Glorantha: Introduction to GloranthaIntroduction to Glorantha The World of Glorantha originally published in Runequest (3rd edition) This document is Copyright © 1998 Issaries, Inc. It may be freely linked to, and one copy may be printed for personal use, but any other reproduction by photographic, electronic, or other methods of retrieval, is prohibited. Table of Contents The World of Glorantha World Structure Time in Glorantha Geography and Weather Major Land Regions Mythology and History Magic and Religion The Elder Races Chaos in Glorantha The World of Glorantha World Structure The world of men is shaped like a huge lozenge floating upon an unlimited sea. Waters wash parts of the lands. Most humans live near the center of this lozenge. The sun rises from the east each morning, then passes over the air, and across the sky to set each evening in the west. It then travels beneath the seas and earth through the underworld, and finally again up to the eastern lands of the dawn. While the sun is in the underworld, the goddess of night rules the sky. The sky world lies beyond the dome of the sky. At night, the stars show where the magical denizens of the sky world peep through to guard their followers below. Similarly, the underworld is populated by immortal creatures, as well as by evil dreams and by the souls of the dead and unborn. The world is everywhere populated by magical entities who are personifications of things, who represent life essences, or who are spiritual truths. Many of these beings are alive in every sense, but many are not. Most people live only in the mundane world, content to let the priests and shamans protect them. But the influence of the magical world is always there. The Planes There is a mystical as well as a physical cosmography. In the mystical view there are three planes of existence: the mundane plane (the physical world), the spirit plane, and the god plane. Interactions between ordinary men and magical creatures and places are minimal within normal realms. Remember, though, that great magic is always possible, that it works, and that it has done terrible things before. Time in Glorantha Most dating systems in Glorantha begin with the Dawn, when the Sun rose into the sky and inaugurated the age of history. Created by the Theyalans of Dragon Pass, this system is called Solar Time (abbreviated S.T.) and is the most common time-measurement system used in the world. A Gloranthan day is the time needed for the sun to traverse the sky from east to west. A night is the time needed for the sun to traverse the underworld from west to east. Seven days make up one week. Eight weeks (56 days) make up one Season. Five Seasons (plus a 14-day interim period called Sacred Time) make up one year. Thus, a year is 294 days long. Variant Calendars The Lunar Empire (Genertela) measures time from the moment their Red Goddess was born (during Sacred Time, 1220 ST). They also use a larger measure of time called the Wane, which is 54 years long. The Kralori culture (Genertela) persists in using six seasons of 7 weeks each. This method is widely popular throughout the eastern lands of Kralorela and the Eastern Isles, including Vormain. Most Pamaltelans (with the exception of many coastal cities) use a four season period. Each season consists of 72 days (12 weeks with 6 days each). The extra six days, called Holy Week, resembles the Sacred Time of the Theyalan calendar. For more information on Time in Glorantha, see: The Gloranthan Calendar Geography and Weather Genertela, the northern continent: this continent is temperate in climate; its winds generally blow west to east, and often from the north during Dark Season (winter). The continent is 5000 km long east to west and 1700 km wide north to south. North of the continent are the uninhabitable wintery wastes of Valind. East lies the sea of Kahar, which is covered by unending fog and empties into the limitless Eastern ocean. South lie the waters of the homeward ocean. West lies the freezing Neleomi sea, and beyond that the limitless Western ocean. Genertela is the land most heavily inhabited by humans. Here the elder races have been reduced to powerful pockets of resistance surrounding ancient holy places. A variety of human cultures dominate the better lands. This continent was badly damaged in the Greater Darkness, most badly when its ruling god, Genert, was destroyed by chaos. The Wastes astride the continent testify to the physical losses suffered. The magical damage was comparable. Genert embodied some powers of unity and harmony never yet recovered by the residents of the land. Pamaltela, the southern continent: This continent is about 6700 km long east to west and 3300 km wide north to south. Winds blow east to west, and occasionally from the hot south. Pamaltela is tropical in climate. North lie the central seas. East lies the hot Togaro Sea, eldest of the great waters. South past the Nargan desert lies a land and a sea of unending fire impossible for mortals to approach. West past the lands of men rolls the chill Western Sea, which has no bounds. This continent also was ravaged by chaos, but recovered better than the northlands because Pamalt, the ruling god of the surface world, survived. Relative peace and plenty continue in the land, so that even humans live a lush pastoral life. Many Elder Races are still powerful here -- dwarfs, innumerable elves, and a variety of isolated and obscure creatures. Human cities dot the northern coasts. The Central Seas: the oceans of Glorantha center on the Homeward ocean. At its center is the tremendous whirlpool called Magasta's Pool, whose bottom is in the underworld. Down this place rush all the waters of the world. From the northwest comes the Banthe Sea, which is frigid. A current continues southward, to become the Brown Sea, which splits into other lesser seas. The Neliomi current rips great icebergs from Valind's Glacier and sends them south. The main Banthe current enters the homeward swirl of Magasta's Pool. From the southeast comes the warm-watered Togaro Sea, also called the Sea of Terror. Its main current enters into the whirlpool of the Homeward ocean. The eastern Sshorg current runs northward, warming the lands it washes, and runs into the Eastern ocean. For more information on the oceans and seas of Glorantha, see: The Oceans of Glorantha See the map of The Continents of Glorantha (72k) for a depiction of these main regions. Major Land Regions These are the major land regions of Glorantha; they are summarized in alphabetical order. Dinal (Pamaltela): called the Peaceful Woods by elves. The Council of Seventeen rules it, and many Yellow elves consider it to be their heaven on earth. Dragon Pass (Genertela): a strategic land, the crossroads of the continent. It is the prehistoric mating and nesting ground for dragons, and the sacred homeland of the dragonewts. Many acts of the gods occurred here, making this region very powerful and special. East Isles (Sshorg Sea): often referred to by their ancient name, the Ten Thousand Islands of Wonder. Many nations and tribes inhabit this region; all claim to be subjects of the Emperor of Vithela, who is otherwise unknown. The natives also claim to know all the islands, but outsiders have never seen more than the westernmost (which are fabulous enough). Famous among them are Golden Mokato, once capital of a sea empire; and Haragala, a modern naval power. Elamle (Pamaltela): a region ruled by the Novarooplia tribe of Yellow elves. They tax and take tribute from the human cities which dot their coast, and are friendly with those humans whom they know. Enkloso (Pamaltela): A temperate land, where snow sometimes comes creeping from down the mountains and frost rasps inland with the Brown Sea fogs. The people here are Green elves, with a long and proud history. The many humans in the lowlands and along the shore have Genertelan cultures. Fonrit (Pamaltela): a region semitropical in climate and life. Its poor are all blue-skinned; as slaves, they are among the worst-treated in the world. The overlords, the Confederates of Fonrit, rule a hodgepodge of conquered duchies, satraps, principalities, and theocracies, and make common cause only against invading elves. The northern state of Kareeshtu is a great naval power. Fronela (Genertela): a cold temperate land, Fronela is dominated by the great lanube river, which cuts it from the Sweet sea in the east to the Neliomi Sea in the west. In the north are pine forests shared by barbarians and elves. The western lowlands are ruled by the kingdom of Loskalm. The southern highlands, and most of the valley of the Janube, hold many different people. Hornilio (Pamaltela): here are only marshes and swamps, so low and level that tides wash far inland, and the rivers rush far to sea. Huge monsters trom earlier ages haunt this place. All is dominated by the Red elves of cruel Queen Karan llargor, legendary ruler who led in the Gods War. Jolar (Pamaltela): nomadic Agimori and other peoples roam these wide grasslands, herding cattle and hunting. The Kresh invasion from the east prompted the organization of the Arbennan kingdom, a confederation of tribes. Jrusteli Isles (West Homeward Ocean): once a single land, partially-sunken Jrustela is now a smaller archipelago. Its residents are mostly elder races, grown strong without men. The Dawn Age natives, the Timinits, are numerous. There are some cities with recent human immigrants. Several haunted ruins of the dead and accursed God Learners linger here. Kimos (Pamaltela): humans live on this peninsula, maintaining an ancient war so old that no one recalls its origins. Their foes are called Gorgers, and both sides worship the volcano god, among others. "War-torn Kimos, ragged land of fire." Kothar (Pamaltela): the Kresh nomads, who ride upon wagons of colossal size, originally came from here. With cities on wheels, they rumble about exacting food as tribute and granting access to their temples and other facilities. Kralorela (Genertela): here live the Dragon Kings, and here ancient, forbidden magic is used. Kralorela is rich, fertile, and boasts many great cities. In the hills huddle primitive subject peoples. Laskal (Pamaltela): tropical forests cover this land. Yellow elves of many tribes, with no central rule, live here. Many tribes of humans wander among the woods, paying token tribute to the elves as fellow creatures of the wild. Maniria (Genertela): The southern coasts are warmed by sea currents, and are subtropical. Inland roll rich forest lands where humans war with elves. Eastward glimmers the enchanted Holy Country, where many different folk live in harmony. Mari (Pamaltela): These lands are broken by hot, harsh mountains. The northern side is humid, tangled with encroaching jungle; the southern side is dry and rutted with canyons. Only violent raiders, savages, and monsters live here. Mirelos (Pamaltela): the Gaskallian empire, ruled by ancients of the Yellow elves, holds sway here. Few other intelligent creatures, including humans, lead free lives in Mirelos. The land is dense rain forest, with rivers famous for their richness. Nargan Desert (Pamaltela): a dry and lifeless place, a playground for firespirits and their great lord, Father Pamalt, and his chosen immortals called the Agitorani. No mortals tread this realm. To the south, live flames dance upon sand and stone. North Pent (Genertela): this bleak tundra is wracked by violent storms, buried by snow from the north, or flooded by warm rain from the south. Ice trolls, desperate horse and cattle nomads, and refugees from the Kingdom of Ignorance live here. Onalaks (Pamaltela): rain forests cover Onalaks, and the Gargualia tribe of Yellow elves rules it. Human cities line the coasts; their peoples hate elves and war with them. Palarkri (Pamaltela): a highland pierced by five great stands of jagged mountains. Among the peaks live the exotic inhuman Jelmre, who trade with the elves in the north, and the Empire of Kresh in the south. Peloria (Genertela):This wide grassland is ruled by the Lunar empire. The land is temperate, and since the ascension of the Red Goddess has had increasingly mild winters. It is drained by the mighty Oslir river, whose head is in Dragon Pass and whose mouth is in the White Sea. Pent (Genertela): the wild Pent nomads, who ride horses and who herd cattle, sheep, and goats, live on this fair plateau. Winters are severe, their summers usually are rich and peaceful. Porlaso (Pamaltela): also called the Island of Swamps. Some people claim Porlaso soon will sink beneath the tides, though it has survived for centuries. This island is full of terrible dinosaurs and angry Red Elves. Ralios (Genertela): the twin kingdoms of Tanisor and Sentanos rule the lowlands, but the highlands have been wild since the Dawn. This is a fine temperate area with few severe winters and many pleasant summers. Seshnela (Genertela): this wild land is full of exotic creatures like centaurs, satyrs, and dragonewts. Here also live the immortal Luatha, who destroyed ancient Seshnela, and whose tall raiders still sally forth from their stronghold. Slon (Pamaltela): a race of dwarfs inhabit this temperate land. They also rule many human cities, whose inhabitants pretend to be dwarfs. The dwarfs treat as animals the backcountry aboriginal peoples of Slon. Sozganjio (Pamaltela): also known as the Endless Marsh. This is a steaming marsh inhabited by dinosaurs and Red Elves. So vast is this area that here three savage kings, each a descendant of the same hero, claim huge empires, yet none has ever heard of the other two. Tarien (Pamaltela): a wide grassland with relatively few humans, but sometimes thick with lizard men and their great beasts. Tarmo (Pamaltela): a high and rugged wilderness, with a spine of mountains whose great peaks are icy all year. Mostly nightriders, frights, and gigantic man-eating trolls inhabit this land. Teleos (East Homeward Ocean): southerners who used small boats to follow the Barankoom current settled this island. For centuries Teleos was called the Pirate Kingdom, until destroyed by the God Learners. Trowjang (Genertela): the southeast corner of the continent is subtropic throughout, warmed by southern sea currents. It is quite wild, even in Teshnos whose rivers are well-populated by Yelm-worshiping tribes. Primitive natives inhabit the interior, warring with the elder races. Fishers and pirates populate the coasts. Valind's Glacier (North Genertela): endless ice covering sea and land. Only ice demons live here. Vormain (Kahar's Sea): an ancient seat of empire and naval powers, this is a complex land of intricate customs, ferocious warriors, and exotic magics. Vralos (Pamaltela): several city-states thrive here, dominated by the merchant king, the Patriarch of Nikosdros. The poor speak a Genertelan dialect and are notably paler than the rulers, but there is much mixed blood here. Wastes (Genertela): These are the deadlands of the god, Genert, who was killed by chaos in the Gods Age. Ungodly storms rage over it, leaving only the hardiest of life. There, protected by those terrible storms, live the animal nomads, who worship Waha the Butcher and believe Prax to be their Holy Land. Zamokil (Pamaltela): A wide grassland inhabited by Agimori in the north, and by blue-skinned folk who are famous for their endurance and songs. Many now are ruled by the Kresh, who entered from the north many generations ago. Go to Introduction to Glorantha: Mythology and History [ New Here? | Greg Sez! | Main Page | Product Listing | Coming Events | Cool Links ]