The Third Age of Glorantha!

Welcome to the fantasy world of Glorantha at, the place on the web to experience the richness and wonder of Greg Stafford’s Glorantha. This is nexus of Gloranthan activities regardless of whatever rules system you use.

Draft Dragon Pass Map

The draft Dragon Pass map for 13th Age in Glorantha and the Gloranthan sourcebook is nearly done. Behold!


Kickstarter for 13th Age in Glorantha nearly over

We are entering the end-game of the Kickstarter for 13th Age in Glorantha and the Gloranthan Sourcebook. As of the time of this post, we have about 47 hours left and are less than $2000 away from raising $100k! If you haven’t already, now is your chance to pledge at and reserve your copies of both 13th Age in Glorantha and the Gloranthan Sourcebook. Plus much more!


We’ve already unlocked the Lunar College of Magic and are inches away from unlocking the Sartar Magical Union! Now is the time! Don’t disappoint Gagix Two-barb the Scorpion Queen of Jab!


On magical battalions in the Hero Wars

What defines a magical battalion as a military unit in Glorantha? It is not raw magical power or heroic status of the individuals in the unit; Prince Argrath and his companions posses more raw magical power than a full battalion of the Major Class, and demigods like Harrek the Berserk or Jar-eel the Razoress are beyond the ability of such magicians to even attack.

The magical battalions of the Lunar College Magic (and later of the Sartar Magical Union) consist of 50 to 250 magicians (priests, sorcerers, shamans, devotees, etc) who are trained to coordinate their activities to create a magical effect beyond the sum of the individual members. In the Lunar Empire these are standing organizations operating under the authority of the Red Emperor. In Sartar, these are secret magical societies that cross often tribal boundaries but are allied with Prince Argrath.

Sartar Battalion

Typically, a magical battalion summons a manifestation of their collective divinity – sometimes conceived of as an “over-soul” or wyter, sometimes as the patron deity of the battalion. For purposes of convenience, we’ll call it the battalion wyter (an Orlanthi term not used by the Lunars). The battalion wyter is capable of acting a considerable distance from the magicians of the battalion – normally between 20 and 30 miles, although some battalions are capable of projecting their wyter as far as 60 miles or more.

The battalion wyter manifests itself differently depending on the battalion. The wyter of the Eaglebrown Warlocks was described as a “great brownish eagle with two curling horns, which pulls together clouds with its wingbeats, peals of thunder with its wings clapping, sheet lightning from its eyes when it blinks, and casts down lightning bolts from its feet.” The wyter of the Spell Archers was described as a huge fiery spear cast down from the heavens. The wyter of the Crater Makers is a manifestation of the Red Goddess who hurls down rocks from the heavens!

What is common with each of these magical wyters is their ability to cause damage and havoc among enemy soldiers. An Irrippi Ontor sage once estimated that the wyter of any battalion of the Lunar College of Magic had approximately the same destructive capacity as a regiment of soldiers from the Heartland Corps. The difference was that it could attack from many miles away and was rarely itself able to be directly attacked.

Red Moon Rising

Now that Ducks are unlocked for the 13th Age in Glorantha Kickstarter, our next stretch goals are Monster silhouettes and the Red Moon Rising. I’ll let Rob talk about the silhouettes later today (they are cool!), but I want to talk a little about the Lunar College of Magic.

A prominent superiority of the Lunar Army is their unique use of sorcerers, shamans, and priests organized into permanent military units. Most magical units are assigned to the Lunar College of Magic, including, among others, the Field School of Magic, the Crater Makers, the Spell Archers, the Blue Moon School, the Seven from Vistur and the Crimson Bat. The notorious Broo Regiment and the dreaded Vampire Legion are assigned to the College of Magic when mobilized by the Red Emperor. The largest contingent of the Lunar College of Magic is the Field School of Magic, with its 4 Minor and 2 Major classes (some 1200 magicians in total).

The Lunar College of Magic is not a university for magicians, or some kind of Gloranthan Hogwarts. It is a group of magicians, sorcerers, priests, and shamans that gave been gathered together into regiments under the direct supervision of the Red Emperor and subject to his rules. Each regiment is trained to specialize in a particularly type of magic, and can create mass magical efforts that are far greater than the sum of the individual members.

Most regiments in the Lunar College of Magic have up to 250 magicians and fewer bodyguards than their Sartar Magical Union counterparts. They are collective defended by the veteran University Guards.

Some units of the Lunar College of Magic
I’ll describe the Field School in a later post, but among the other units of the Lunar College of Magic, the most famous were likely the Blue Moon School, the Crater Makers, and the Spell Archers:

Blue Moon School
The Blue Moon School was an independent school of the College of Magic. They preserved ancient Blue Moon secrets from lost Mernita, predating the rebirth of the Red Goddess. They were not subject to the Lunar cycle. Their magic was rumored to involve concealment, invisibility, and mysterious Otherworldly forces.

William Church's original Crater Makers art

William Church’s original Crater Makers art

Crater Makers
The Crater Makers were an independent school of the Lunar Magical Corps. Their training allowed them to collectively call upon the Red Goddess to hurl down huge chunks of roaring rock from the Sky to fall upon their foes. Their magic was subject to the Lunar cycle.

Spell Archers
The Spell Archers were an independent school of the College of Magic. They were mounted sun priests of Yelm who could shoot bolts of fire and collective cast down huge fiery bolts down from the heavens with their spells. Their magic was not subject to the Lunar cycle.

Some teases on the Glorantha Source Book

The 13th Age in Glorantha includes two books. The first is 13th Age in Glorantha itself, which is by Rob Heinsoo, Jonathan Tweet, Ash Law, and Jeff Richard. This is the  hardbound full-color 196+ page roleplaying supplement that brings the award-winning 13th Age rules to Greg Stafford’s mythic world of Glorantha.

But lets talk about the second book – the Glorantha Source Book. By Jeff Richard, this will be approximately another hardbound, full-color book 128 to 150 pages long and is intended to be a primer on Glorantha for folk new to the setting AND provides setting information on the Dragon Pass region circa 1627.  It is more myth-centric than the Guide and its largest chapter is a  Hero Wars era document that applies the God Learner monomyth to introduce the core gods of Glorantha and place them within the various elemental mythic cycles (Darkness, Water, Earth, Fire, Air,  Moon, and … Chaos). Lots of new material in there (especially the Moon cycle myths which should be worth a few directed improvements towards Illumination).

GD007GD007But another is particularly interesting (at least for me), and that is the chapter on Dragon Pass in the Hero Wars. This chapter is completely new and is set circa 1627. This is a time of rapid change and transformation in Dragon Pass and the surrounding lands. For example:

  • Sartar is now free and rules the Far Point. Argrath is the new Prince of Sartar and is aided by the Sartar Magical Union and his Free Army.
  • The map of Sartar has changed. Several old Sartarite tribes have been destroyed (such as the Enstali, Balmyr, Wulfland, and Locaem) and new tribes (some of very short duration) have formed in their place. Many old clans have been destroyed, and new clans have been founded. Other tribes have been broken, like the Dinacoli and Vantaros, and others have changed dramatically. Other old tribes, like the Telmori, at war with Argrath. Old confederations like the Hendriki have been revived and are allied with Sartar. Sartar may be free, but it is a mess.
  • In the north, Tarsh is in civil war, the Lunar Provinces are in disorder and the rule of the Lunar Empire is now confined to Tarsh within the Glowline. There is a new and very ambitious Feathered Horse Queen ruling the Grazelands. Snake Pipe Hollow is now vomiting forth Chaos and new corrupt demigods seek to bring forth Wakboth.
  • In the south, the Holy Country is no more. Sartar is allied with the ambitious new Queen of Esrolia and Argrath leads a loose alliance of Esrolia, Sartar, and Hendrikiland. Harrek White Bear and his Wolf Pirates relentlessly plunder the south of Kethaela, while Queen Gagix Two-Barb and her Scorpion Queendom have ravaged central Heortland.
  • In the east, Pavis is now free and ruled by a lieutenant of the White Bull. The Praxians are united by Jaldon Goldentooth and Praxian war bands follow him deep into Dragon Pass, while raiders harass the civilized lands.
  • The Elder Races are active, the trolls of Dagori Inkarth are on the march. The Dwarf has opened his gates to traders and diplomats, but there is rumors of strife with Greatway.
  • The True Dragons are waking up. The Brown Dragon has risen, the Green Dragon is known to be awake, and the Red Dragon has been seen again.

It is, in short, the Hero Wars.  I’m pretty darned excited about it, and I think it will instantly become a Gloranthan must-have.

For more information on the 13th Age in Glorantha Kickstarter, just go to:

One week into the 13th Age in Glorantha Kickstarter

We are one week into the 13th Age in Glorantha Kickstarter and we’ve not only achieved our funding target, but as of the time of this post, we’ve already unlocked our first three stretch goals:

More Art!
Adding Zorak Zoran cultists as a third class of Berserker!
Adding the Crimson Bat as a fully described Monster!

Next up: Adding the dark trolls as a fully playable species!

Check it out here:

Troll Beetleherd

13th Age in Glorantha Kickstarter is LIVE!

Our Kickstarter for the 13th Age in Glorantha is now live!

13th Age in Glorantha


Read all about 13th Age in Glorantha here:

13th Age in Glorantha Kickstarter Delayed Until Next Week

You’ve heard us talk about all the great things that happened at Gen Con. But alas, there was a dark lining lurking within our silver clouds: several people at Moon Design and Fire Opal got sick, and are in no condition to launch a Kickstarter this week. Even mighty Neil the Indefatigable seems a bit on the defatigable side.

So we’re delaying the start of our 13th Age in Glorantha Kickstarter until our key people are healthy enough to contribute to the effort. We have a few things that need to be finished before we launch, and we’re hoping that rest, lots of liquids, and visits to the doctor pay off and we’ll be able to launch in a week. We’ll keep you posted!

In the meantime, enjoy this Gen Con seminar on 13th Age adventure design with Rob Heinsoo, ASH LAW, Gareth Ryder-Hanrahan and Philippe-Antoine Ménard (aka the Chatty DM).