TEXT: 42
  RUNEQUEST QUICK-START RULES
  g 4 s t
  STR 16
  CON 12
  SIZ 10
  INT 15
  DEX 11
  CHA 19
  POW 14
  Magic Points: 14
  Location
  D20
  Armor/HP
  Right Leg
  01–04
  5/4
  Left Leg
  05–09
  5/4
  Abdomen
  09–11
  3/4
  Chest
  12
  5/5
  Right Arm
  13–15
  5/3
  Left Arm
  16–18
  5/3
  Head
  19-20
  5/4
  Weapon
  %
  Damage
  SR
  Pts
  Broadsword
  90
  1D8+1+1D4
  7
  12
  Lance
  70
  1D10+1+3D6
  6
  10
  Battle Axe
  55
  1D8+2+1D4
  7
  10
  Medium Shield
  65
  1D6+1D4
  7
  12
  Composite Bow
  45
  1D8+1
  3
  7
  Runes: Air 90% (g), Moon 40% (4), Earth 20% (e), 
  Death 75% (t), Truth 70% (y), Movement 75% (s).
  Passions: Hate (Lunar Empire) 90%, Honor 90%, Devotion 
  (Orlanth) 80%, Loyalty (Sartar) 80%, Loyalty (Argrath) 
  70%, Loyalty (Colymar Tribe) 70%.
  Reputation: 20%
  Ransom: 500 L.
  Move: 8
  Damage Bonus: +1D4
  Spirit Combat Damage: 1D6+3
  Strike Ranks: DEX 3, SIZ 2
  Hit Points: 12
  Armor: Bronze disk plate cuirass (5 pts.), bronze greaves 
  and vambraces (5 pts.), studded leather skirt (3 pts.), 
  closed helm (5 pts.).
  Skills: Agility: Dodge 22%, Ride (Bison) 70%. Communication: 
  Dance 25%, Fast Talk 15%, Orate 45%, Sing 50%. 
  Knowledge: Battle 65%, Cult Lore (Orlanth) 25%, Customs 
  (Heortling) 35%, Farm 30%, First Aid 25%, Herd 20%. 
  Manipulation +5% (includes all weapon skills). Magic: 
  Meditate 25%, Spirit Combat 55%, Worship (Orlanth) 
  35%. Perception: Listen 40%, Scan 50%, Search 30%, 
  Track 10%. Stealth +5%: Hide 15%, Move Quietly 15%. 
  Languages: Speak Heortling 60%, Speak Stormspeech 34%, 
  Speak Tradetalk 20%, Read/Write Theyalan 30%, Read/
  Write New Pelorian 15%.
  Rune Points: 3 (Orlanth Adventurous)
  Rune Spells: Command Cult Spirit (2), Dark Walk (1), Dismiss 
  Magic (Var.), Dismiss Air Elemental (as per elemental size), 
  Divination (1), Earth Shield (3), Extension 1, Find Enemy 
  1, Flight (var.), Heal Wound (1), Leap (1), Lightning (var.), 
  Mist Cloud (1), Multispell (1), Shield (var.), Spirit Block 
  (var.), Summon Air Elemental (as per elemental size, 
  see separate write-up), Teleportation (3), Wind Words (1). 
  Spirit Magic: Mobility (1 pt.), Demoralize (2 pts.), Healing 2.
  Magic Items: 10-point magic point storage crystal, piece 
  of raw Truestone. 
  Treasures: Carries 20 L in coin, armor and helmet, medium 
  shield, broadsword, lance, battle axe, composite bow 
  with 20 arrows, riding bison (see separate write-up).
  Veteran heavy cavalrywoman of the Ernaldori clan of the Colymar Tribe.  
  Female, age 21. Initiate of Orlanth Adventurous.
  Introduction: I am Vasana, the daughter of Farnan, a hero of Starbrow’s Rebellion, slain 
  and devoured by the Crimson Bat. In my war of revenge against the Lunar Empire, I 
  gained the attention of Argrath at the Battle of Pennel Ford. I was sorely wounded at the 
  Second Battle of Moonbroth, granting me this terrible scar across on the left half of my 
  face. I returned to my mother’s farm to recover, and now I am ready for adventure. My 
  friends know me for a fearsome bison rider, a skilled hand with a sword, and a devout 
  worshipper of Orlanth Adventurous. My honor is my greatest strength.  
  Vasana is a small but athletic woman with red-hair and a vicious scar across her left 
  face. Despite her small size, she rides a bison and is more than capable of commanding 
  warriors and priests more senior than herself.
  Vasana’s grandmother was a scribe in the service of the Princes of Sartar, and died 
  with great glory in the Battle of Boldhome. Vasana’s father was Farnan, a temple orphan 
  who married Vareena, a priestess of Ernalda from the Ernaldori clan. Farnan joined 
  Starbrow’s Rebellion and later personally aided Kallyr Starbrow in her escape from 
  Sartar. He died defending Whitewall in 1620, devoured by the Crimson Bat. Farnan’s 
  soul was annihilated and Vasana, then a teenager, swore revenge.
  As soon as she was initiated as an adult, Vasana left her mother’s farm to avenge her 
  father against the Lunar Empire. In 1623, she followed King Broyan to the metropolis of 
  Nochet, accompanied by her half-sister Yanioth. At the Battle of Pennel Ford, she fought 
  with great glory, and gained the attention of Argrath. Vasana followed Argrath into Prax 
  and joined the army of the White Bull in the liberation of Pavis. Pursuing honor again, 
  she fought with great glory at the Second Battle of Moonbroth, and was nearly killed 
  (receiving a nasty scar across her left eye) in the process of killing a Lunar priestess. After 
  the Dragonrise, she returned to her mother’s farm to recover. 
  VASANA, DAUGHTER OF FARNAN
  
  e 1 x B
  43
  PRE-GENERATED ADVENTURERS
  STR 11
  CON 12
  SIZ 15
  INT 16
  DEX 15
  CHA 17
  POW 15
  Magic Points: 15
  Location
  D20
  Armor/HP
  Right Leg
  01–04
  0/5
  Left Leg
  05–09
  0/5
  Abdomen
  09–11
  0/5
  Chest
  12
  0/6
  Right Arm
  13–15
  0/4
  Left Arm
  16–18
  0/4
  Head
  19–20
  0/5
  Weapon
  %
  Damage
  SR
  Pts
  Dagger
  35
  1D4+2+1D4
  6
  6
  Battle Axe
  55
  1D8+2+1D4
  5
  10
  Medium Shield
  65
  1D6+1D4
  6
  12
  Composite Bow
  45
  1D8+1
  2
  7
  Runes: Earth (e) 90%, Darkness (o) 40%, Air (g) 30%,  
  Fertility (x) 85%, Beast (B) 85%.
  Passions: Devotion (Ernalda) 80%, Loyalty (Colymar Tribe) 
  70%, Loyalty (Ernaldori Clan) 70%, Love (Family) 70%, 
  Loyalty (Argrath) 60%, Loyalty (Feathered Horse Queen) 
  60%, Loyalty (Sartar) 60%, Loyalty (Queen Samastina) 
  60%, Hate (Lunar Empire) 60%.
  Reputation: 26%
  Ransom: 1000 L.
  Move: 8
  Damage Bonus: +1D4
  Spirit Combat Damage: 1D6+1
  Strike Ranks: DEX 2, SIZ 1
  Hit Points: 13
  Armor: Priestess robe.
  Skills: Agility: Dodge 35%, Swim 40%. Communication: Dance 
  65%, Fast Talk 15%,Orate 60%, Sing 70%. Knowledge: 
  Area Lore (Dragon Pass) 25%, Battle 35%, Cult Lore 
  (Ernalda) 40%, Customs (Heortling) 30%, Farm 30%, First 
  Aid 50%, Herd 20%, Plant Lore 25%, Manage Household 
  35%. Magic: Meditate 35%, Spirit Combat 70%, Worship 
  (Ernalda) 70%. Perception: Insight (Human) 35%, Listen 
  30%, Scan 30%, Search 30, Track 10%. Stealth: Hide 15%, 
  Move Quietly 15%.
  Languages: Speak Heortling 60%, Speak Earthspeech 30%, 
  Speak Tradetalk 20%, Read/Write Theyalan 10%. 
  Rune Points: 4 (Ernalda)
  Rune Spells: Absorption (var.), Arouse Passion (1), Charisma 
  (1), Command Cult Spirit (2), Dismiss Magic (var.), Dismiss 
  Earth Elemental (as per elemental size), Divination (1), 
  Earthpower (3), Extension (1), Find Enemy (1), Heal Body 
  (3), Heal Wound (1), Inviolable (1), Multispell (1), Regrow 
  Limb (2), Soul Sight (1), Spirit Block (Var.), Summon Earth 
  Elemental (as per elemental size, see separate write-up).
  Spirit Magic: Slow (1 pt.), Heal 3, Befuddle (2 pts.).
  Magic Items: 10-point magic point storage crystal. 
  Treasures: Rich from the favor she received from Queen 
  Samastina in Nochet, Yanioth starts with 640 L in coin, 
  composite bow with 20 arrows, battle axe, dagger, medium 
  shield. At home, she has 1780 L in jewelry, vessels, and 
  luxury goods. 
  Apprentice priestess of the Earth goddess Ernalda, member of the Ernaldori clan of the 
  Colymar Tribe. Female, age 23. 
  Introduction: Call me Yanioth Vareena’s Daughter, and like my mother, you will know me as 
  a priestess of Ernalda. Praised be the Earth and all its secrets!  I know the sacred dances of 
  life and lust as well as the rites of birth and renewal. I speak to spirits of the higher worlds 
  and those of the earth, and I know the ways of knitting flesh and bone to their wholeness. 
  With my half-sister Vasana, I ventured to Nochet, and there I earned the blessing and favor of 
  Queen Samastina. Now I travel with her, following the path that my goddess has set before me. 
  Yanioth is a voluptuous woman with brown hair with braids that twist like snakes. She wears the 
  traditional vestments of an Ernaldan priestess, and has a tone ranging from lofty to occasionally 
  salacious. Despite this, she is helpful and generous to her friends, and ruthless towards her 
  enemies.  
  She is Vasana’s half-sister, sharing the same mother, Vareena, but with a different father. 
  Yanioth’s grandmother died at Grizzly Peak defending the Feathered Horse Queen, and her 
  mother (Vareena, a priestess of Ernalda) stayed completely out of the next twenty years 
  of conflict. 
  It was a great shock to her mother that Yanioth accompanied her half-sister to Nochet, 
  where she gained the blessing and favor of Queen Samastina. Yanioth was present at 
  the Battle of Pennel Ford, accompanied Argrath to summon Jaldon, and helped acclaim 
  Kallyr Starbrow as Prince. 
  YANIOTH, VAREENA’S DAUGHTER
  
  4 g e j i
  44
  RUNEQUEST QUICK-START RULES
  Heavy infantry soldier from Dunstop, in Lunar Tarsh. Male, age 21. Initiate of Seven Mothers.
  Introduction: Hold before you strike, brave adventurers! It is true that I am a Lunar, out of 
  Dunstop in Tarsh, but I have renounced any allegiance to the Lunar Empire, and have chosen 
  to follow a destiny other than that of invader. My name is Vostor. Though I am a deserter, I 
  am no common traitor! I put my kopis-sword and shield to use serving the Red Emperor 
  in Nochet and at the Battle of Pennel Ford, and in his name, I was nearly maimed by the 
  savage called Harek the Berserk. While I recovered, an attempt was made on my life, a 
  purge initiated by the new regime. I had little choice but leave or face assassination or 
  prison, at best. I have found acceptance, even friends, among my former enemies, and 
  now I am my own man, seeking my own path in the world.  
  Vostor, Son of Pyjeem, is from a long line of Lunar Tarshite soldiers from Dunstop. He 
  has a thick mop of black hair, piercing eyes, and a powerful physique, but his most 
  noticeable feature is a ragged row of fearsome scars across the right side of his face 
  and his right arm, healed but still testament to the terrible injury he suffered.  
  Vostor’s grandfather fought and died for the Red Emperor at the Battle 
  of Grizzly Peak. Pyjeem followed General Fazzur Wideread but died with 
  great glory in the Hendriking Campaign. 
  At adulthood, Vostor joined the Dunstop Foot and was shocked when 
  the Red Emperor replaced Fazzur Wideread as the Governor-General 
  of Dragon Pass. Nonetheless, he followed his regiment to Esrolia and 
  fought valiantly in the siege of Nochet. However, the Empire failed to take 
  the city. At the Battle of Pennel Ford Vostor was nearly killed by Harrek the Berserk, gaining the terrible scars across his face 
  and right arm. Vostor returned to Dragon Pass to recover, but during the retreat from Sartar, partisans of King Pharandos tried 
  to assassinate him as part of a purge of those officers who were loyal to Fazzur. Rather than be murdered, Vostor deserted and 
  sought allies amongst his former enemies in Sartar. 
  STR 16
  CON 15
  SIZ  13
  INT 15
  DEX 15
  CHA 10
  POW 15
  Magic Points: 15
  Location
  D20
  Armor/HP
  Right Leg
  01–04
  6/5
  Left Leg
  05–09
  6/5
  Abdomen
  09–11
  5/5
  Chest
  12
  5/6
  Right Arm
  13–15
  6/4
  Left Arm
  16–18
  6/4
  Head
  19–20
  5/5
  Weapon
  %
  Damage
  SR
  Pts
  Kopis
  80
  1D8+1+1D4
  6
  12
  Short Spear
  45
  1D6+1+1D4
  6
  10
  Dagger
  45
  1D4+2+1D4
  7
  7
  Large Shield
  90
  1D6+1D4
  7
  16
  Javelin
  30
  1D10+1D2
  2
  8
  Composite Bow
  50
  1D8+1
  2
  7
  Medium Shield
  35
  1D6+1D4
  7
  12
  Runes: Moon 90% (4), Air 50% (g), Earth 50% (e), Disorder 
  75% (j), Illusion (i) 75%.
  Passions: Fear (Dragons) 60%, Fear (Harrek the Berserk) 60%, 
  Hate (King Pharandos) 60%, Honor 70%, Love (Family) 
  60%, Loyalty (Dunstop) 60%, Loyalty (Fazzur Wideread) 
  80%, Loyalty (Red Emperor) 60%.
  Reputation: 19%
  Ransom: 500 L.
  Move: 8
  Damage Bonus: +1D4
  Spirit Combat Damage: 1D6+1
  Strike Ranks: DEX 2, SIZ 2
  Hit Points: 16
  Armor: Heavy scale hauberk (5 pts.), plate greaves and 
  vambraces (6 pts.), closed helmet (5 pts.).
  Skills: Agility: Dodge 35%. Communication: Dance 15%, 
  Fast Talk 15%, Oratory 20%, Intrigue 15%, Sing 30%. 
  Knowledge: Area Lore (Lunar Tarsh) 25%, Battle 55%, 
  Celestial Lore 15%, Cult Lore (Seven Mothers) 25%, 
  Customs (Lunar Provincial) 40%, Farm 35%, First Aid 
  30%. Magic +5%: Meditate 15%, Spirit Combat 45%, 
  Worship (Seven Mothers) 35%. Perception: Listen 40%, 
  Scan 65%, Search 25%, Track 5%. Stealth: Hide 15%, 
  Move Quietly 15%.
  Languages: Speak New Pelorian 70/20%, Speak Tarshite 
  30%, Speak Tradetalk 20%, Speak Heortling 10%. 
  Rune Points: 3 (Seven Mothers)
  Rune Spells: Command Cult Spirit (2), Dismiss Small 
  Elemental (1), Dismiss Magic (var.), Divination (1), 
  Extension (1), Find Enemy (1), Heal Wound (1), Madness 
  (1), Mindblast (2), Multispell (1), Reflection (var.), Regrow 
  Limb (2), Soul Sight (1), Spirit Block (var.), Summon Small 
  Fire Elemental (1) (see separate write-up).
  Magic Points: 15
  Spirit Magic: Befuddle (2 pts.), Glamour (2 pts.), Heal 1.
  Magic Items: A spell matrix for Heal 2 in the form of a belt 
  buckle depicting a fat, grinning dwarf.
  Treasures: 125 L in coin and booty, armor and helmet, large 
  shield, kopis, short spear, dagger, two javelins, composite 
  bow with 20 arrows.  
  VOSTOR, SON OF PYJEEM
  
  Revolutionary and scribe from Nochet. Female, 21 years old. Initiate of Lhankor Mhy.
  Introduction: Let me be brief here, for I am in the middle of composing a treatise and I do not wish 
  to lose the trail of thought. I am Sorala, a scholar out of the Lhankor Mhy temple in Nochet. My 
  mother taught me in the ways of writing and reading, and instilled in me a great love for the 
  pursuit of knowledge. History, languages, lore, rhetoric, logic, and even the paths of sorcery 
  are among my specialities, and my translations of Second Age Auld Wyrmish brought me great 
  acclaim amidst my peers. But do not think me a mere book-mite or meek copier: I have fought 
  and shed blood for Queen Samastina and King Argrath, and put my sword to work as readily 
  as my stylus! I have joined a small group of adventurers and travel with them now, wishing to 
  explore more of my homeland of Dragon Pass. 
  Sorala is an adventurous and athletic scholar, with long brown hair. Her attire is practical and 
  nondescript, aside from the bejeweled veil she wears as a “beard.” 
  Sorala is the granddaughter of a Lhankor Mhy sage at the Nochet Knowledge Temple. He 
  aided the House of Sartar against Lunar Assassins and died with great glory when Belintar 
  raised the Building Wall. Her mother was Toria, also a sage of Lhankor Mhy. She survived the 
  Lion King’s Feast but died with great glory during Greymane’s Great Raid.
  After a lengthy apprenticeship, Sorala was initiated into the Lhankor Mhy. During the civil 
  war in Esrolia, Sorala supported the usurper Samastina, and fought gloriously to protect her 
  from Red Earth assassins. During the siege of Nochet, she was blessed by the Earth Queen, 
  and fought with distinction at the Battle of Pennel Ford. Sorala accompanied Argrath White 
  Bull to Pavis, and acclaimed him as King of Pavis. In Pavis, she befriended Vasana and Yanioth, 
  and accompanied them back to Dragon Pass.
  Sorala is a noted sage concerning the Second Age, particularly the city of Old Pavis and of 
  Auld Wyrmish writings. 
  STR 13
  CON 11
  SIZ  12
  INT 20
  DEX 17
  CHA 15
  POW 13
  Magic Points: 13
  Location
  D20
  Armor/HP
  Right Leg
  01–04
  3/4
  Left Leg
  05–09
  3/4
  Abdomen
  09–11
  3/4
  Chest
  12
  3/5
  Right Arm
  13–15
  3/3
  Left Arm
  16–18
  3/3
  Head
  19–20
  6/4
  Weapon
  %
  Damage
  SR
  Pts
  Broadsword
  70
  1D8+1+1D4
  5
  12
  Small Axe
  35
  1D8+2+1D4
  5
  8
  Medium Shield
  50
  1D6+1D4
  6
  12
  Sling
  45
  1D8
  1
  –
  Thrown Small Axe
  65
  1D6+1D3
  1
  8
  Runes: Fire 60% (L), Air 40% (g), Earth 20% (e), Truth 95% (y), 
  Man 75% (,), Harmony 70% (l).
  Passions: Hate (Lunar Empire) 60%, Devotion (Lhankor Mhy) 
  80%, Honor 80%, Loyalty (Queen Samastina) 70%, Loyalty 
  (Argrath) 80%, Loyalty (Family) 60%, Loyalty (Clan) 60%, 
  Loyalty (Nochet) 60%. 
  Reputation: 18%
  Ransom: 1000 L.
  Move: 8
  Damage Bonus: +1D4
  Spirit Combat Damage: 1D6+1
  Strike Ranks: DEX 1, SIZ 2
  Hit Points: 11
  Armor: Linothorax hauberk (3 pts.), cuirboilli greaves and 
  vambraces (3 pts.), full helmet (6 pts.).
  Skills: Agility: Dodge 44%. Communication: Bargain 20%, 
  Dance 30%, Fast Talk 15%, Intrigue 20%, Oratory 30%, Sing 
  30%. Knowledge: Area Lore (Dragon Pass) 25%, Area Lore 
  (Old Pavis) 60%, Battle 50%, Bureaucracy 50%, Cult Lore 
  (Lhankor Mhy) 30%, Farm 45%, Troll Lore 30%, Empire of 
  Wyrm’s Friends Lore 35%. Magic: Meditate 35%, Spirit 
  Combat 40%, Worship (Lhankor Mhy) 30%. Perception: 
  Listen 35%, Scan 35%, Search 35%, Track 15%. Stealth: 
  Hide 30%, Move Quietly 30%.
  Languages: Speak Esrolian 60%, Speak Heortling 50%, 
  Speak Tradetalk 30%, Read/Write Theyalan 90%, Read/
  Write Auld Wyrmish 60%, Read/Write New Pelorian 50%.
  Rune Points: 3 (Lhankor Mhy)
  Rune Spells: Analyze Magic (1), Clairvoyance (1), Command 
  Cult Spirit (2), Detect Truth (1), Dismiss Magic (var.), 
  Divination (1), Extension (1), Find Enemy (1), Heal 
  Wound (1), Knowledge (2), Mind Read (1), Multispell 
  (1), Reconstruction (3), Soul Sight (1), Spirit Block (var.), 
  Translate (1), Truespeak (2).
  Spirit Magic: Detect Life, Detect Magic, Detect Spirit, Farsee 2.
  Magic Items: Small stone figurine of a crested dragonewt 
  that points in a desired direction (Find Magic matrix).
  Treasures: 500 L in coin, jewels, and booty, armor and 
  helmet, broadsword, small axe, medium shield, sling 
  and 10 stones, writing implements and materials; tin 
  disk carved with calendar; letter of introduction from the 
  Knowledge Temple in Nochet. 
  SORALA, DAUGHTER OF TORIA
  L g y , l
  45
  PRE-GENERATED ADVENTURERS
  
  g L l s
  Noble farmer-warrior of the Ernaldori clan of the Colymar Tribe. Male, age 21. Initiate of Issaries. 
  Introduction: Harmast is my name, and I am the firstborn son of the great chieftain Baranthos. 
  You have no doubt heard of me. My clan, the Ernaldori, are loyal Sartarites, famed for our 
  prudence and our success. True, my clan defended Colymar tribal lands while others rushed 
  off to war, but when they returned, where were the thanks for our service?  I fought in 
  the Battle at Pennel Ford alongside my kinsfolk, and saw the crowning of the Prince of 
  Sartar. My friends and enemies alike know me for a man of words, an envoy and skilled 
  negotiator, but they also know that this fine sword at my side is not for show. 
  Harmast is from a noble lineage of the Colymar tribe. His father is the chieftain of the Ernaldori 
  clan, and his grandfather and great-uncle were kings of that tribe. His family are famed for their 
  loyalty to Sartar and for their caution: Harmast’s family survived the Lunar Occupation 
  with their lives (and wealth) intact, whereas others of their clan perished. 
  Harmast was initiated into the cult of Issaries, and tried to avoid the growing 
  conflict in Dragon Pass, preferring talk and negotiation to warfare. However, 
  following the Great Winter, Harmast fought a duel with a thane from the 
  Grey Dog clan and killed him; the thane’s kin have sworn vengeance upon 
  Harmast. Harmast fought at the Battle of Pennel Ford, alongside his kinfolk, 
  Vasana and Yanioth. He witnessed the Dragonrise and fought for Starbrow 
  during the Liberation of Sartar, acclaiming her as Prince. 
  Of average size and appearance, Harmast has close-cropped dark hair and 
  surprisingly bright eyes. His garments and gear are well made and boast ornate 
  decorative motifs, a clear display of his family’s wealth. In person he is occasionally a 
  bit arrogant, and quickly defensive when it comes to his choice to remain and defend his 
  family’s farm estate when others of his kin answered King Broyan’s call. 
  Harmast is a dealmaker: when he can’t make a deal he relies upon his fearsome skills as a duelist. 
  Generally, he tries to remain out of conflicts, but does not hesitate to act decisively when drawn into them. 
  STR 13
  CON 9
  SIZ  13
  INT 19
  DEX 18
  CHA 10
  POW 16
  Magic Points: 16
  Location
  D20
  Armor/HP
  Right Leg
  01–04
  6/4
  Left Leg
  05–09
  6/4
  Abdomen
  09–11
  6/4
  Chest
  12
  6/5
  Right Arm
  13–15
  6/3
  Left Arm
  16–18
  6/3
  Head
  19–20
  5/4
  Weapon
  %
  Damage
  SR
  Pts
  Broadsword
  100
  1D8+1+1D4
  6
  12
  Battle Axe
  40
  1D8+2+1D4
  6
  10
  Dagger
  55
  1D4+2+1D4
  7
  Medium Shield
  80
  1D6+1D4
  6
  12
  Javelin
  45
  1D8+1+1D2
  1
  7
  Runes: Air 90% (g), Fire 45% (L), Darkness 20% (o), Harmony 
  90% (l), Movement 75% (s).
  Passions: Hate (Grey Dog) 60%, Love (Family) 80%, Loyalty 
  (Sartar) 80%, Loyalty (Ernaldori Clan) 60%, Loyalty (Colymar 
  Tribe) 60%, Loyalty (Issaries Temple) 60%.
  Reputation: 15%
  Ransom: 500 L.
  Move: 8
  Damage Bonus: +1D4
  Spirit Combat Damage: 1D6+1
  Strike Ranks: DEX 1, SIZ 2
  Hit Points: 10
  Armor: Plate cuirass (6 pts.), plate greaves and vambraces 
  (6 pts.), closed helmet (5 pts.). 
  Skills: Agility: Dodge 46%, Ride (Horse) 40%. Communication: 
  Bargain 65%, Dance 20%, Fast Talk 15%,Oratory 50%, Sing 
  35%. Knowledge: Area Lore (Dragon Pass) 30%, Battle 30%, 
  Cult Lore (Issaries) 30%, Customs (Heortling) 70%, Farm 
  35%, Herd 25%, Manage Household 50%. Magic +5%: 
  Meditate 10%, Spirit Combat 65%, Worship (Issaries) 55%. 
  Perception: Insight (Human) 60% Listen 35%, Scan 35%, 
  Search 35, Track 15%. Stealth: Hide 25%, Move Quietly 30%.
  Languages: Speak Heortling 60%, Speak Tradetalk 45%, 
  Read/Write Theyalan 20%. 
  Rune Points: 3 (Issaries)
  Rune Spells: Command Cult Spirit (2), Dismiss Magic (var.), 
  Divination (1), Extension (1), Flight (var.), Find Enemy (1), 
  Heal Wound (1), Multispell (1), Passage (1), Path Watch (2), 
  Safe (2), Soul Sight (1), Spell Trading (2), Spirit Block (var.).
  Spirit Magic: Detect Enemy (1 pt.), Farsee (1 pt.), Glamour 
  (2 pts.), Mobility (1 pt.).
  Magic Items: Three healing potions that heal 1D10 points 
  of damage each.
  Treasures: 150 L in coin, armor and helmet, broadsword, 
  dagger, three javelins, medium shield, two riding zebras.
  HARMAST’S ZEBRAS: Harmast rides a Praxian zebra (and 
  has a second), and must dismount to fight, as neither 
  has not been trained to be steady in combat. Each has a 
  Move 12. Characteristics are not needed.
  HARMAST, BARANTHOS’ SON
  46
  RUNEQUEST QUICK-START RULES
  
  47
  PRE-GENERATED ADVENTURERS
  VASANA’S BISON
  Vasana rides a trained cavalry bison. When she attacks 
  someone on foot from bison-back, she rolls 1D10+10 to 
  determine hit location. When she uses her lance while 
  charging with her bison, she uses the bison’s damage 
  bonus, and not hers!
  STR 36
  CON 17
  SIZ 34
  INT N/A
  DEX 12
  CHA N/A
  POW 10
  Magic Points: 10
  Location
  D20
  Armor/HP
  Right Hind Leg
  01–02
  3/6
  Left Hind Leg
  03–04
  3/6
  Hindquarters
  05–07
  3/8
  Forequarters
  08–10
  3/8
  Right Front Leg
  11–13
  3/6
  Left Front Leg
  14–16
  3/6
  Head
  17–20
  3/7
  Weapon
  %
  Damage
  SR
  Pts
  Butt
  50
  2D10+3D6
  8
  12
  Trample
  50
  6D6 to 
  downed foe
  8
  12
  Damage Bonus: +3D6
  Move: 12
  Hit Points: 23
  Combat: A bison can butt or trample in the same melee 
  round, not both.
  Armor: 3-point hide.
  AIR ELEMENTAL
  Vasana can spend Rune Points to ask Orlanth to send her 
  any size of air elemental. It will follow her orders and stay 
  in this world for 15 minutes (the duration of the spell) and 
  then dissipate. 
  Characteristics
  Small
  Medium
  Large
  Rune Point cost 
  to summon
  1
  2
  3
  SIZ  
  (cubic meters)
  27  
  (3×3×3)
  54  
  (3×6×3)
  81  
  (3×9×3)
  Hit Points
  10
  19
  29
  STR
  10
  19
  29
  POW
  11
  17
  20
  Movement
  12
  12
  12
  Abilities: An air elemental can carry objects or people with 
  a total SIZ equal to or less than the air elemental’s STR. It 
  can create a breeze or a small whirlwind. An air elemental 
  may blow arrows or other missile weapons off course.
  Attack: An air elemental attacks by taking a character caught 
  within it and throwing them to the top of the elemental, 
  and then dropping them. Damage is 1D6 plus 1D6 per 
  3 meters of fall. Thus, a small air elemental can do a 
  maximum of 2D6 damage, but by making the elemental 6 
  meters high, a medium air elemental can do 3D6 damage, 
  and a large air elemental does 4D6. A character may try 
  to resist by pitting their STR in a resistance roll against 
  the STR of the elemental. If the character resists, they 
  stay on the ground. Characters may choose to attack 
  or cast spells at an air elemental instead of resisting, in 
  hopes that the air elemental will be destroyed in mid-toss, 
  causing only 1/2 damage for the toss. The characters will 
  be tossed, however.
  EARTH ELEMENTAL
  Yanioth can spend Rune Points to ask Ernalda to send her 
  any size of earth elemental. It will follow her orders and 
  stay in this world for 15 minutes (the duration of the spell) 
  and then dissipate.
  Characteristics
  Small
  Medium
  Large
  Rune Point cost 
  to summon
  1
  2
  3
  SIZ  
  (cubic meters)
  27 
  (3×3×3)
  54  
  (3×6×3)
  81  
  (3×9×3)
  Hit Points
  10
  19
  29
  STR
  10
  19
  29
  POW
  11
  17
  20
  Movement
  0
  1D6
  3D6
  Abilities: An earth elemental can open pits in the soil, make 
  tunnels, and find buried objects. It can also be used for 
  holding objects stuck into the dirt, keeping loose tunnel 
  roofs from falling, or forming mounds and ridges in the 
  soil (no larger than the elemental’s volume). An earth 
  elemental can carry a person and “swim” through the soil 
  if it has STR enough to carry that person. There is no air 
  underground, and an individual being carried must make 
  CON rolls or suffocate. The earth elemental can only do 
  this with an unresisting passenger. An earth elemental 
  can carry several people if its STR is sufficient.
  Attack: In combat, the earth elemental uses its volume to 
  engulf its opponents, opening a pit beneath a foe with a 
  maximum volume equal to its own volume. A small earth 
  elemental simply engulfs the victim’s legs. A medium earth 
  elemental can swallow victim up to the neck, covering 
  the chest and abdomen as well as the legs. A large earth 
  elemental can swallow its victim completely, engulfing all 
  hit locations. In this case, the victim also will asphyxiate 
  (as per the suffocation rules) unless they break free. After 
  burying a victim, the earth elemental closes up the pit, doing 
  its damage modifier as damage to all hit locations engulfed. 
  An earth elemental can only attack in this manner in dirt or 
  rocky soils (not in sand or soft loam), and can only attack 
  once in a given spot, because the pulverized dirt is too fine 
  for a second attack. The victim is held by the earth elemental 
  in any case, and must overcome the elemental’s STR with 
  their own to break free and crawl out of its grip. If an earth 
  elemental lacks any damage bonus, or attacks a victim in 
  unsuitable soil, it will swallow the victim as described above, 
  without causing damage. The victim must still resist STR 
  vs. STR to pull free of the earth elemental’s grip.
  MOUNTS & ELEMENTALS
  
  ELEMENTALS (CONTINUED)
  FIRE ELEMENTAL
  Vostor can spend 1 Rune Point to ask the Seven Mothers 
  to send him a small fire elemental. It will follow his orders 
  and stay in this world for 15 minutes (the duration of the 
  spell) and then dissipate.
  Characteristics
  Small
  Rune Point cost to summon
  1
  SIZ (cubic meters)
  27 (3×3×3)
  Hit Points
  10
  STR
  10
  POW
  11
  Movement
  0
  Abilities: A fire elemental will ignite any flammable object 
  it touches. It can heat metal (and eventually melt it), 
  bake stone, set fires, and, of course, burn people. Fire 
  elementals float through the air at the same rate as 
  they move on the ground.
  Attack: In combat, a fire elemental engulfs its victims in 
  flame. It can engulf 10 SIZ points of enemy per cubic 
  meter of volume. At the end of each round that the 
  victim is engulfed, a roll of 3D6 is matched against 
  the CON of the victim. If the attack is successful, the 
  character takes the 3D6 damage directly to their general 
  hit points. If unsuccessful, 1/2 the amount rolled is 
  applied to the victim’s general hit points. Armor will 
  not protect against this damage, but Protection and 
  Shield spells will.
  48
  RUNEQUEST QUICK-START RULES
  CREDITS
  Quickstart Rules and Scenario by 
  Jeff Richard and Jason Durall
  Based on work by 
  Steve Perrin, Greg Stafford, Sandy Petersen,  
  Ken Rolston, Ray Turney, and Chris Klug
  Cover Art 
  Andre Fetisov
  Illustrations 
  Roman Kisyov
  Proofreading 
  Andrew Bean
  Art Direction 
  Jeff Richard
  Graphic Design & Layout 
  Nicholas Nacario, Rick Meints, and Michal E. Cross
  Cartography 
  Simon Bray
  Play Testing 
  Andrew Bean, Eric Borg, Barbara Braun, Mara Braun,  
  Mark Dunleavy, T.F. Druid, Todd Gardiner,  
  Sven Grottke, Kris Alice Hohls, Claudia Loroff,  
  Harry O’Brien, Michael O’Brien, Sue O’Brien,  
  Christine Reich, Neil Robinson, and Jane Saleeba
  As always, a special thank you and credit goes to  
  Greg Stafford, without whom none of us would be reading 
  this or playing games in Glorantha.
  RUNEQUEST
  A Chaosium Game
  First Edition 1978 (Chaosium)
  Second Edition 1979, 1980 (Chaosium)
  Third Edition 1984, 1993 (Avalon Hill, Chaosium)
  Fourth Edition 2017 (Chaosium)
  Copyright ©1978, 1980, 1984, 1993, 2017 by  
  Moon Design Publications, all rights reserved
  RuneQuest, HeroQuest, and Glorantha are trademarks of 
  Moon Design Publications
  Chaosium Inc., 3450 Wooddale Ct, Ann Arbor, MI 48104
  CHAOSIUM INC. 2017
  978-1-56882-450-5     CHA4027
  
SOURCE: textdata/thevault/Runequest and Glorantha (d100)/RuneQuest (d100) [multi]/Misc/RuneQuest - Quickstart Adventurers.pdf