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Copy edit, correction of name, addition of context


* FantasticCasteSystem: The Brithinis are divided into five castes, the four castes of men founded by the legitimate son of Malkion (Dromal, Horal, Talar and Zzabur) and his wife's caste Menema (caste of women).
** Dromali=commoners, Horal=warriors, Talar=diplomat and coordinator castes (no leader, even though people often make derivatives), Zzabur=wizards, intellectuals (spiritual power, like the Brahmans of India). The Brithinis are as Indo-European, while Malkinos are more feudal (power plus or Zzaburis Tatars) and a subtle reference to the divergent evolution of the Indian system and the European one.

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* FantasticCasteSystem: The Brithinis Brithini are divided into five castes, the four castes of men founded by the legitimate son of Malkion (Dromal, Horal, Talar and Zzabur) and his wife's caste Menema (caste of women).
** Dromali=commoners, Horal=warriors, Talar=diplomat and coordinator castes (no leader, even though people often make derivatives), Zzabur=wizards, intellectuals (spiritual power, like the Brahmans of India). The Brithinis Brithini are as Indo-European, while Malkinos the Malkioni are more feudal (power plus or Zzaburis Tatars) and feudal; a subtle reference to the divergent evolution of the Indian system and the European one.



* NeverMessWithGranny: Esrolia is matriarchal. Stafford has pointed out that this does not mean "rule by women" - it means "rule by mothers", specifically, Grandmothers, the heads of extensive matriarchal patrician (matrician?) clans (and their clients). Some of them are genuinely well-meaning and benign; others are ruthless, controlling, manipulative tyrants. All of them are iron-willed, powerful Earth priestesses with decades of positively Byzantine political experience, and so none of them are to be messed with.

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* NeverMessWithGranny: Esrolia is matriarchal. Glorantha creator Greg Stafford has pointed out that this does not mean "rule by women" - it means "rule by mothers", specifically, Grandmothers, the heads of extensive matriarchal patrician (matrician?) clans (and their clients). Some of them are genuinely well-meaning and benign; others are ruthless, controlling, manipulative tyrants. All of them are iron-willed, powerful Earth priestesses with decades of positively Byzantine political experience, and so none of them are to be messed with.



* SdrawkcabName: ''Into the Troll Realms'', adventure "The Flying Trollkin". Nesretep is the leader of the title criminals. Steve Petersen co-wrote the supplement.

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* SdrawkcabName: ''Into the Troll Realms'', adventure "The Flying Trollkin". Nesretep is the leader of the title criminals. Steve Sandy Petersen co-wrote the supplement.
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Dromali=commoners, Horal=warriors, Talar=diplomat and coordinator castes (no leader, even though people often make derivatives), Zzabur=wizards, intellectuals (spiritual power, like the Brahmans of India). The Brithinis are as Indo-European, while Malkinos are more feudal (power plus or Zzaburis Tatars) and a subtle reference to the divergent evolution of the Indian system and the European one.

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** Dromali=commoners, Horal=warriors, Talar=diplomat and coordinator castes (no leader, even though people often make derivatives), Zzabur=wizards, intellectuals (spiritual power, like the Brahmans of India). The Brithinis are as Indo-European, while Malkinos are more feudal (power plus or Zzaburis Tatars) and a subtle reference to the divergent evolution of the Indian system and the European one.

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* FantasticCasteSystem: The Brithinis are divided into five castes, the four castes of men founded by the legitimate son of Malkion (Dromal, Horal, Talar and Zzabur) and his wife caste Menema. (caste women)
Dromali = commoners
Horal = Warriors
Talar = diplomat and coordinator castes. (No leader, even though people often make derivatives)
Zzabur: wizard, intellectual (spiritual power, near the Brahmans of India)
The Brithinis are as Indo-European, while Malkinos are more feudal (Power plus or Zzaburis Tatars) and a subtle reference to the divergent evolution of the Indian system and European

to:

* FantasticCasteSystem: The Brithinis are divided into five castes, the four castes of men founded by the legitimate son of Malkion (Dromal, Horal, Talar and Zzabur) and his wife wife's caste Menema. Menema (caste women)
Dromali = commoners
Horal = Warriors
Talar = diplomat
of women).
Dromali=commoners, Horal=warriors, Talar=diplomat
and coordinator castes. (No castes (no leader, even though people often make derivatives)
Zzabur: wizard, intellectual
derivatives), Zzabur=wizards, intellectuals (spiritual power, near like the Brahmans of India)
India). The Brithinis are as Indo-European, while Malkinos are more feudal (Power (power plus or Zzaburis Tatars) and a subtle reference to the divergent evolution of the Indian system and Europeanthe European one.
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** Also, the [[DontFearTheReaper users of the Death Rune]] are highly respected and well-liked, due to their ability to confer with the ancestors and their anti-undead powers. ...in ''some'' cultures, anyway. In other cultures, the Death worshipers are exactly as creepy as you'd expect.
* DarkMessiah / MessianicArchetype / TheAntichrist: Nysalor/Gbaji, [[AlternateCharacterInterpretation depending of the interpretation]].

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** Also, the [[DontFearTheReaper users of the Death Rune]] are highly respected and well-liked, due to their ability to confer with the ancestors and their anti-undead powers. ...powers... in ''some'' cultures, anyway. In other cultures, the Death worshipers are exactly as creepy as you'd expect.
* DarkMessiah / MessianicArchetype / TheAntichrist: Nysalor/Gbaji, [[AlternateCharacterInterpretation depending of on the interpretation]].



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** But the Heortlings don't think of themselves as barbarians, of course. Now, Wenelians (think more primitive Orlanthi with a stronger Iroquois influences and less of Heortling laws) are definitely barbarians, too quick to avenge slights and less likely to be hospitable or accept weregild. And Praxians? Savages.

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** But the Heortlings don't think of themselves as barbarians, of course. Now, Wenelians (think more primitive Orlanthi with a stronger Iroquois influences and less of Heortling laws) are definitely barbarians, too quick to avenge slights and less likely to be hospitable or accept weregild. And Praxians? Savages.
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** The Goddess was eventually defeated, but probably [[HesJustHiding she is just hiding.]]

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** The Goddess was eventually defeated, but probably [[HesJustHiding she probably is just hiding.]]
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cruft


** OnlyAFleshWound: Generally averted, due to the hit-location system. Characters can get crippled very easily in combat.

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** OnlyAFleshWound: Generally averted, Averted, due to the hit-location system. Characters can get crippled very easily in combat.
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* AlwaysChaoticEvil: Deconstructed with the broo-they were created as a warped parody of life meant only to destroy, and they know it. [[TorturedAbomination And they have never forgiven their creators.]]

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* AlwaysChaoticEvil: Deconstructed with the broo-they were created as a warped parody of life meant only to destroy, and they know it. [[TorturedAbomination [[TorturedMonster And they have never forgiven their creators.]]
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* FantasticCasteSystem: The Brithinis are divided into five castes, the four castes of men founded by the legitimate son of Malkion (Dromal, Horal, Talar and Zzabur) and his wife caste Menema. (caste women)
Dromali = commoners
Horal = Warriors
Talar = diplomat and coordinator castes. (No leader, even though people often make derivatives)
Zzabur: wizard, intellectual (spiritual power, near the Brahmans of India)

The Brithinis are as Indo-European, while Malkinos are more feudal (Power plus or Zzaburis Tatars) and a subtle reference to the divergent evolution of the Indian system and European
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Humakti are creepy bastards, any way you slice it.


** Also, the [[DontFearTheReaper users of the Death Rune]] are highly respected and well-liked, due to their ability to confer with the ancestors and their anti-undead powers.

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** Also, the [[DontFearTheReaper users of the Death Rune]] are highly respected and well-liked, due to their ability to confer with the ancestors and their anti-undead powers. ...in ''some'' cultures, anyway. In other cultures, the Death worshipers are exactly as creepy as you'd expect.
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None

Added DiffLines:

** Also, the [[DontFearTheReaper users of the Death Rune]] are highly respected and well-liked, due to their ability to confer with the ancestors and their anti-undead powers.
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trope renamed/merged at TRS


* DeusExHomine: [[DeusEstMachina Zistor]] and Nysalor, who was to be the [[MessianicArchetype perfect deity]].

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* DeusExHomine: DeityOfHumanOrigin: [[DeusEstMachina Zistor]] and Nysalor, who was to be the [[MessianicArchetype perfect deity]].
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* TheNightThatNeverEnds: This is what happens when you kill the Sun God. And then [[ItGotWorse it gets worse]].

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* TheNightThatNeverEnds: This is what happens when you kill the Sun God. And then [[ItGotWorse it gets worse]].worse.
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change to more specific sub trope


* ColourCodedForYourConvenience: The Vadeli in the West, much like the Brithini they broke away from and warred with, are divided into castes. Brown Vadeli are commoners, and until recently, the only ones that seemed to survive into historical times; they're slimy and evil, but not actually that great at military planning or any grandiose long-term schemes. More recently, Red Vadeli warriors came back onto the scenes - and quickly rallied the Brown Vadeli for a campaign of maritime terror. Everyone dreads the possibility of the return of the Blue Vadeli, the leaders and archmages, who could actually put the bad old Vadeli Empire together again.

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* ColourCodedForYourConvenience: ColourCodedArmies: The Vadeli in the West, much like the Brithini they broke away from and warred with, are divided into castes. Brown Vadeli are commoners, and until recently, the only ones that seemed to survive into historical times; they're slimy and evil, but not actually that great at military planning or any grandiose long-term schemes. More recently, Red Vadeli warriors came back onto the scenes - and quickly rallied the Brown Vadeli for a campaign of maritime terror. Everyone dreads the possibility of the return of the Blue Vadeli, the leaders and archmages, who could actually put the bad old Vadeli Empire together again.
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'''[=RuneQuest=]''' was created by Chaosium in 1978, making it one of the oldest tabletop RolePlayingGames. Among other things, it introduced an experience system that replaces the levels (as in TabletopGame/DungeonsAndDragons) with skills that increase if you successfully use them ({{Traveller}} replaced levels with skills first but they didn't increase with use). It also introduced hit regions instead of general HitPoints. The system was also used for other Chaosium games like ''CallOfCthulhu'', ''Stormbringer'', and the ''ElfQuest'' RPG, and was in 2004 developed into the generic BRP (Basic Role-Playing System). In August 2012, a new company, Design Mechanism, published a revised 6th Edition of Runequest.

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'''[=RuneQuest=]''' was created by Chaosium in 1978, making it one of the oldest tabletop RolePlayingGames. Among other things, it introduced an experience system that replaces the levels (as in TabletopGame/DungeonsAndDragons) with skills that increase if you successfully use them ({{Traveller}} replaced levels with skills first but they didn't increase with use). It also introduced hit regions instead of general HitPoints. The system was also used for other Chaosium games like ''CallOfCthulhu'', ''TabletopGame/CallOfCthulhu'', ''Stormbringer'', and the ''ElfQuest'' RPG, and was in 2004 developed into the generic BRP (Basic Role-Playing System). In August 2012, a new company, Design Mechanism, published a revised 6th Edition of Runequest.
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* ButtMonkey: The Ducks see themselves as the ButtMonkey for the entirety of Glorantha.
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** Chariots aren't really commonly used for warfare in most parts of Glorantha, but are a big deal among the Orlanthi in Ralios.


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* ColourCodedForYourConvenience: The Vadeli in the West, much like the Brithini they broke away from and warred with, are divided into castes. Brown Vadeli are commoners, and until recently, the only ones that seemed to survive into historical times; they're slimy and evil, but not actually that great at military planning or any grandiose long-term schemes. More recently, Red Vadeli warriors came back onto the scenes - and quickly rallied the Brown Vadeli for a campaign of maritime terror. Everyone dreads the possibility of the return of the Blue Vadeli, the leaders and archmages, who could actually put the bad old Vadeli Empire together again.


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** As an in-universe example: the Carmanians follow a dualistic religion. While they believe in Idovanus and Ganesatarus as the main good and main evil gods, respectively, with the latter being definitely not okay, their philosophy states that it is actually sensible for a man to combine "light" and "dark" aspects in his life, following a balanced path; for instance, being good and kind to his friends, but remorseless and cruel to his enemies, or tempering the dark action of revenge with the light idea of justice. What this means is that a Carmanian may well come across as a cruel and evil bastard, while actually just acting that way towards his enemies to better protect his family. Of course, they are as often just classical LawfulEvil feudal overlords.


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** The Vadeli believe the Invisible God is trying to kill Himself and destroy the entire world in the process (as they are coterminous to some extent), which explains the Darkness et cetera. They want in on the action, and believe everyone else is cowardly and impious for not letting God die. Of course, everyone else that even believes in the Invisible God (i.e. Westerners, mostly) disagrees with their assessment.
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** But the Heortlings don't think of themselves as barbarians, of course. Now, Wenelians (think more primitive Orlanthi with a stronger Iroquois influences and less of Heortling laws) are definitely barbarians, too quick to avenge slights and less likely to be hospitable or accept weregild. And Praxians? Savages.


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** Older troll leaders tend to fall under this too. Female trolls don't tend to venture out of the dark or fight with weapons much - they have expendable males for that. But if threatened or provoked, troll "grannies" usually have a vast arsenal of dark magic and demons to throw at an enemy.


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** OurVampiresAreDifferent: Most commonly associated with the Chaos god Vivamort, the vampires are immortal and possess some frightening abilities, but are also severely handicapped by the various elemental curses placed on them by the gods due to their treachery (being fervently hated both by Humakt as undead and by Urox as Chaos isn't a good place to be either). Sunlight doesn't destroy them, but does take away their powers; to sleep, they require special soil, as regular earth had rejected them. Their mist form is scattered by winds, but their greatest weakness is probably running water (a fact eagerly exploited by duck undead-fighters, of course...). A drop from river Styx would destroy a vampire in an instant. And notably, in some versions, they're also extra vulnerable to swords - as they are the image of the Death rune, that they seek to escape from.


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** Notable for not even being human; he is the Erasanchula of Sorcery, and he says that all the gods are merely corrupted and diminished Erasanchula.
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* NeverMessWithGranny: Esrolia is matriarchal. Stafford has pointed out that this does not mean "rule by women" - it means "rule by mothers", specifically, Grandmothers, the heads of extensive matriarchal patrician (matrician?) clans (and their clients). Some of them are genuinely well-meaning and benign; others are ruthless, controlling, manipulative tyrants. All of them are iron-willed, powerful Earth priestesses with decades of positively Byzantine political experience, and so none of them are to be messed with.
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added info about most recent edition


'''[=RuneQuest=]''' was created by Chaosium in 1978, making it one of the oldest tabletop RolePlayingGames. Among other things, it introduced an experience system that replaces the levels (as in TabletopGame/DungeonsAndDragons) with skills that increase if you successfully use them ({{Traveller}} replaced levels with skills first but they didn't increase with use). It also introduced hit regions instead of general HitPoints. The system was also used for other Chaosium games like ''CallOfCthulhu'', ''Stormbringer'', and the ''ElfQuest'' RPG, and was in 2004 developed into the generic BRP (Basic Role-Playing System).

The original [=RuneQuest=] was set in the ConstructedWorld named Glorantha. As the authors say:

to:

'''[=RuneQuest=]''' was created by Chaosium in 1978, making it one of the oldest tabletop RolePlayingGames. Among other things, it introduced an experience system that replaces the levels (as in TabletopGame/DungeonsAndDragons) with skills that increase if you successfully use them ({{Traveller}} replaced levels with skills first but they didn't increase with use). It also introduced hit regions instead of general HitPoints. The system was also used for other Chaosium games like ''CallOfCthulhu'', ''Stormbringer'', and the ''ElfQuest'' RPG, and was in 2004 developed into the generic BRP (Basic Role-Playing System).

System). In August 2012, a new company, Design Mechanism, published a revised 6th Edition of Runequest.

The original [=RuneQuest=] was set in the ConstructedWorld named Glorantha.Glorantha (although more recent editions are more setting-agnostic). As the authors say:

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Changed: 1

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* ColdIron: Iron is poison to elves and trolls, because the dwarves who invented it -- not "found," not "refined," they ''invented a metal'' -- designed it as a weapon against them.

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* ColdIron: Iron is poison to elves and trolls, because the dwarves who invented it -- not "found," not "refined," they ''invented a metal'' -- designed it as a weapon against them.
* CreepyCoolCrosses: A symbol almost identical with the Christian cross is the Rune of Death in Glorantha, and it represents the sword of Humakt, [[TheGrimReaper the god of death]]. Thus, you can use a cross to repel undead in the setting without any kind of connection to Christianity, or even CrystalDragonJesus.
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* AlwaysChaoticEvil: Deconstructed with the broo-they were created as a warped parody of life meant only to destroy, and they know it. [[TorturedAbomination And they have never forgiven their creators.]]


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** The Unholy Trio, a subset of the Chaos gods, are even more so-even Chaos worshipers hate them.


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* SuicidalCosmicTemperTantrum: The broo's primary motivation.
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Glorantha is also the setting of the clan-developing computer game of TheKingOfDragonPass.

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Glorantha is also the setting of the clan-developing computer game of TheKingOfDragonPass.
VideoGame/TheKingOfDragonPass.
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* ColdIron: Iron is poison to elves and trolls, because the dwarves who invented it -- not "found," not "refined," they ''invented a metal'' -- designed it as a weapon against them.
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* Sdrawkcab Name: ''Into the Troll Realms'', adventure "The Flying Trollkin". Nesretep is the leader of the title criminals. Steve Petersen co-wrote the supplement.

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* Sdrawkcab Name: SdrawkcabName: ''Into the Troll Realms'', adventure "The Flying Trollkin". Nesretep is the leader of the title criminals. Steve Petersen co-wrote the supplement.

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Changed: 1

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* GiantSpider: ''Into the Troll Realms'', adventure "Skyfall Lake". Crab City has spiders that are as large as a mammoth.



* RedemptionQuest: Orlanth's ToHellAndBack.

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* RedemptionQuest: Orlanth's ToHellAndBack. ToHellAndBack.
* Sdrawkcab Name: ''Into the Troll Realms'', adventure "The Flying Trollkin". Nesretep is the leader of the title criminals. Steve Petersen co-wrote the supplement.
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* HornAttack: The following Gloranthan creatures had horn/butt attacks: bison, broo, rhino, sable (antelope), sky bull, unicorn

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* HornAttack: The following Gloranthan creatures had horn/butt attacks: bison, broo, rhino, sable (antelope), sky bull, unicornunicorn.



** Kind of a weird case - the Lunar Empire promotes (cosmic) Chaos but is ''very'' organized, whereas the Orlanthi are Chaos-hating barbarian berzerkers.

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** Kind of a weird case - the Lunar Empire promotes (cosmic) Chaos but is ''very'' organized, whereas the Orlanthi are Chaos-hating barbarian berzerkers.berserkers.
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* HornAttack: The following Gloranthan creatures had this: bison, broo, rhino, sable (antelope), sky bull, unicorn

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* HornAttack: The following Gloranthan creatures had this: horn/butt attacks: bison, broo, rhino, sable (antelope), sky bull, unicorn
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Added DiffLines:

* HornAttack: The following Gloranthan creatures had this: bison, broo, rhino, sable (antelope), sky bull, unicorn
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* WeakenedByTheLight: A number of Gloranthan creatures are demoralized by daylight, and the cave troll can't regenerate damage taken while in daylight.

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