TEXT:   MELEE ROUND
  1. 
  First Phase - Statement of Intent.
  2. 
  Second Phase - Movement of non-engaged characters.
  3. 
  Third Phase - Resolution of Melee, 
  Missiles, and Spells.
  4. 
  Fourth Phase - Bookkeeping.
    COMBAT SEQUENCE
  1. 
  Lowest SR: roll D100 for chance of hitting (minus 
  defender Defense rating); roll d20 for location.
  2. 
  Higher SR; roll D100 for parry chance.
  3. 
  Switch roles.
    COMBAT RESULTS
      Attacker 
  Defender 
  Result
      hits 
  misses 
  defender takes damage.
      hits 
  parries 
  defender's weapon/
  shield takes damage.*
      misses 
  parries 
  attacker weapon 
  takes damage.*
      misses 
  misses 
  no damage.
  * No weapon takes damage if the other weapon 
  was a hafted weapon or dagger-sized.
  DEFINITIONS
  CRITICAL - if the attack or parry roll is 
  less than 5% needed it is a critical. 
  Either the weapon or shield takes 
  2x damage, or the defender is struck 
  as if they have no armor (or thick 
  skin) and takes double damage. 
  FUMBLE - if the attack roll is less 
  than 5% needed to miss it is a 
  fumble. See Fumble Table.
  IMPALE - if an attack with a thrusting 
  weapon is rolled at 20% or less than 
  needed the weapon impales. Damage 
  = the total possible weapon damage 
  plus a regular roll of damage. For 
  example, a dagger would do 6 plus 
  a roll of 1D4+2 total damage.
  Type
  Name
   STR
  DEX
  Damage
  HP
  Cost
  ENC
  Length
  SR
  Axe, One Handed
  Hatchet
  7
  7
  1D6+1
  15
  25
  1
  0.4
  4
  Battle Axe
  13
  7
  1D8+2
  15
  40
  2
  0.8
  3
  Axe, Two Handed
  Battle Axe
  9
  7
  1D8+2
  15
  40
  2
  0.8
  3
  Great Axe
  11
  7
  2D6+2
  15
  50
  2
  12
  2
  Pole Axe
  13
  9
  3D6
  12
  75
  3
  1.5-1.8
  1
  Rhomphia
  11
  9
  2D6+2
  12
  50
  2
  1.2
  2
  Butt
  Butt
  -
  -
  1D4
  head
  0
  0
  0
  4
  Dagger
  Dagger
  -
  -
  1D4+2
  12
  20
  (4)*
  0.2-0.3
  4
  Fist
  Fist
  -
  -
  1D3
  arm
  0
  0
  0
  4
  Claw
  7
  9
  1D4+1
  5
  50
  1
  0
  4
  Heavy Cestus
  11
  -
  1D3+2
  10
  40
  1
  0
  4
  Light Cestus
  7
  -
  1D3+1
  5
  25
  (2)*
  0
  4
  Flail, One Handed
  Grain Flail
  9
  -
  1D6
  8
  10
  1
  0.5
  3
  War Flail
  11
  -
  1D6+2
  12
  75
  2
  0.7
  3
  Flail, Two Handed
  Military Flail
  9
  -
  2D6+2
  15
  75
  3
  2.0
  0
  Grapple
  Grapple
  -
  -
  Special
  -
  0
  0
  0
  4
  Hammer, One Handed
  War Hammer/Pick
  11
  9
  1D6+2
  20
  50
  1
  0.8
  3
  Hammer, Two Handed
  Great Hammer
  9
  9
  2D6+2
  15
  75
  3
  1.5
  1
  Kick
  Kick
  -
  -
  1D6
  leg
  0
  0
  0
  4
  Mace, One Handed
  Heavy Mace
  13
  7
  1D8+2
  20
  40
  2
  0.8
  3
  Light Mace
  7
  7
  1D6+2
  20
  15
  1
  0.6
  3
  Singlestick
  -
  9
  1D6
  10
  10
  (2)*
  0.4
  4
  Maul
  Heavy Mace
  9
  7
  1D8+2
  20
  40
  2
  0.8
  3
  Maul
  11
  7
  2D8
  15
  40
  3
  1.5
  1
  Quarterstaff
  9
  9
  1D8
  15
  10
  2
  2.0
  0
  Morning Star Flail
  Morning Star Flail
  11
  7
  1D10+1
  12
  100
  2
  1.0
  2
  Pike
  Pike
  11
  7
  2D6+1
  15
  30
  3
  3.5+
  0
  Rapier
  Rapier
  7
  13
  1D6+1
  12
  100
  1
  1.2
  2
  Shortsword
  Shortsword
  -
  -
  1D6+1
  20
  25
  1
  0.6
  3
  Sickle
  Sickle
  -
  -
  1D6+1
  15
  30
  1
  0.5
  3
  Spear, One Handed
  Long Spear
  11
  9
  1D8+1
  15
  20
  3
  2.5
  1
  Short Spear
  9
  7
  1D6+1
  15
  15
  2
  1.8
  2
  Lance
  9
  7
  1D10+1
  20
  30
  3
  3.0
  0
  Spear, Two Handed
  Long Spear
  9
  7
  1D10+1
  15
  20
  3
  2.5
  0
  Short Spear
  7
  7
  1D8+1
  15
  15
  2
  1.8
  1
  Sword, One Handed
  Bastard Sword
  13
  9
  1D10+1
  20
  75
  1
  1.2
  2
  Broadsword
  9
  7
  1D8+1
  20
  50
  1
  1.0
  2
  Scimitar
  9
  9
  1D8+1
  20
  50
  1
  1.0
  2
  Sword, Two Handed
  Bastard Sword
  9
  9
  1D10+1
  20
  75
  1
  1.2
  2
  Greatsword
  11
  13
  2D8
  15
  150
  2
  1.5
  1
  WEAPON STATISTICS TABLE
  Type
  Name
  STR
  DEX
  Damage
  HP
  Cost
  ENC
  Range
  Rate
  Axe, Throwing
  Throwing Axe
  9
  9
  1D6
  15
  35
  1
  20
  S/MR
  Bow
  Composite Bow
  13
  9
  1D8+1
  10
  150
  2
  100
  S/MR
  Elf Bow
  -
  -
  1D8+1
  10
  0
  2
  120
  S/MR
  Self Bow
  9
  9
  1D6+1
  6
  50
  2
  80
  S/MR
  Crossbow
  Arbalest
  13
  7
  3D6+1
  10
  150
  3
  150
  1/5R
  Heavy Crossbow
  11
  7
  2D6+2
  10
  100
  2
  120
  1/3R
  Light Crossbow
  7
  7
  2D4+2
  6
  80
  2
  100
  l/2R
  Dagger, Throwing
  Throwing Dagger
  9
  1D4
  12
  50
  (4)*
  20
  S/MR
  Javelin
  Dart
  -
  9
  1D6
  8
  25
  (2)*
  20
  S/MR
  Javelin
  9
  9
  1D10
  10
  35
  1
  20
  1/MR
  Rock
  Rock
  -
  -
  1D4
  -
  0
  (4)*
  20
  S/MR
  Sling
  Sling
  -
  9
  1D8
  -
  5
  1
  80
  S/MR
  Staff Sling
  Staff Sling
  9
  9
  1D10
  10
  15
  2
  100
  1/MR
  MISSILE STATISTICS TABLE
  * All ENC shown in parentheses indicate the number of items necessary 
  to equal one ENC point. Thus, 4 daggers equal 1 ENC. These fractional 
  ENCs add to one another, so that a character with hood and composite 
  helm, two daggers, 1 dart, and a pair of light cesti would have a total ENC 
  of 3 from these objects.
  RATES OF FIRE
  1/MR - One shot per melee round can be thrown/shot.
  S/MR - As many shots can be fired as strike rank permits.
  1/2R - One shot every 2 melee rounds.
  1/3R - One shot every 3 melee rounds.
  1/5R - One shot every 5 melee rounds.
  Die Roll
  Humanoids
  Basilisk/Cockatrice/
  Griffin/Sky Bull
  Centaurs
  Scorpion Men
  Cliff Toad
  4-Leg Beast
  Bolo Lizards
  Demi-Birds
  Dragons
  Manticores
  Snakes
  1H Dragonsnail
  2H Dragonsnail
  Gargoyles
  Wind Children
  Walktapi
  Wyrms
  Wyverns
  Die Roll
  01
  RL
  RHL
  RHL
  RHL
  RHL
  RL
  RHL
  TL
  SH
  SH
  RL
  RL
  TL
  RL
  01
  02
  RL
  RHL
  RHL
  RCL
  RHL
  RL
  RHL
  TL
  SH
  SH
  RL
  RL
  TL
  RL
  02
  03
  RL
  LHL
  LHL
  RFL
  LHL
  RL
  LHL
  TL
  SH
  SH
  RL
  LL
  TL
  RL
  03
  04
  RL
  LHL
  LHL
  RFL
  LHL
  RL
  LHL
  TL
  SH
  SH
  LL
  LL
  TL
  LL
  04
  05
  LL
  HQ
  HQ
  LHL
  HQ
  LL
  HQ
  TL
  SH
  SH
  LL
  AB
  AB
  LL
  05
  06
  LL
  HQ
  HQ
  LCL
  HQ
  LL
  HQ
  TL
  SH
  SH
  LL
  CH
  AB
  LL
  06
  07
  LL
  HQ
  FQ
  LFL
  HQ
  LL
  TL
  BD
  SH
  SH
  AB
  RA
  AB
  AB
  07
  08
  LL
  FQ
  FQ
  LFL
  FQ
  LL
  TL
  BD
  SH
  SH
  AB
  RA
  AB
  AB
  08
  09
  AB
  FQ
  FQ
  TL
  FQ
  AB
  FQ
  BD
  FB
  FB
  AB
  LA
  CH
  CH
  09
  10
  AB
  FQ
  RFL
  TL
  FQ
  AB
  FQ
  BD
  FB
  FB
  CH
  LA
  CH
  CH
  10
  11
  AB
  RW
  RFL
  TH
  RFL
  CH
  RW
  BD
  FB
  FB
  RW
  T1
  CH
  CH
  11
  12
  CH
  RW
  LFL
  TH
  RFL
  CH
  RW
  BD
  FB
  FB
  RW
  T2
  CH
  TL
  12
  13
  RA
  LW
  LFL
  CH
  RFL
  CH
  LW
  BD
  FB
  FB
  LW
  T3
  RW
  RW
  13
  14
  RA
  LW
  CH
  CH
  LFL
  RWA
  LW
  BD
  FB
  FB
  LW
  T4
  RW
  RW
  14
  15
  RA
  RFL
  RA
  RA
  LFL
  RWA
  RFL
  HD
  HD
  H1
  RA
  T5
  LW
  LW
  15
  16
  LA
  RFL
  RA
  RA
  LFL
  LWA
  RFL
  HD
  HD
  H1
  RA
  T6
  LW
  LW
  16
  17
  LA
  LFL
  LA
  LA
  HD
  LWA
  LFL
  HD
  HD
  H1
  LA
  T7
  HD
  HD
  17
  18
  LA
  LFL
  LA
  LA
  HD
  HD
  LFL
  HD
  HD
  H2
  LA
  T8
  HD
  HD
  18
  19
  HD
  HD
  HD
  HD
  HD
  HD
  HD
  HD
  HD
  H2
  HD
  HD
  HD
  HD
  19
  20
  HD
  HD
  HD
  HD
  HD
  HD
  HD
  HD
  HD
  H2
  HD
  HD
  HD
  HD
  20
  AB = Abdomen, BD = Body, CH = Chest, FB = Fore Body, FQ = Fore Quarters, HD = Head, HQ = Hind Quarters, H# = Head Number, 
  LA = Left Arm, LCL = Left Center Leg, LFL = Left Fore Leg, LHL = Left Hind Leg, LL = Left Leg, LW = Left Wing, LWA = Left Wing Arm, 
  RA = Right Arm, RCL = Right Center Leg, RFL = Right Fore Leg, RHL = Right Hind Leg, RL = Right Leg, RW = Right Wing, 
  RWA = Right Wing Arm, SH = Shell, TH = Thorax, TL = Tail, T# = Tentacle Number
  MONSTER HIT LOCATION TABLE
                                              TOTAL HIT POINTS
  LOCATION
  01-06
  07-09
  10-12
  13-15
  16-18
  19-21
  Each +3
  SHELL
  4
  5
  6
  7
  8
  9
  +1
  CHEST
  3
  4
  5
  6
  7
  8
  +1
  FOREQUARTERS
  3
  4
  5
  6
  7
  8
  +1
  HINDQUARTERS
  3
  4
  5
  6
  7
  8
  +1
  ABDOMEN
  2
  3
  4
  5
  6
  7
  +1
  FOREBODY
  2
  3
  4
  5
  6
  7
  +1
  HEAD
  2
  3
  4
  5
  6
  7
  +1
  LEG*
  2
  3
  4
  5
  6
  7
  +1
  TAIL
  2
  3
  4
  5
  6
  7
  +1
  THORAX
  2
  3
  4
  5
  6
  7
  +1
  ARM
  1
  2
  3
  4
  5
  6
  +1
  LEG †
  1
  2
  3
  4
  5
  6
  +1
  TENTACLE
  1
  2
  3
  4
  5
  6
  +1
  WING
  1
  2
  3
  4
  5
  6
  +1
  LEG•
  1
  1
  2
  3
  4
  5
  +1
  * Basilisk, Bolo Lizard, Cockatrice, Demi-Bird, Dream Dragon, Gargoyle, Griffin, Humanoid, Manticore, Sky Bull.
  † Centaur, Cliff Toad, Four-legged Beast, Rock Lizard, Rubble Runner, Shadow Cat.
  • Scorpion Man.
  HIT POINTS PER LOCATION TABLE
  PROBABILITY TABLE
   
  % need critical 
  impale 
  fumble
   
  to hit 
  chance 
  chance 
  chance
   
  00 
  01-05 
  06-20 
  00
   
  95 
  01-04 
  05-19 
  00
   
  90 
  01-04 
  05-18 
  00
   
  85 
  01-04 
  05-17 
  00
   
  80 
  01-04 
  05-16 
  99-00
   
  75 
  01-03 
  04-15 
  99-00
   
  70 
  01-03 
  04-14 
  99-00
   
  65 
  01-03 
  04-13 
  99-00
   
  60 
  01-03 
  04-12 
  99-00
   
  55 
  01-02 
  03-11 
  98-00
   
  50 
  01-02 
  03-10 
  98-00
   
  45 
  01-02 
  03-09 
  98-00
   
  40 
  01-02 
  03-08 
  98-00
   
  35 
  01 
  02-07 
  97-00
   
  30 
  01 
  02-06 
  97-00
   
  25 
  01 
  02-05 
  97-00
   
  20 
  01 
  02-04 
  96-00
   
  15 
  01 
  02-03 
  96-00
   
  10 
  01 
  02 
  96-00
   
  05 
  01 
  01 
  96-00
  
  DAKA FAL
  STORM
  BULL
  WAHA
  EIRITHA
  HUMAKT
  YELMALIO
  50 YEARS OF GLORANTHA
  1966
  2016
  
  01
  02
  03
  04
  05
  06
  07
  08
  09
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  01
  50
  55
  60
  65
  70
  75
  80
  85
  90
  95
  02
  45
  50
  55
  60
  65
  70
  75
  80
  85
  90
  95
  03
  40
  45
  50
  55
  60
  65
  70
  75
  80
  85
  90
  95
  04
  35
  40
  45
  50
  55
  60
  65
  70
  75
  80
  85
  90
  95
  05
  30
  35
  40
  45
  50
  55
  60
  65
  70
  75
  80
  85
  90
  95
  06
  25
  30
  35
  40
  45
  50
  55
  60
  65
  70
  75
  80
  85
  90
  95
  07
  20
  25
  30
  35
  40
  45
  50
  55
  60
  65
  70
  75
  80
  85
  90
  95
  08
  15
  20
  25
  30
  35
  40
  45
  50
  55
  60
  65
  70
  75
  80
  85
  90
  95
  09
  10
  15
  20
  25
  30
  35
  40
  45
  50
  55
  60
  65
  70
  75
  80
  85
  90
  95
  10
  05
  10
  15
  20
  25
  30
  35
  40
  45
  50
  55
  60
  65
  70
  75
  80
  85
  90
  95
  11
  05
  10
  15
  20
  25
  30
  35
  40
  45
  50
  55
  60
  65
  70
  75
  80
  85
  90
  95
  12
  05
  10
  15
  20
  25
  30
  35
  40
  45
  50
  55
  60
  65
  70
  75
  80
  85
  90
  95
  13
  05
  10
  15
  20
  25
  30
  35
  40
  45
  50
  55
  60
  65
  70
  75
  80
  85
  90
  14
  05
  10
  15
  20
  25
  30
  35
  40
  45
  50
  55
  60
  65
  70
  75
  80
  85
  15
  05
  10
  15
  20
  25
  30
  35
  40
  45
  50
  55
  60
  65
  70
  75
  80
  16
  05
  10
  15
  20
  25
  30
  35
  40
  45
  50
  55
  60
  65
  70
  75
  17
  05
  10
  15
  20
  25
  30
  35
  40
  45
  50
  55
  60
  65
  70
  18
  05
  10
  15
  20
  25
  30
  35
  40
  45
  50
  55
  60
  65
  19
  05
  10
  15
  20
  25
  30
  35
  40
  45
  50
  55
  60
  20
  05
  10
  15
  20
  25
  30
  35
  40
  45
  50
  55
  21
  05
  10
  15
  20
  25
  30
  35
  40
  45
  50
  The number indicated is the 
  percentage needed for success.
  RESISTANCE TABLE 
  POW of Attacking Force
  POW of Resisting Force
  SPELL
  COST
  POINTS
  Befuddle
  1500 L
  1
  Binding
  1500 L
  1
  Bladesharp
  500 L/pt
  Var*
  Bludgeon
  500 L/pt
  Var*
  Coordination
  1500 L
  2
  Countermagic
  500 L/pt
  Var*
  Darkwall
  1500 L
  2
  Demoralize
  1500 L
  1
  Detect Detection
  300 L
  1
  Detect Enemies
  300 L
  1
  Detect Gems
  1000 L
  2
  Detect Gold
  300 L
  1
  Detect Life
  300 L
  1
  Detect Magic
  300 L
  1
  Detect Silver
  200 L
  1
  Detect Spirit
  300 L
  1
  Detect Traps
  300 L
  2
  Detect Undead
  300 L
  1
  Detection Blank
  500 L/pt
  Var*
  Dispel Magic
  500 L/pt
  Var*
  Disruption
  500 L
  1
  Dullblade
  500 L/pt
  Var*
  Extinguish
  1000 L
  2
  Fanaticism
  500 L/pt
  Var*
  Farsee
  500 L
  1
  Firearrow
  2000 L
  2
  Fireblade
  2000 L
  4
  Glamour
  2000 L
  2
  Glue
  500 L/pt
  Var*
  Harmonize
  1500 L
  2
  Healing
  500 L/pt
  Var*
  Ignite
  500 L
  1
  Invisibility
  2500 L
  3
  Ironhand
  500 L/pt
  Var*
  Light
  500 L
  1
  Lightwall
  2000 L
  4
  Mindspeech
  500 L/pt
  Var*
  Mobility
  1500 L
  1
  Multimissile
  500 L/pt
  Var*
  Protection
  500 L/pt
  Var*
  Repair
  1500 L
  2
  Shimmer
  500 L/pt
  Var*
  Silence
  500 L
  1
  Speedart
  500 L
  1
  Spirit Binding
  1500 L
  1
  Spirit Shield
  500 L/pt
  Var*
  Strength
  1500 L
  2
  Vigor
  2000 L
  4
  Xenohealing
  500 L/pt
  Var*
  BATTLE MAGIC SPELL TABLE
  * The cost of the spell is cumulative. Thus a 3 point Shimmer 
  spell would cost 1500 L and a 4 point Shimmer spell would 
  cost an additional 2000 L.
  ONE POINT MINIMUM
  Absorption
  Stackable
  Discorporation
  Stackable
  Dismiss Elemental 1
  Non-Stackable
  Divination
  Stackable
  Divine Intervention
  Stackable
  Extension 1
  Non-Stackable
  Matrix Creation
  Stackable
  Mind Link
  Stackable
  Multispell 1
  Non-Stackable
  Reflection
  Stackable
  Runepower 1
  As Per Spell
  Shield
  Stackable
  Spell Teaching
  Non-Stackable
  Spirit Block
  Stackable
  Warding
  Stackable
  TWO POINTS MINIMUM
  Concealment
  Non-Stackable
  Dismiss Elemental 2
  Non-Stackable
  Extension 2
  Non-Stackable
  Multispell 2
  Non-Stackable
  Runepower 2
  As Per Spell
  Vision
  Non-Stackable
  THREE POINTS MINIMUM
  Dismiss Elemental 3
  Non-Stackable
  Extension 3
  Non-Stackable
  Multispell 3
  Non-Stackable
  Runepower 3
  As Per Spell
  STANDARD RUNE MAGIC SPELLS TABLE
  Area Protected
  Type
  Material
  Absorbs
  ENC
  Cost
  Silent
  Legs
  Greaves†
  Leather *
  1
  (2)*
  15
  0
  Cuirboilli
  3
  1
  40
  0
  Plate
  6
  2
  120
  -15
  Abdomen & Legs
  Pants/Trews
  Leather *
  1
  (2)*
  10
  0
  Leather *
  2
  1
  20
  0
  Chainmail
  5
  3
  120
  -15
  Abdomen
  Skirts
  Leather *
  1
  (2)*
  10
  0
  Leather *
  2
  1
  20
  0
  Linen
  3
  1
  20
  -05
  Light Scale
  4
  2
  30
  -35
  Heavy Scale
  5
  3
  60
  -30
  Chainmail
  5
  2
  100
  -25
  Chest & Abdomen
  Hauberk
  Leather *
  1
  (2)*
  20
  0
  Leather *
  2
  1
  40
  0
  Linen
  3
  1
  20
  -05
  Ring Mail
  4
  2
  80
  -15
  Light Scale
  4
  2
  40
  -30
  Heavy Scale
  5
  3
  60
  -25
  Chainmail
  5
  2
  200
  -20
  Chest
  Byrnie
  Leather *
  1
  (2)*
  10
  0
  Leather *
  2
  1
  20
  0
  Ring Mail
  4
  1
  50
  -05
  Chainmail
  5
  1
  120
  -15
  Cuirass
  Cuirboilli
  3
  1
  40
  -05
  Linen
  3
  1
  25
  -05
  Heavy Scale
  5
  3
  40
  -25
  Brigandine
  5
  2
  175
  -15
  Plate
  6
  3
  200
  -15
  Arms
  Sleeves
  Chainmail
  5
  2
  75
  -15
  Vambraces†
  Leather *
  1
  0
  10
  0
  Cuirboilli
  3
  1
  30
  0
  Plate
  6
  2
  100
  -10
  ARMOR STATISTICS TABLE
  Type
  ENC
  Absorbs
  Cost
  Description
  Leather Hood
  (2)*
  1
  3
  Can be worn under a helmet.
  Cap
  (2)*
  2
  5
  Hard leather with metal 
  plates riveted on to it.
  Composite Helm
  (2)*
  3
  10
  Cuirboilli with metal plates 
  riveted on to it.
  Open Helm
  1
  4
  15
  A metal helm with cheek and back plates. 
  Similar to a Roman Legionnaire helm.
  Closed Helm
  1
  5
  30
  Like the above, but with eye 
  and nose protection as well.
  Full Helm
  2
  6
  50
  A solid metal helm with total coverage 
  of head and neck, except for eye holes.
  HELMET STATISTICS TABLE
  Size
  STR
  Base
  Absorbs
  05-25
  30-50
  55-75
  Price
  ENC
  Small
  5+
  05%
  8
  200
  400
  800
  15
  1
  Medium
  9+
  10%
  12
  100
  200
  400
  30
  2
  Large
  12+
  20%
  16
  50
  100
  200
  50
  3
  SHIELD STATISTICS TABLE
  * Can be worn under any other 
  armor, with a cumulative 
  encumbrance penalty. Instead 
  of leather, this could also 
  be quilted or thick cloth. 
  It has the same qualities 
  as described for leather.  
  ()* All ENC shown in parentheses 
  indicate the number of items 
  necessary to equal one ENC 
  point. Thus, 4 daggers equal 1 
  ENC. These fractional ENCs 
  add to one another, so that 
  a character with hood and 
  composite helm, two daggers, 
  1 dart, and a pair of light 
  cesti would have a total ENC 
  of 3 from these objects. 
  † For game conventions, these 
  are considered to cover the 
  entire limb, although the 
  actual armor which goes 
  by these names only covers 
  the area between elbow 
  and hand (vambraces) and 
  knee and foot (greaves).
  The people on the other side 
  of this screen are amongst 
  the finest on earth, for they 
  are playing RuneQuest.
  
  THE 7 MOTHERS
  PAVIS
  ISSARIES
  LANKHOR MHY
  ORLANTH
  CHALANA
  ARROY
  50 YEARS OF GLORANTHA
  1966
  2016
  
SOURCE: textdata/thevault/Runequest and Glorantha (d100)/RuneQuest (d100) [multi]/Misc/RuneQuest Classic - GM Screen.pdf