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RuneQuest 7e - MOTM v2n1 - Shaivalla, Well-Loved

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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.
Scarica