"Not fantasy with elves. A mythic world where gods walk and the Truth rune is mechanics, not flavor."
The grandparent of the entire BRP family — the system that birthed Call of Cthulhu. d100 percentile skills, hit locations, no levels: characters grow by using skills. The 2018 edition is a direct sequel to RQ2 (1980), reissued by Chaosium under Greg Stafford's guidance. Gritty, deliberate, mythological.
Glorantha — a bronze-age world Greg Stafford has been building since 1966. Myths are literal: the sun is a god who died and returned, runes are actual cosmic forces, and cults shape destiny more than class or race ever could. Dragon Pass, Sartar, the Lunar Empire. Orlanthi barbarians vs. Lunar magic. Ducks, trolls, plant-elves. A world that is NOT Tolkien — deeper, weirder, anthropological.
Runes & passions
Your character has rune affinities (Air, Truth, Movement…) and passions ('Hate Lunars 80%'). Not flavor text — you roll them as d100 skills, and they swing scenes.
Hit locations
Every hit rolls d20 for body part: head, chest, arm, leg. Limbs have their own HP. Break a leg — your fighter drops. Head shot — likely fatal. Combat is consequential.
d100 with no levels
Percentile skills. Use a skill, it grows. No levels, no classes. After 20 sessions, your blacksmith is genuinely 90% at smithing — not a 'fighter 5 with tool proficiency'.
Cult magic
Spirit Magic (Heal, Disrupt) is broadly available; Rune Magic is the miraculous gift of your god. Orlanth grants Wind Words and Lightning; Humakt grants Sword Trance. Magic is faith, not a spellbook.
Open in Session Zero to let every player vote and see the results.
