment (R, 1 pt.), Bless Crops (x, var.), Bless Pregnancy (x, 2 pts.), Charisma (x, 1 pt.), Dismiss Earth Elemental (e, any size, 1–3 pts.), Heal Body (x, Hit Points 3 pts.), Magic Point Enchantment (R, 1 pt.), Regrow 0 1 2 3 4 5 6 7 8 9 10 Limb (x, 2 pts.), Shield (g, var.), and Summon Earth 11 12 13 14 15 16 17 18 Elemental (e, any size, 1–3 pts.). Self-Resurrection 5: Per RQG 361. Rune Points (Ernalda) Spirit Magic (95%): Befuddle (2 pts.), Glamour (2 0 1 2 3 4 5 6 pts.), Heal 6, Protection 3, Slow (1 pt.), Spirit Screen 2, 7 8 9 10 11 12 Vigor (2 pts.). Magic Points: ___/23 (Doesn’t include bound spirits) Healing Spirit Large Earth Elemental Spirit Combat Damage: 1D6+3 POW 17 MP: ___/17 STR 29 SIZ 10 meters3 POW 20 Passions: Devotion (Ernalda) 90%, Hate (Lunar Move: 3 Move: 17 Hit Points: 29 Empire) 80%, Love (Edderslie) 60%, Love (Harjarl) 45%, Loyalty (Locaem Tribe) 40%. Skills: Spirit Combat 75%. MP: ___/20 Damage: 3D6 Reputation: 40% Abilities: See pages 179–180 of the Abilities: See page 169 of the Armor: None. (–0% to Move Quietly) Glorantha Bestiary. Glorantha Bestiary. Skills: Communication +20% Bargain 25%, Charm Noodle (Diamondback Rattlesnake, GB 160) STR 5 CON 11 SIZ 5 DEX 17 80%, Fast Talk 20%, Intimidate 15%, Intrigue POW 13 CHA 8 60%, Orate 50%. Knowledge +15% Battle 20%, Evaluate 25%, First Hit Points: ___/10 Move: 6 Aid 55%, Treat Disease 5%. Runes: Earth 80%. Magic +15% Meditate 30%, Spirit Combat 45%, Spirit Magic (65%): Demoralize (2 pts.), Heal 4. Spirit Lore 5%, Worship (Ernalda) 75%. Magic Points: ___/13 Manipulation +20% Craft (Weaving) 70%. Spirit Combat Damage: 1D6 Perception +15% Insight (Humans) 65%, Listen Skills: Dodge 50%, Hide 70%, Move Quietly 80%, 25%, Scan 25%, Search 25%. Spirit Combat 65%. Stealth +5% Hide 25%, Move Quietly 30%. Languages: Speak Earthtongue 10%. Tail (01–06) Body (07–14) Head (15–20) Languages: Speak Earthtongue 70%, Speak Esrolian ___/4 HP ___/5 HP ___/4 HP 60%, Speak Heortling 95%, Speak Tarshite 40%, Read/ Combat: Bite 40% 1D4–1D4 plus poison SR 8 Write Theyalan 30%. Magic Items: See text. Combat Abilities Treasure: 2D20 L. Dagger 40 1D4+2 SR 8 ___/6 Pts Ransom: 1,000 L Dodge 35 . . . . . . Brovara Lucknose Initiate of Babeester Gor. Female, age 22. Characteristics STR 16 CON 14 SIZ 17 DEX 9 INT 12 POW 10 CHA 11 Move: 8 Hit Points: 16 SIZ SR: 1 DEX SR: 3 Runes: Death 70%, Earth 50%, Movement 65%. Rune Points: ___/3 (Babeester Gor) Rune Spells: All common spells, plus Axe Trance (t, 1 pt.), Earth Shield (e, 3 pts.), and Shield (t, var.). Spirit Magic (50%): Detect Enemies (1 pt.), Heal 4, Strength (2 pts.). Magic Points: ___/10 Spirit Combat Damage: 1D6 Passions: Devotion (Babeester Gor) 75%, Honor 80%, Loyalty (Shaivalla) 60%. Reputation: 10% Skills: Battle 40%, Hide 20%, Insight (Humans) 45%, Intimidate 30%, Listen 50%, Move Quietly 25%, Scan 55%, Search 30%, Spirit Combat 35%. Languages: Speak Heortling 60%, Speak Tradetalk 15%. Treasure: 1D10 L. Ransom: 500 L Head 19–20 AP: 4 HP: ___/5 R Arm 13–15 AP: 4 HP: ___/4 Chest 12 AP: 6 HP: ___/6 R Leg 1–4 AP: 4 HP: ___/5 L Leg 5–8 AP: 4 HP: ___/5 Abdomen 9–11 AP: 7 HP: ___/5 Hit Points 0 1 2 3 4 5 6 7 10 11 12 13 14 15 16 Combat Abilities Battle Axe Large Shield Dodge 70 1D8+2+1D6 50 1D6+1D6 20 Attendant Initiate of Ernalda. Female, ages 16–30. Characteristics CON 12 SIZ 13 DEX 11 STR 9 INT 13 POW 10 CHA 13 Move: 8 Hit Points: 13 SIZ SR: 2 DEX SR: 3 Runes: Earth 50%, Fertility 60%. Rune Points: ___/1 (Ernalda). Rune Spells: All common spells, plus Bless Crops (x, var.). Spirit Magic (50%): Heal 2, Ignite (1 pt.). Magic Points: ___/10 Spirit Combat Damage: 1D6 Passions: Love (family) 60%, Loyalty (Shaivalla) 60% Spirit Combat Damage: Text Skills: Bargain 25%, Charm 20%, Listen 30%, Scan 30%, Search 30%, Spirit Combat 25%, Languages: Speak Heortling 50%, Speak Tradetalk 15%. Treasure: 1D6 C. Ransom: 250 L L Arm 16–18 AP: 4 HP: ___/4 SR 7 SR 7 Head 19–20 AP: 0 HP: ___/5 R Arm 13–15 AP: 0 HP: ___/4 Chest 12 AP: 0 HP: ___/6 R Leg 1–4 AP: 0 HP: ___/5 Dagger Dodge 30 1D4+2 25 ___/8 Pts ___/16 Pts L Arm 16–18 AP: 0 HP: ___/4 Hit Points Combat Abilities 9 L Leg 5–8 AP: 0 HP: ___/5 Abdomen 9–11 AP: 0 HP: ___/5 0 8 8 1 9 2 3 4 5 6 10 11 12 13 SR 9 7 ___/6 Pts H arjarl Brenorth’s Son Initiate of Orlanth. Male, age 21. Characteristics STR 13 CON 12 SIZ 15 DEX 13 POW 14 CHA 17 INT 9 Move: 8 Hit Points: 13 SIZ SR: 1 DEX SR: 2 Runes: Air 50%, Fertility 70%, Movement 65%. Rune Points: ___/2 (Orlanth) Rune Spells: All common spells, plus Leap (s, var.) and Shield (g, var.). Spirit Magic (70%): Protection 1, Strength (2 pts.). Magic Points: ___/14 Spirit Combat Damage: 1D6+1 Passions: Hate (Lunar Empire) 60%, Honor 65%, Love (Shaivalla) 70%. Skills: Battle 20%, Charm 50%, Hide 20%, Insight (Human) 20%, Listen 30%, Move Quietly 20%, Scan 35%, Search 30%, Spirit Combat 30%. Languages: Speak Heortling 55%, Speak Tradetalk 30%. Treasure: Two gold earrings worth 10 L each, and 1D10 L. Ransom: 250 L Edderslie the Mink Head 19–20 AP: 4 HP: ___/5 R Arm 13–15 AP: 0 HP: ___/4 Chest 12 AP: 2 HP: ___/6 R Leg 1–4 AP: 0 HP: ___/5 L Leg 5–8 AP: 0 HP: ___/5 Abdomen 9–11 AP: 2 HP: ___/5 Hit Points 0 9 1 2 3 4 5 6 10 11 12 13 14 Combat Abilities Broadsword Medium Shield Dodge 60 1D8+2+1D4 40 1D4+1D4 30 SR 5 SR 6 Head 19–20 AP: 0 HP: ___/4 Initiate of Donandar and Eurmal. Male, age 29. Characteristics R Arm 13–15 STR 11 CON 9 SIZ 13 DEX 15 AP: 0 INT 13 POW 11 CHA 16 HP: ___/3 Move: 8 Hit Points: 10 Chest 12 SIZ SR: 2 DEX SR: 2 AP: 0 Runes: Air 50%, Harmony 55%, Illusion 70%, HP: ___/5 Movement 60%. R Leg 1–4 Rune Points: ___/2 (Donandar), ___/3 (Eurmal) AP: 0 Rune Spells: Abdomen 9–11 HP: ___/4 Donandar l: All common spells, plus Project AP: 0 Music (l, var.), and Truetune (l, 1 pt.). HP: ___/4 Eurmal i: Charisma (i, var.), Divination (R, var.), Extension (R, var.), Illusory Sight (i, var.), Illusory Sound (i, var.), and Multispell (R, var.). Spirit Magic (55%): Glamour (2 pts.), Mobility (1 pt.). Magic Points: ___/11 Combat Abilities Spirit Combat Damage: 1D6+1 Rapier 45 1D6+1 Passions: Hate (Authority) 60%, Love (Shaivalla) 50%. Self Bow 30 1D6+1 Skills: Act 10%, Battle 15%, Conceal 35%, Charm 70%, Dodge 45 Disguise 25%, Fast Talk 50%, Hide 40%, Listen 50%, Move Quietly 40%, Orate 30%, Scan 45%, Search 30%, Treasure: 1D6 L, and 2D6 C. Sing 75%, Sleight 50%, Spirit Combat 40%. Languages: Speak Heortling 80%, Speak Tradetalk 30%. Ransom: 0 L 7 8 ___/12 Pts ___/12 Pts L Arm 16–18 AP: 0 HP: ___/3 L Leg 5–8 AP: 0 HP: ___/4 . . L Arm 16–18 AP: 0 HP: ___/4 Hit Points 0 6 1 7 SR 6 SR 2 2 8 3 9 4 5 10 ___/8 Pts ___/5 Pts Bodyguard Initiate of Babeester Gor. Battle Axe Female, ages 21–50. Characteristics STR 14 60 SR 8 1D8+2+1D4 CON 12 SIZ 13 DEX 10 INT 13 POW 13 CHA 10 Move: 8 ___/8 Pts Medium Shield 50 SR 8 1D3+1D4 ___/12 Pts Dodge 20 Bodyguard Initiate of Babeester Gor. STR 14 CON 12 SIZ 13 DEX 10 INT 13 POW 13 CHA 10 Move: 8 Hit Points: ____/13 DEX SR: 3 DEX SR: 3 60 SR 8 1D8+2+1D4 Characteristics Hit Points: ____/13 SIZ SR: 2 Battle Axe Female, ages 21–50. ___/8 Pts Medium Shield 50 SR 8 1D3+1D4 ___/12 Pts Dodge 20 SIZ SR: 2 Runes: Death 60%, Earth 50%. R Leg 01–04 3/___/5HP Runes: Death 60%, Earth 50%. R Leg 01–04 3/___/5HP Rune Magic: (___/2) All common L Leg 05–08 3/___/5HP Rune Magic: (___/2) All common L Leg 05–08 3/___/5HP spells plus Axe Trance (t, 1 pt.), and Ab. 09–11 4/___/5HP spells plus Axe Trance (t, 1 pt.), and Ab. 09–11 4/___/5HP Shield (e, var.). Chest 12 4/___/6HP Shield (e, var.). Chest 12 4/___/6HP R Arm 13–15 3/___/4HP R Arm 13–15 3/___/4HP L Arm 16–18 3/___/4HP L Arm 16–18 3/___/4HP Head 19–20 4/___/5HP Head 19–20 4/___/5HP Spirit Magic (65%): Bladesharp 2, Protection 2. Magic Points: _____/13 Spirit Combat Damage: 1D6 Passions: Honor 60%, Loyalty (Three Emeralds Temple) 60%. Spirit Magic (65%): Bladesharp 2, Protection 2. Magic Points: _____/13 Spirit Combat Damage: 1D6 Languages: Speak Heortling 50%, Speak Tradetalk 25%. Passions: Honor 60%, Loyalty (Three Emeralds Temple) 60%. Languages: Speak Heortling 50%, Speak Tradetalk 25%. Skills: Battle 50%, Listen 30%, Scan Treasure: 1D10 L. Skills: Battle 50%, Listen 30%, Scan Treasure: 1D10 L. 40%, Search 30%, Spirit Combat 35%. Ransom: 500 L 40%, Search 30%, Spirit Combat 35%. Ransom: 500 L Bodyguard Broadsword Adventurous. Male, ages 21–50. Medium Shield 50 SR 8 STR 14 Dodge Initiate of Orlanth 60 SR 7 1D8+1+1D4 Characteristics CON 12 SIZ 13 DEX 10 INT 13 POW 13 CHA 10 Move: 8 ___/12 Pts 1D3+1D4 ___/12 Pts Bodyguard Broadsword Adventurous. Male, ages Medium Shield 50 SR 8 Initiate of Orlanth 1D8+1+1D4 21–50. ___/12 Pts 1D3+1D4 Characteristics 20 60 SR 7 STR 14 CON 12 SIZ 13 DEX 10 INT 13 POW 13 Move: 8 Dodge ___/12 Pts 20 Hit Points: ____/13 R Leg 01–04 3/___/5HP CHA 10 R Leg 01–04 3/___/5HP DEX SR: 3 L Leg 05–08 3/___/5HP Hit Points: ____/13 L Leg 05–08 3/___/5HP Runes: Air 50%, Movement 60%. Ab. 09–11 4/___/5HP DEX SR: 3 Ab. 09–11 4/___/5HP Rune Magic: (___/2) All common Chest 12 4/___/6HP Runes: Air 50%, Movement 60%. Chest 12 4/___/6HP spells plus Leap (s, var.), and R Arm 13–15 3/___/4HP Rune Magic: (___/2) All common Lightning (g, var.). L Arm 16–18 3/___/4HP Head 19–20 4/___/5HP SIZ SR: 2 Spirit Magic (65%): Bladesharp 2, Magic Points: _____/13 13–15 3/___/4HP L Arm 16–18 3/___/4HP Lightning (g, var.). Head 19–20 4/___/5HP Protection 2. Spirit Combat Damage: 1D6 Emeralds Temple) 60%. R Arm spells plus Leap (s, var.), and Spirit Magic (65%): Bladesharp 2, Protection 2. Passions: Honor 60%, Loyalty (Three SIZ SR: 2 Magic Points: _____/13 Languages: Speak Heortling 50%, Speak Tradetalk 25%. Spirit Combat Damage: 1D6 Passions: Honor 60%, Loyalty (Three Languages: Speak Heortling 50%, Skills: Battle 50%, Listen 30%, Scan Treasure: 1D10 L. Emeralds Temple) 60%. 40%, Search 30%, Spirit Combat 35%. Ransom: 500 L Skills: Battle 50%, Listen 30%, Scan Treasure: 1D10 L. 40%, Search 30%, Spirit Combat 35%. Ransom: 500 L Speak Tradetalk 25%. Also From Akhelas Treasures of Glorantha This intermittent series presents various magic items for RuneQuest campaigns based on Chaosium’s classic Plunder format. Volume one, “Dragon Pass,” is curated to include treasures from a variety of the cults and cultures presented in the core rulebook. It includes three articles with content suitable for players and gamemasters alike, in addition to thirty magic items. Monster of the Month If you’ve enjoyed Shaivalla, Well-Loved, please check out Akhelas’s other issues of Monster of the Month, available now on DriveThruRPG! Works In Progress Disclaimer: This is a teaser, not a promise of future content. Be warned! Melikaphkaz: the O-God of Traps This work is a comprehensive exploration of traps and dungeon design within Glorantha. It presents a new religion—that worshiping the titular Melikaphkaz—along with details of temple/dungeon construction, magical and mundane traps which defend them, and, if space and energy allows, a sample dungeon putting these principles into practice. Melikaphkaz will tentatively appear on the Jonstown Compendium in early 2021. From the Tribe Wind Words Wind Words is a wonderful podcast about games, lore, and all things Glorantha. You can listen to it on their website, windwords.fm, or through a variety of other listening services. The Dregs of Clearwine The Dregs of Clearwine is a sourcebook for Runequest: Roleplaying in Glorantha, covering the mini slum that lies north of the Ram’s Head Inn in the Colymar capital. It features ten households, 25 fully explored NPCs with stats for RQG, and a host of minor characters. There are dozens of plot hooks and community events to help link characters to this area.