RuneQuest was created by Chaosium in 1978, making it one of the oldest tabletop Role-Playing Games. Among other things, it introduced an experience system that replaces the levels (as in Dungeons & Dragons) 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 Hit Points. The system was also used for other Chaosium games like Call Of Cthulhu, 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.The original RuneQuest was set in the Constructed World named Glorantha (although more recent editions are more setting-agnostic). As the authors say:"Glorantha is an action-packed world of adventure. Gods and Goddesses struggle here, with nations of people nothing but their pawns. The stormy barbarians with their brutal but honest Storm God struggle against the Lunar Empire, led by the imperial Sun God and devious Moon Goddess.Glorantha is an exciting world of heroes. Legends are being made by great individuals, many who are not even human beings. Some work with the deities, other heroes and heroines fight against them.Glorantha is colorful and full of magic. Supernatural animals are found, ranging from unicorns to seven types of merfolk and the Goddess of Lions.Glorantha is immense. If explored, it has different worlds and dimensions, whole realms where Gods, spirits and sorcerous powers come from. Unlike many fantasy settings, Glorantha emphasises religion, myth and belief to a level rarely seen in roleplaying or fantasy fiction elsewhere.Glorantha shares some fantasy tropes such as dwarves, elves, trolls and giants, but has developed them differently to the more conventional versions based on the work of Tolkien. Dwarves are literally made of stone and exist as manifest rigid inflexible laws of creation, while elves are intelligent, mobile plants. Glorantha is full of surprises.Glorantha is as deep as you want it to be, or not. Hackers and choppers have what they want, while scholars and mythologists have a vast playground of new stories, legends and myths to enjoy."Glorantha is also the setting of the clan-developing computer game of The King Of Dragon Pass.Provides examples of:
All Myths Are True: All Gloranthan myths are literally true, even utterly contradictory myths of different cultures. Changing a myth (by going on a Hero Quest to the world of the gods) can retroactively change reality.
Assimilation Plot: The Empire of Wyrmfriends wants EVERYBODY to embrace their draconic nature. Later, the Lunar Empire also wants everybody to worship their Goddess, so that the world can be one again. And damn are they succeeding.
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.
Big Bad: Sedenya/Lunar Goddess/Red Moon is this for the Orlanthi in the Third Era.
Cold Iron: 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.
Colour Coded Armies: 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.
Creepy Cool Crosses: A symbol almost identical with the Christian cross is the Rune of Death in Glorantha, and it represents the sword of Humakt, 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 Crystal Dragon Jesus.
Dark Is Not Evil coupled with Light Is Not Good: For humans, sure they are, but trolls are subterranean creatures; troll Hell is located in human Heaven and vice versa.
Also, the Sun God Yelm is evil to the followers of Orlanthi Storm Pantheon, but good to the followers of the Sun pantheon.
Even though Zorak Zoran and his worshippers are complete man-eating, necromancy-edged, brawl-loving berserks, other Troll gods are actually quite benevolent, if only a bit brutal. Well, they may still eat you, but only because they're hungry, nothing personal to it.
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 Lawful Evil feudal overlords.
Also, the 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.
Fantastic Caste System: 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 = commonersHoral = WarriorsTalar = 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
The Unholy Trio, a subset of the Chaos gods, are even more so-even Chaos worshipers hate them.
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.
Horn Attack: The following Gloranthan creatures had horn/butt attacks: bison, broo, rhino, sable (antelope), sky bull, unicorn.
Lovecraftian Superpower: Exposure to Primal Chaos can give you "Chaos Features", neat powers that often come with horrific physical manifestations. But you can also be Blessed with Suck and end up with "Chaos Flaws".
Never Mess with Granny: 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.
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.
Our Monsters Are Different: You can even play intelligent ducks, called Durulzi in RuneQuest. (It has its advantages: small size, high Dexterity, and hardly anyone notices a Duck — perfect for a thief/rogue or a mage. And you know what? They have their own island empire in the far East.)
Our Dwarves Are All the Same: Massively averted. Dwarves are made into one of several castes, very different from each other. And they are not Viking-like, they are instead living tools dedicated to repairing the once-perfect World Machine.
Our Vampires Are Different: 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.
Weakened By The Light: A number of Gloranthan creatures are demoralized by daylight, and the cave troll can't regenerate damage taken while in daylight.
Weird Moon: Glorantha has never had a conventional Earthlike moon. The Blue Moon is tiny and rarely visible save as a streak of light, whereas the Red Moon is of recent vintage, ripped from the middle of Dara Happa, and hovers in place over the Lunar Empire, revolving to show a red side and a black side. It is said that a White Moon may rise someday.
A Year And A Day: In Avalon Hill's Sun County supplement, a village was renamed Repentance for this period for failing to pay its annual cult remittances.