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THIS IS A BLOG ABOUT STORIES AND STORYTELLING; some are true, some are false, and some are a matter of perspective. Herein the brave traveller shall find dark musings on horror, explorations of the occult, and wild flights of fantasy.

Friday, October 11, 2024

Lands of RuneQuest: Dragon Pass

I was late to the party.

In 1975 game designer Greg Stafford and his fledgling company Chaosium (technically "The Chaosium" at that point) released a war game, White Bear & Red Moon. I might have bought a copy, but being four years old, did not.

WB&RM introduced the world to Stafford's Glorantha, a trippy technicolor Bronze Age fantasy setting, more Moorcock than Tolkien, leaning Leiber and inclined Iliad. This was the Mahabharata with a metal soundtrack, an Odyssey gone glam. There is nothing like Glorantha. It is equal parts insanity and anthropology. There are dinosaurs and sentient ducks. The world is flat. Science? Ha! Diseases are caused by spirits and spiritual discord, not mere microbes. Gravity? Nonsense. Mortals are pulled to the ground by the power of mother earth's love. Yet the paradox of the setting is a relentless, tireless drive towards anthropological realism. We have all read fantasy settings where the societies are total bullshit. They could never exist. But author and game designer Robin Laws nailed it when he wrote, "(i)n its mythic power, phantasmagoric imagery, and trenchant understanding of human nature, Glorantha stands as a founding text of the roleplaying genre..." It is that third element that ignites the setting. Any time the setting seems off-the-rails weird you are grounded by the realism of the human element. You believe the weirdness because the cultures are organic, breathing things.

I met Glorantha through White Bear & Red Moon's companion RPG, RuneQuest. This was in 1982. A year later, WB&RM received a new edition, but this time under the name of the region the game took place in, Dragon Pass. RuneQuest had moved the focus of the setting from Dragon Pass to neighboring Prax, the locale of Chaosium's other war game Nomad Gods. Sure, RQ had a map of Dragon Pass, but I didn't really get details of the setting until I played Dragon Pass. 

The current edition of RuneQuest (Roleplaying in Glorantha) wisely moved the focus back to Dragon Pass. Prax and Pavis are fine, but the timeline has now advanced to the Hero Wars, a world-engulfing conflict whose trigger lies in the enmity between the princedom of Sartar and the Lunar Empire, and this ignites in Dragon Pass. Most campaigns want to be where the action is. 

To date, most of the releases for the new edition have leaned phantasmagoric by necessity. The rich mythology of gods and spirits is the heart of the setting, and so the Cults of RuneQuest series has kept the Chaosium team busy unfolding that. One notable exception was the woefully misnamed Weapons & Equipment guide, a brilliant book that explores all the nooks and crannies of the setting's material culture.  Now, however, we have the first release for the new Lands of RuneQuest line, Dragon Pass: Site of the Hero Wars. This is a deep dive into the geography, flora, fauna, weather, locations, and societies of the region.


Full disclosure, I am mentioned in the 'additional credits' of the book, but was not hired to write for it, and the copy I am reviewing I purchased myself.

On the other hand, I have done a great deal of writing about Dragon Pass, both for the Jonstown Compendium and Chaosium, so this was a release I was very much looking forward to seeing. To a certain degree, I have been a spiritual resident of Dragon Pass since I was 12. And this is the book that would have made my life a lot easier. It is, simply, the most detailed and exhaustive treatment of Dragon Pass RuneQuest has ever seen. Before some of the grognards take issue with that, note I said "RuneQuest." Sartar has been detailed in previous games, and HeroQuest had a gazetteer, but in the breadth and depth of coverage of the entire region Dragon Pass has them beat.



Let's start with the contents...


After an introduction that gives a broad overview of the region, Dragon Pass looks at the separate subregions. Sartar, the area around Far Point, the kingdom of Tarsh, Wintertop and Old Tarsh, the Grazelands, the Wilds. We finish with a bestiary. The highlight of the introductory chapter, to my mind, is the exhaustive history. Glorantha's "timeline" (for want of a better word) can be divided into Myth (the age of the gods, before Time began) and History (after the first Dawn and birth of Time). Myth was the making of the world. The actions of the gods formed the patterns of existence. The sun, Yelm, died and fell into the Underworld before his glorious re-ascent. Thus the sun rises and falls each day. History is the unfolding of the world, its developments, the rise and fall of empires, the coming of heroes. The focus thus far in RuneQuest so far has been Myth. Unless you own the Guide to Glorantha (any why don't you, you mad thing?), History has been more obscure. No longer. There is a brilliant and detailed History here of the three Ages of Time in Dragon Pass, complete with maps and timelines.

Mentioning the maps, it is time for me to almost obligatorily comment on the extraordinary art of Dragon Pass (yes, including the cartography, shout outs to Matt Ryan, Glynn Seal, and Tobias Trannell). Anyone who has been paying attention to the development of the line understands Jeff Richard's commitment to the look of this edition, and Dragon Pass does not disappoint. My sense is that in the Cults books, the style leans Katrin Dirim and Loïc Muzy, more stylized and heightened to reflect the mythic themes. Weapons & Equipment and now Dragon Pass lean towards the gritty realism of artists like Ossi Hiekkala, who provided the cover. To my mind no one has ever depicted the world of Glorantha the way Ossi has. Looking at his work you can almost smell the sweat and taste the dust. This is not to shut out the rest of the art team--there is not a picture in this book that those of us writing for the Jonstown Compendium would not give our eyeteeth for. But overall, Ossi seems to represent the style of "History" Glorantha.

There is one piece I need to spotlight.

Page 61 gives us a location, the Hill of Orlanth Victorious. The accompanying art simply took my breath away. A great temple to the king of the gods and lord of storms, it is a pilgrimage site for his woad-wearing worshippers. This piece was so raw, so ecstatic, it gave me gooseflesh.



   

Each subregion gives an overview, discusses adventurers from that area, gives sample NPCs, and then details the key locations. With this book you could fuel a Dragon Pass campaign for years. The sample NPCs are a terrific touch, giving you templates to tailor your own. One thing you will not be getting however are stat blocks for the great movers and shakers like Kallyr Starbrow, Cragspider, Fazzur Wideread, etc. They are detailed, but not given statistics. I have seen some disappointment with this online, but I have to say I approve of the omission. These should be the province of the GM. If you want to run a campaign where Kallyr is an unstoppable badass, you should design her to be so. If you want a campaign where your players overthrow her, you should be able to build her appropriately too. Stats for these movers and shakers ventures too far into the straitjacket of "canon" for my tastes.

In the final analysis, Dragon Pass finally channels the spirit of White Bear & Red Moon back into RuneQuest. When I wrote my ode to WB&RM, The Company of the Dragon, I would have had to do a lot less work had this book existed. It is a counterweight to the Cults series, grounding the mythic setting in a tangible reality. It delivers a feel for the region and its people that makes it real, not just an Elf game with magic, but something that tells stories about people who live, bleed, and die. It brings the anthropology to the eschatology of the Hero Wars.