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Glorantha: The Second Age

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Description:

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 magics, 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.

Explorers, adventurers and kings aren’t the only ones who wield magical power here. Ordinary people practice their own spells and charms, helping them to feed, clothe and shelter themselves in what would otherwise be a hostile environment.

Glorantha is a world of clashing cultures, where good and evil aren’t always easy to sort out. Though cursed with more than its share of tyrants, monsters, and villains, no single one of its cultures maintains a monopoly on virtue. Two warring cultures can be, from their own point of view, equally right — or equally ruthless and brutal. Cultures differ on the right way to live, the true events of myth and history, and the very purpose of existence. And that’s just the humans: its inhuman races follow their own alien agendas, as laid out at the beginning of time.

In its glorious Second Age, Glorantha is the prize of warring empires. Two empires, more similar than they’d like to admit, vie for ultimate dominance. The God Learner Empire seeks to crack open and the very secrets of the gods, manipulating them to their own ends. The Empire of Wyrm’s Friends works to transform its land and people into a gigantic, mystical dragon, which will take flight and reshape the entire world.

The Second Age is a time of unprecedented discovery and exploration. For the first time, trade and travel allows the interaction of far-flung cultures. Both Empires innovate feverishly, unveiling new forms of magic, new devices, new modes of perception.

Against this backdrop of unfettered progress, dark omens gather. Men have pushed the Glorantha’s eternal laws of myth and magic to the breaking point. How long will it be before the world strikes back at them, punishing their unprecedented hubris?

Although designed to be used with the RuneQuest roleplaying game, Glorantha: The Second Age contains no rules-specific information, allowing you to use it with any fantasy roleplaying system.

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Reviews
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March 23rd, 2013
This ia an essential supplement for anyone planning on running a second age campaign although I was annoyed to discover that it was essentially a direct duplication of the Glorantha Second Age core rules under a different name which made it a bit redundan [...]
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June 11th, 2007
A brilliantly written and conceived piece of work. Mr. Laws excels again at making a very readable introduction to Glorantha, and the 2nd Age material is top notch and quite playable. Amazingly useful for 3rd Age HQ players as well.
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December 17th, 2006
It's nice to see the past of Glorantha being explored. Not to mention having RuneQuest back on the market. Way to go Mongoose.

QUALITY: Very Good

VALUE: Satisfied
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October 19th, 2006
A solid back drop/source book low in mechanic (nearly non-existant in fact) high in setting and flavour, damn useful for Heroquest, RQ2, RQ3 or the obligatory Mongooses edition. Very little to be negative about, writing and layout is good, the maps are [...]
Reviews
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Glorantha: The Second Age
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Product Information
Silver seller
Rule System(s)
ISBN
1-905471-11-4
Publisher Stock #
MGP8101
File Size:
16.48 MB
Format
Original electronic
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File Last Updated:
May 06, 2013
This item was added to our menu on October 19, 2006.
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