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


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