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Together in one volume, the essential deep-dive into Glorantha's fascinating and exotic Elder Races: Uz, Aldryami, Dragonewts, Mostali and Ducks. In these pages you will learn all you need to know for roleplaying these species in your RuneQuest II Gloranthan campaigns. Each race is detailed in terms of history, culture, religion, philosophies and biology, with all the necessary game mechanics, roleplaying notes and statistics. Myths for these races explore their heritage and attitudes - essential to understanding their non-human natures.
Core Rulebook
Gloranthan History, Myths, and Culture source book for RPGs.
Creatures for RuneQuest
The imperial throne has been claimed by a false emperor - the Sun Dragon. Its miles-long body is wrapped around the royal palace in some obscene reptilian mockery of true majesty. Now the people of Dara Happa prepare to rise and throw off their draconic oppressors. This book deals with the region of Dara Happa in full, presenting new magic to wield and new cults to join, as well as laying out the region in previously-unseen detail. Games Masters wishing to set their campaigns in Dara Happa will find this an invaluable sourcebook, whether catering for rebellion plots or for adding realism to the methods of the oppressing Dragonspeakers. Players with EWF or Dara Happan characters will find a wealth of information regarding the region's customs and the lifestyles of its oppressed citizens.
Roleplaying in Glorantha for the 13th Age rules system.
RuneQuest Core book
One of the oldest settings of any roleplaying game is back, and more comprehensive than ever! Covering every nation of Glorantha, this book lists the histories, myths and cultures of the world, complete with maps and detailed illustrations that bring the setting to life. Glorantha is a world permeated by magic and shaped by myth. Its heroes achieve power by questing for runes, physical manifestations of the eternal abstract forces that shape its destiny. Eventually they graduate to even more powerful magic, learning to gain power by emulating the deeds of the gods, mastering the arcane formulae of the sorcerous arts, allying with spirits, or achieving meditative awareness of life's unknowable secrets. In doing so, they draw on one or more of the mythic Otherworlds surrounding their everyday material world. With the right magic, they can travel to the realms of the gods, become participants in their ancestral myths, and return with wondrous new abilities. Those who fail these daunting tests may be diminished, destroyed, or eternally lost in the mythic realms.