by Avalon Hill
Runequest Slayers marks a radical departure from the old Runequest, not merely a fourth edition. The old Runequest was a powerful alternative to its contemporaries with fresh mechanics and systems. Over the years, it needed a serious overhaul. In the new Runequest Slayers, warriors battle for their Clans and for the elusive runestones. That marks the biggest change: the inclusion of Runestones. Unlike the old version, glyphs and symbols form the core of character creation and players acquire more through roleplaying, not chopping up monsters. Themore they recover, the more they attain the legendary abilities of their Clan. There are no mages--only the runes provide magic. Two campaign worlds are included. In ages past, a glacier carved a valley amidst haunted mountains. Civilization is sparse--cold swamps, ice forests, and tundra stretch across the hundreds of miles of mountainous terrain populated with dire wolves, ice trolls, and subhuman inhabitants. The Glacier Rift is locked in perpetual frost--and contains the Rune of Life. Khragmar is a bloody land ravaged by betrayal and bitter feuds. The last emperor of humanity died without an heir, and the WarClans are all that are left of his once mighty imperial hosts that protected mankind from ravening monstrosities. The WarClans vie for supremacy as heroes and villains alike seek their fortunes.
Back to Shadis #50 Table of Contents Back to Shadis List of Issues Back to MagWeb Master List of Magazines © Copyright 1998 by Alderac Entertainment Group This article appears in MagWeb.com (Magazine Web) on the Internet World Wide Web. |