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Friday, 14 February 2025

Jonstown Jottings #94: The God Skin & Mad Prax: Sandheart Volume Four

Much like the Miskatonic Repository for Call of Cthulhu, Seventh Edition and The Companions of Arthur for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon, the Jonstown Compendium is a curated platform for user-made content, but for material set in Greg Stafford’s mythic universe of Glorantha. It enables creators to sell their own original content for RuneQuest: Roleplaying in Glorantha, 13th Age Glorantha, and HeroQuest Glorantha (Questworlds). This can include original scenarios, background material, cults, mythology, details of NPCs and monsters, and so on, but none of this content should be considered to be ‘canon’, but rather fall under ‘Your Glorantha Will Vary’. This means that there is still scope for the authors to create interesting and useful content that others can bring to their Glorantha-set campaigns.

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What is it?
The God Skin & Mad Prax: Sandheart Volume Four is an anthology of two scenarios and the fourth and final part of the campaign set in Sun County in Prax following on from Tales of the Sun County Militia: Sandheart Volume 1, The Corn Dolls: Sandheart Volume 2, and Tradition: Sandheart Volume Three for use with RuneQuest: Roleplaying in Glorantha.

The quartet is based on material present in Sun County: RuneQuest Adventures in the Land of the Sun.

It is a full colour, one-hundred-and-nine page, 28.95 MB PDF.

It is one-hundred-and-seven page, full colour hardback.

The God Skin & Mad Prax: Sandheart Volume Four is well presented, decently written, and has excellent artwork and cartography. Both scenarios are very well supported with handouts, maps, and illustrations for all of their NPCs, creatures, and monsters.

Where is it set?
As with previous volumes in the series, The God Skin & Mad Prax: Sandheart Volume Four takes place in Sun County, the small, isolated province of Yelmalio-worshipping farmers and soldiers located in the fertile River of Cradles valley of Eastern Prax, south of the city of Pavis, where it is beset by hostile nomads and surrounded by dry desert and scrubland. Where Tales of the Sun County Militia: Sandheart Volume 1 is specifically it is set in and around the remote hamlet of Sandheart, where the inhabitants are used to dealing and even trading with the nomads who come to worship at the ruins inside Sandheart’s walls, The Corn Dolls: Sandheart Volume 2 is set in and around Cliffheath, on the eastern edge of the county, and Tradition: Sandheart Volume Three focuses on  a cave known as Dark Watch on the edge of the county, The God Skin & Mad Prax: Sandheart Volume Four takes the Player Characters onto a bigger stage both in and beyond the borders of Sun County.

The events of The God Skin & Mad Prax: Sandheart Volume Four take place in ST 1621.

Who do you play?
The player characters are members of the Sun County militia based in Sandheart. Used to dealing with nomads and outsiders and oddities and agitators, the local militia serves as the dumping ground for any militia member who proves too difficult to deal with by the often xenophobic, misogynistic, repressive, and strict culture of both Sun County and the Sun County militia. It also accepts nomads and outsiders, foreigners and non-Yemalions, not necessarily as regular militia-men, but as ‘specials’, better capable of dealing with said foreigners and non-Yemalions.

What do you need?
The God Skin & Mad Prax: Sandheart Volume Four requires RuneQuest: Roleplaying in Glorantha. Both RuneQuest – Glorantha Bestiary and Sun County: RuneQuest Adventures in the Land of the Sun might be useful. 

What do you get?
The God Skin & Mad Prax: Sandheart Volume Four is a collection of two scenarios, ‘The God Skin Incident’ and ‘Mad Prax: Beyond Sun Dome’. The first will involve the Player Characters in a murder mystery and then a quest and several moral quandaries they are unexpectedly required to complete, whilst the second brings the Player Characters to the attention of Solanthos Ironpike, Honoured Count of Sun County, and involves them in events that are a precursor to the Hero Wars.

The Sandheart Militia is called into apprehend a band of murders and thieves at the beginning of ‘The God Skin Incident’. The culprits are already known, a group of Elves, actually allies of Sun County and tolerated visitors, that has murdered the head of a hamlet and stolen an artefact important to the hamlet’s economic future. In the first part of the scenario, the Player Characters chase them down into the scrublands on the edge of Sun County, where they face their first moral quandary. Do they aid the Elves, aid another group chasing them, or do nothing? Either way, as a result of this confrontation, the Player Characters find themselves under a geas to fulfil the same quest that the leader of the Elves had sworn to complete. This is possible because he and his cohorts worshipped a different aspect of Yelmalio known as Halamalao.

The second part takes the Sandheart Militia back into Sun County and out again into Prax, this time on a journey to Biggle Stone to complete against an ancient enemy known as ‘The Betrayers’.  The journey borders on the picaresque with numerous engaging encounters along the way in the company of an interesting, often demanding protector of the stolen artefact. Where the scenario feels weakest is that it does not make very much of the settlements of Horngate and Agape, both stops along the route. The climax of the scenario sour is dark and sour, dank and sodden, unlike anything that the Sandheart Militia are likely to have encountered before, making it all the more challenging. Its grungy, earthy feel and tone make it the more interesting of the two scenarios in the collection.

The epilogue to the scenario again presents the Player Character with a moral dilemma. Unfortunately, the options are presented in black and white, leaving no room for nuance or other choices.

Originally run at Necronomicon III in Sydney, New South Wales in 1991, ‘Mad Prax: Beyond Sun Dome’ has here been updated to bring the Sandheart Militia quartet to a close. When the Sandheart Militia come to the aid of Yelanda Goldenlocks, a would be Yelmalian hero held back by the conservative and misogynist attitudes of her fellow Sun Domers, they come to the attention of Sun County’s ruler, Count Solanthos Ironpike. Despite his disdain for her, he instructs Yelanda Goldenlocks to undertake an important mission, to deliver a package to the Sun Dome military forces which have been despatched elsewhere, and because of his disdain for her, he assigns the Player Characters to accompany her as well as Melo Yelo, a Baboon who is annoyingly keen to become a Yelmalio cultist. Which, of course, is completely anathema to the Sun Domers.

The scenario is again another travelogue, one that takes them to the River of Cradles, the journey interrupted by increasingly odd occurrences and encounters, including the very entertaining one of the title with a berserk Praxian which is made all the more challenging because it triggers all of Yelenda’s geases, riddles with an Orlanthi, and desperately running Trolls. There is a real sense of this part of Sun County being in disarray, though the Sandheart Militia will not discover why until the climax of the scenario. This occurs in Harpoon overlooking the River of Cradles and sees them participate in an assault on a Giant’s Cradle, something which has not been seen on the river for centuries. Ultimately, the Player Characters, posted to the Sandheart Militia due to their non-conformity, have the opportunity to prove themselves heroes in front of the whole of the Sun County military. It brings the  whole campaign to a big rousing climax, literally on a big stage!

Both scenarios are linear in nature and do not provide much in the alternative when it comes to dealing with the situations that the Player Characters find themselves in. To be fair, both are military missions and the Player Characters are under orders, so that they do have their orders. The Game Master will have fun portraying both Yelanda Goldenlocks and Yelo Melo, but there is also the option for them to be roleplayed by a player. This works better if the scenario is being run as a one-off.

Is it worth your time?
YesThe God Skin & Mad Prax: Sandheart Volume Four brings the series to a rousing climax and provides an opportunity for the Player Characters to prove themselves worthy of Sun County.
NoThe God Skin & Mad Prax: Sandheart Volume Four is not worth your time if you are running a campaign or scenarios set elsewhere, especially in Sartar.
MaybeTradition: Sandheart Volume Three might be useful for a campaign involving Yelmalions and the worship of Yelm from places other than Sun County, but its framework structure may be more challenging to use if the Game Master has already run the previous scenarios in the campaign.

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