Gregg Stafford’s world of Glorantha is one of the greatest worlds in roleplaying. Unfortunately RuneQuest, the game most people use for adventuring in Glorantha isn’t as good as the world. Which is not to say that it’s a bad game, most of the roleplaying conventions that don’t come directly from Dungeons and Dragons come from RQ, it’s just that it’s been out there for a long time and it doesn’t really produce the style of game I want to run these days.

If I’m to run a Gloranthan game I want to run something fast moving and dynamic. The best fast moving dynamic games I’ve ever played in have been Star Wars games. The system is readily adaptable to other genres, West End have even published a generic version: The D6 System, which while possessing deplorably sexist artwork and regrettably failing to mention Greg Costikyan, the man who actually developed the system in the first place, has enough information in there to get you started running Moon Wars.

Playing Moon Wars requires two things: Character Templates and a magic system.

Character Generation

Moon Wars characters are built using 18 dice split into the following categories.

STRENGTH

PERCEPTION

Melee

Con

Shield

Command

Brawling

Bargain

Lifting

Sing

Climbing

Gambling

Jumping

Search

Stamina

 

 

 

AGILITY

STEALTH

Missile

Hide

Dodge

Sneak

Ride

Conceal

Swim

 

 

 

KNOWLEDGE

MAGIC

Languages

Enchant

Lores

Summon

First Aid

<<Cult>> Magic

Alchemy

 

Construct

 

Music

 

The basic template is personalised by applying 7D6 to individual skills. No more than two dice can be spent on any single skill.

All characters start with a single Cult magic skill, but can use their individual dice to buy additional magics. Additional magics start at 0D, no matter how high the characters Magic stat. The GM should take care to ensure that players combinations of magics are sensible: If the player wants to have 4D6 Yelmalio Magic and 2D6 Zorak Zoran Magic then he'd better have a very good explanation.

Sample character templates are: Escaped Trollkin, Tarshite Exile, Duck Renegade, Grim Humakti, Uroxi Berserk, Itinerant Bard, Bold Orlanthi, Learned Sage, Praxian/Grazer Brave, Dark Troll, Gentle Healer. If you've ideas about other possible templates please email me with them and I'll post them here. I've not got much idea of what Aldryami or Mostali archetypes would be like, but you might have a better idea.

Magic

One of the things I want to get away from in Moon Wars is the spell list. Does anyone believe that a Humakti says to his sword brothers 'Hold on while I cast Bladesharp 5?' Of course not. He might say 'Humakt aid me. Sharpen my sword,' but would he know that after saying that his sword would do five points of extra damage. Not four, not six. Five.

Instead of having a list of spells that each cult can teach each of it's members Moon Wars assumes that cult's magic is capable of doing anything within it's own field. For example Orlanth is a God of dreadful weather and warriors. A character can use his Orlanthi Magic skill to cast spells that would cause winds and rain or make him fight better. Orlanthi magic would not help a character understand ancient scrolls or heal a horrible disease.

To use this sort of magic players and GMs should be flexible. In conventional RuneQuest characters have a defined set of things that they can do. A Character might be able to make his bow accurate, but not his sword. In Moon wars the only restrictions are based on what the player and the GM think is reasonable. You can, if you want, confine the spells you're trying to cast to those ones listed in RuneQuest rulebooks, but I think that would be missing the point. It's a system open to abuse, but unless the players and the GM trust each other the games not going to work anyway.

It's more important to ensure that the players are having fun and that the characters seem to be doing things appropriate to their cult's magic than to nit-pick about whether or not an Orlanthi should be able to raise his Shield skill.

Maintaining Spells

Some spells, such as healing spells take place instantly. Some though are cast and remain active for a while, such as a strength spell. A character may have one such spell maintained at any one time without penalty. For every spell above the first it counts as an action, which will reduce all other skill rolls by one.

For example Ranulf the Uroxi calls the Bull's blessing onto his Axe and gets 1D+1 bonus to his Axe skill. After landing several good blows onto the scorpion man he finally notices that he's not getting through the monster's chaos enhanced armour. He asks for the Bull's strength as well. Ranulf has 3D of Uroxi magic, but since he's got one spell active already he only rolls 2D, which gets him +2 to his strength. Now he rolls to hit. He has 1D+1 bonus to his axe skill and 1D penalty for multiple actions, netting him only +1 to his Axe skill. If Ranualf were not currently frothing at the mouth he might have dropped the spell raising his skill before casting the second spell, which would have been a much better bet.

Target Numbers

There are so many applications of magic that it's impossible to provide a general rule of what can and can't be done with a particular level of skill. The GM is going to have to come up with target numbers as appropriate. All I can do is provide some guidelines and a warning - Be Consistent. If the Player knows that an 11 got him a working spell last week then it should do so again if all things are equal.

Doing something to someone else is usually going to be an opposed roll between one characters specialist magic skill and the other character's Magic Stat. For example: Mirrien the White Healer is trying to make Ranulf the Uroxi sleep. She rolls her Chalana Arroy Magic skill of 5D and gets 17. Ranulf's player rolls his 3D Magic Stat and gets a 9 and drifts into unconsciousness.

Doing something to yourself, such as raising your Strength or your Sword skill should take a target number of 10 per die raised. 3 should get a +1, 6 a +2 and 10 a full die. Note that raising a Stat should not increase the skills that are based on it. Note also that Magic is a stat and can be raised in this manner for defensive purposes. The level of benefit can be determined after the spell is cast. For example: Ranulf, who eventually woke up, has spotted a Broo. He readies his axe and prays that the Bull will increase his strength, His Uroxi Magic Skill is 4D and he rolls a 9. He only gets +2 to his strength. Had he rolled a 16 he would have added 1D+2 and cut the broo in two with his first blow.

Healing takes a target of 10 per wound healed. If a wound has been healed already subtract the benefit of that healing for subsequent attempts to heal the wound. For example: Ranaulf killed the Broo, but is in a bad way. He was hit twice - a single level wound and a massive three point wound. Mirren tries to help him rolling a 21 on the scratch and a 19 on the big one. The scratch is healed and one of the three points is healed as well. Ranualf is feeling a lot better, but asks Mirren to try again. This time she rolls a 16, which would ordinarily heal a wound, but since the first level's already been healed no more benefit is obtained.

Direct magical attacks are rare, but when they do happen a roll of skill against an appropriate defending stat would be appropriate. For example Gareth the Orlanthi tries to strike his opponent down with lighting and rolls 15. His foe, a Lunar peltast, rolls Stamina getting a 7, and collapses a frazzled heap.

Other spells are more difficult to classify. A rule of thumb might be spirit magic has a target number of 5 per point while rune magic requires 8 per point.

Cults

Each cult teaches different magic, though there is frequently overlap.

Chalana Arroy: Pacifist healer Goddess. Her magics can heal any wound, cure any disease. A Special cult magic may raise the dead with a target number of 30. The ability to magically induce sleep is another cult secret. Her worshippers swear to never harm another being, and should they so do they will lose access to Chalana Arroy's magic until they atone.

Donandar: Bard, musician, storyteller. His magic will enhance performances and may enable him to tell lost stories.

Golden Bow: Warrior God of the Grazers. Son of Yelm the Sun God. Particular emphasis on archery magic.

Humakt: God of Death and War to the people of Sartar. He has a special enmity for those who twist Death and make undead. His worshippers can never be raised from the dead. A special cult magic will instantly kill any one foe if the Humakti can roll higher than the foe's Magic+Stamina roll.

Kyger Litor: Mother of the trolls. Commander of darkness, summoner of darkness spirits. Has a warrior subcult usually only open to Dark Trolls.

Lhankor Mhy: God of Knowledge. Lawgiver. Magic allows him to discover secrets.

Orlanth: King of the Gods, Lord of the Storm. Chief god of the people of Sartar. His worshippers include mighty warriors and priests capable of twisting the winds to their will. An elemental god.

Urox, The Storm Bull: Chaos killer. Mighty warrior who will never compromise with his perverted enemies.

Waha the Butcher: God of the people of Prax. Showed humans and animals how to live on the Plains. A Warrior god.

Yanfal Tarnils: War God of the Lunar peoples. An honourable soldier. One of the Seven Mothers who gave life to the Red Goddess.

Yelmalio: The Son of Yelm, the Sun Emperour. A Warrior who defended his people before time but not without cost. His power of Fire was stolen, but his power of light remains.

Zorak Zoran: Troll War God. God of Hate and Darkness. Because of a victory before time he stole the secret of Fire magic from Yelmalio.

Templates

These are the templates I have to hand. More should follow, including the Sun Domer, the Heretic Mostali, The Goldentoungue Trader and others.

Where you see this icon: you can click on it to display a printable character sheet containing everything you'd need for play.

Itinerant Bard

Stats: Strength 2D+2, Perception 3D+1, Agility 3D, Stealth 2D, Knowledge 4D, Magic 3D

Magic: Donandar

Background: You are a travelling storyteller and minstrel. Before the Lunars came to your land you travelled freely, discovering and spreading new stories throughout the year. The Lunars didn’t approve of this. They wanted you to stay in one place and to tell stories that, while sometimes very good stories, weren’t as true as the old tales.

They wanted to spread stories about men and women, about love and death, things that your stories were always about, but they wanted you not to tell the old stories. About how Orlanth fought the Blue dragon Aroka and so rescued Heler, about Orlanth’s quest to return Yelm, the dead Sun Emperor to life. Being forbidden to tell all of the stories is only a step away from being told to tell lies. And that’s something you’ll never do.

Possessions: Musical instrument(s). Bright coloured clothes. Shortsword. Some money. Writing gear.

Connection With Other Characters: You might have a professional rivalry with the Sage. You might have played for the Tarshite Exile or the Orlanthi. You might have travelled with the Healer or the Goldentounge.

Enemy: Those that want to silence you?

Appearance: When not talking, always listening.

Duck Renegade

Stats: Strength 2D, Perception 3D, Agility 3D+2, Stealth 3D, Knowledge 3D, Magic 3D

Skills: The Duck gets a bonus D to his Swim skill

Magic: The Duck probably worships Orlanth, but might have pledged himself to Humakt.

Background: Before the Lunars came you were happy. Back then you lived with the other Ducks in the Stone Nest. You fished. You traded with the humans that lived by The River and sailed their barges upon it. Then the Lunars came. For some reason, you never found out why, they blamed your people for a rebellion lead by a human. They sent hunters to your lands and promised them gold for every beak they brought back.

Most of your people fled South, but some stayed and fought back. To your surprise you found that you were rather good at killing humans, from ambush or by pulling them underwater.

Eventually the Lunars relaxed their campaign of murder, but by then it was too late. You’d done too much, killed to many to go back to your old life.

Possessions: Sword. Crossbow. Money. Light armour (+1 to Stamina when resisting damage)

Connection With Other Characters: You might have fought alongside the Orlanthi or the Humakti. The Healer or the Sage might have protected you. You might have met the Goldentounge back when you helped sailors on The River. The Tarshite Exile might have hunted you.

Enemy: The Lunar administrator that paid out the bounty on your relatives?

Appearance: At first glance comical. But then they see the gleam in your eye, and the sneer on your beak, and the laughs die in their throats.

Escaped Trollkin

Stats: Strength 2D+1, Perception 2D, Agility 4D, Stealth 4D, Knowledge 3D+1, Magic 2D

Skills: The Trollkin gets a bonus D to Search at night. His eyes don't like the light

Magic: The Trollkin worships Kyger Litor.

Background: All your life you’ve known you were different. The others in your litter were content to be slaves for the full trolls, but you always wanted your freedom. You tried to hide the fact that you were more intelligent than the other Trollkin - brighter in fact than a lot of your troll masters, but eventually they noticed. One troll wanted to eat you, but the others put you to work, using your mind for them, overseeing other, more stupid Trollkin.

Then you got your chance. When the trolls relaxed one night you stuck the troll watch in the back with a stolen dagger and crept away into the dawn. Now you have to make sure that the trolls never catch you, because if they do, you’ll be supper.

Possessions: Rough and Ragged clothes. Spear and dagger. Sling. Not much money. Wide brimmed hat to shelter you from the sun.

Connection With Other Characters: The Healer might have sheltered you after your escape. The Sage might have studied you. The Dark Troll might remember as a slave (and might still want to eat you). Anyone wanting a quick Thief might have hired you.

Enemy: The Troll that used to be your master?

Appearance: Short, tattered. Ugly by anyone’s standard, protruding teeth, big ears, grey warty skin. Arrogant stare.

Gentle Healer

Stats: Strength 2D+1, Perception 3D+1, Agility 2D+2, Stealth 2D+2, Knowledge 4D, Magic 4D

Magic: Chalana Arroy

Background: You are an orphan raised by the White Ladies of Chalana Arroy, the healer of the world’s Pain. When you grew up you followed those who had raised you and became one of the white ladies. Now it's time for you to set out into the world and bring a salve to it's wounds.

Possessions: Absolutely no weapons. Staff. Bandages. Healing Salves. Writing gear. Little money - people offer help to Healers when it's needed.

Connection With Other Characters: Anyone might have come to you for healing. As a foundling almost anyone might turn out to be your kin.

Enemy: Surely no-one save one given over to Chaos would seek to harm a Healer

Appearance: White robes, serene expression.

Grim Humakti

Stats: Strength 4D, Perception 3D, Agility 3D+1, Stealth 3D, Knowledge 2D+2, Magic 2D

Magic: Humakt. Who else?

Background: You’re a soldier. A mercenary. A servant of the Lord of Death. A killer. You’ve fought in many battles. Given Death to all those that opposed you. Now most of your fellow warriors have gone to your Lord Humakt in his grey halls.

Sometime you fought for the Lunars, protecting them from the undead perversions that issue from Delecti’s ruins. More often you fought against them. It makes little difference.

Possessions: A brutally functional sword. Shield. Medium armour (+1D to Strength, -1D to Dexterity and Stealth skills). Money. Ceremonial sword. Two or three items of plunder.

Connection With Other Characters: You might have worked for the Tarshite Exile, the Sage, the Goldentounge or anyone else likely to hire a soldier. You might have served alongside, or fought against the Sun Domer, the Brave or the Duck. Once the Orlanthi might have been a kinsman.

Enemy: Anyone making use of undead? A fellow Humakti that broke his oath?

Appearance: Shadowed eyes, notched shield and bright sword go together to keep the natives quiet.

Bold Orlanthi

Stats: Strength 3D+2, Perception 3D, Agility 3D+2, Stealth 3D, Knowledge 3D, Magic 2D

Magic: Orlanth

Background: When you were young your land was free. Your father was a warrior of the [insert tribe name], one of the tribes of the free nation of Sartar. Then the Lunars came. Your father went to war and fought against the Lunar invaders. They were halted at Dunstop, but Sartar paid a heavy price for their victory - your father was one of the dead.

When your father’s sword and shield were brought back you took them and swore that you would use them as bravely as he had. Alas you never got the chance. The Lunars struck against Boldhome using forbidden magics the very next year and Sartar fell.

At first they just taxed you, and told you that you no longer free men, a bitter pill, but now things have gone too far. They give you invented gods to revere. They forbid the telling of the old tales.

Too much. The time has come to stand against them. And if you die in Orlanth’s name, fighting for freedom, then you'll see your father again, as you eat the heroes portion at Orlanth's table.

Possessions: Battered Sword and Shield. Medium Armour (+1D to Strength, -1D to Dexterity and Stealth skills). Money.

Connection With Other Characters: The Healer, Sage and Goldentounge might once have played a part in your rituals. You might have fought with or against the Humakti, the Duck or the Sun Domer. The Brave might have raided your herds.

Enemy: Any Lunar, a turncoat from your tribe?

Appearance: Straight backed, tattoos fresh on your arms, still young.

Praxian Brave (Functionally identical to Grazelander Brave)

Stats: Strength 3D+1, Perception 3D+1, Agility 3D+2, Stealth 4D, Knowledge 2D+2, Magic 2D

Magic: Waha if Praxian, Golden Bow if Grazelander

Background: You are a free warrior of one of the great tribes of Prax. You herd your beasts and raid the herds of the other tribes, just as your people have done since the start of Time.

As well as raiding the other tribes you used to attack the fertile hill country of Sartar and torment the unclean horse riders that live there. Now they have Lunars ruling them and some say that the Lunars serve Chaos. You don’t know. You come to this place to prove yourself, to do heroic deeds and to fight great enemies. If those enemies are servants of Chaos then so much the better.

Possessions: Spear. Handaxe. Bow and arrows, fletched with exotic feathers. Riding animal (definitely NOT a horse if Praxian, definitely a horse if Grazelander). Ceremonial rattle.

Connection With Other Characters: You might have raided the herds of the Orlanthi. You might have worked as an escort for the Goldentounge or attacked his caravan. You might have helped the Uroxi Berserk in his quest against Chaos. Anyone might have hired you as a scout in Prax.

Enemy: Horse riding cavelryman? Sable rider?

Appearance: Tanned. Wearing feathers and beads. Smells of riding animal.

Learned Sage

Stats: Strength 2D+2, Perception 3D, Agility 2D+1, Stealth 2D, Knowledge 5D, Magic 3D

Magic: Lhankor Mhy

Background: You are a servant of Lankhor Mhy, Lord of Knowledge. You were so lost in your research that you barely noticed that your land was being conquered by the Lunar Empire.

What made you notice was then their brown robed priests came into your library and started taking books away.

At first it didn’t make sense, no-one removed knowledge from the Libraries of Lankhor Mhy, but these invaders did, and gave nothing back.

At first you simply hid the books that they were looking for, but it wasn’t enough. Now you want to go out into the world to recover secrets from them.

Possessions: Writing gear. Staff. Books in strange languages. Money.

Connection With Other Characters: Anyone might have asked you for advice. You might have hired any of the Warriors as guards. You might have swapped stories with the Bard.

Enemy: Rival Sage, possibly a Lunar, Thanatari

Appearance: Beard (possibly false), Grey Robes, furrowed brow. Balding. A distracted look.

Sun Dome Templer

Stats: Strength 3D+1, Perception 3D, Agility 3D+1, Stealth 2D+1, Knowledge 3D, Magic 3D

Magic: Yelmalio

Background: It's always been a hard life in the service of the Sun Dome Temple. You farm land that the Sartarite tribesmen won't touch. You get up with the Sun's rise, practice with your weapons for Yelmalio's glory, work all day long under the burning Sun and worship in his temple as the Sun sets. If you're deemed worthy you may join the famous Sun Dome Temple Phalanx and sell your spear and blood for Gold and Yelamlio's Honour. A hard life, but yours.

The Priests didn't particularly mind when the Lunars came, remembering the the Sun and the Moon have long been allied against the Storm gods of Sartar, but recently there have been changes. A northern nobleman, one Havar Ironfist, claming the Throne of Yelm and with it the Rulership of your lands. He taxes heavily and sends the Phalanx out in service of the Lunars, keeping the gold for himself, but worse, he violated the Rules of the Temple.

Since the Dawn of history it has been the Rule that Priests of the Sun Dome are chosen for their piety and for the Honour they have brought to Yelmalio. It has always been the dream of any member of the Phalanx that they might one day serve Yelamlio as High Priest. That is not Ironfist's way. He has appointed his own Priesthood, removed those who opposed him and done away with the Rules of Appointment.

Too much. You have left the Phalanx to seek a more honourable cause.

Possessions: Gilded Armour (+1D to Stamina, -1D to Stealth & Agility). High helmet with horsehair crest. Shield marked with the runes of Light and Truth. Selection of spears. Money, all of it in gold or copper, no silver.

Connection With Other Characters: As a warrior you might have fought against or along side the Humakti, the Aldryami Scout or the Brave. You might have been hired by the Tarshite Exile, the Goldentoungue or the Sage. You might have duelled the Dark Troll. The Duck might have traded with you before he became a bandit.

Enemy: A Troll? One of Ironfist's Henchmen?

Appearance: With a spear as tall as himself and a shield to hide behind this is a warrior you don't want to anger.

Tarshite Exile

Stats: Strength 3D+1, Perception 4D, Agility 3D+2, Stealth 2D, Knowledge 3D+1, Magic 2D

Magic: The Exile is a worshipper of Yanfal Tarnils.

Background: You were raised at the court of the King of Tarsh. Your family was one of the great families, the people that made Tarsh what it was. Though your family was happy to be friends of the great Lunar Empire to the North you welcomed Tarsh’s independence as well. Others did not.

On night you woke up smelling smoke and found that your home was being attacked by soldiers loyal to another house, one that wanted to see Tarsh as a province of the Lunar Empire and sought to remove a powerful rival.

You fled the assassins, leaving your ancestral home in flames. Since then you’ve been looking revenge.

Possessions: Fine clothes. Plenty of money. Scimitar. Ancestral heirloom. Writing gear. Horse.

Connection With Other Characters: The Sun Domer or Humakti might have worked for your family in the past. The Bard might have played for one of your feasts. You might have studied under the Sage. You might have hunted the Duck. Might almost any character have been a long lost relative?

Enemy: The leader of a rival family?

Appearance: City slicker down on his luck

Dark Troll

Stats: Strength 5D, Perception 2D+2, Agility 2D+2, Stealth 3D, Knowledge 2D+1, Magic 2D+1

Magic: Zorak Zoran

Background: Uz make great warriors. Uz serve Zorak Zoran, God of Hate. Uz live in Dagori Inkath, not bother anyone (except elves, who not people, just trees) until Red Moon Woman comes.

When Lunars come to Dagori Inkath they bring Light of Chaos where there should be Dark. When Uz complain like reasonable people they laugh at Uz. So Uz kill some Lunars.

Red Moon Woman’s people hate Uz killing them so they fight back. Send soldiers with Iron to Dagori Inkath. Still Uz kill them, but they kill Uz as well.

Uz leaders come to ‘understanding’ with Red Moon Woman’s soldiers. Uz stop kill Soldiers. Soldiers stop kill Uz. Still Red Moon Woman bring Light where there should be Dark. And that Light Chaos! It not make Uz happy. Females say you must not kill Lunars, so you leave them and go into world.

Possessions: Mace. Shield. Medium Armour (+1D to Strength, -1D to Dexterity and Stealth skills). Pack beetle. Some money.

Connection With Other Characters: The Trollkin might have escaped from your plate. The Uroxi Berserk might have stood shoulder to shoulder in one of your battles against Chaos, perhaps protecting the Sage or the Healer. The Sun Domer might have fought you. The Bard might have told stories in your caves before you left.

Enemy: Elves, Dwarves, Escaped Trollkin?

Appearance: Big. Big, grey green warty skin, small eyes, big ears. Yellow teeth.

Uroxi Berserk

Stats: Strength 4D+2, Perception 3D, Agility 3D, Stealth 2D, Knowledge 2D+1, Magic 3D

Magic: Urox, the Storm Bull

Background: Kill Chaos! You are a brute of a warrior, muscled and scarred beyond imagination. A follower of the Bull and sworn to fight the forces of chaos wherever they hide. The Lunars don’t like you very much.

The Lunars spread lies. They say that Chaos is not evil. They say that it doesn’t seek to destroy the world. Lies. Sometimes Chaos seeks to destroy through brute force and sometimes it seems to destroy through subtle infiltration. The Lunars hide their evil through subtly but they have brute force as well. But no force can stand up to you!

Death to Chaos!!!

Possessions: Two Handed Axe (+2D to damage, but no Shield use is possible). A little money. Skin of beer. Riding animal. Horned Helmet.

Connection With Other Characters: The Brave or the Orlanthi might be kinsmen. You might have fought alongside any of the warriors. The Sage or the Goldentounge might have been saved by you from Chaos. The Healer might have treated you.

Enemy: A servant of Chaos?

Appearance: As much animal as man you are a sight to see. Hairy, muscled. Sometimes you foam at the mouth.