As we all know, Dragon Pass-the Holy Country-Prax homelands are the default settings for RQG. These are the areas explored in the old board games White Bear & Red Moon, Nomad Gods, and the unfinished Masters of Luck and Death. This is the epicentre for the Hero Wars, a key cultural crossroads, and gives us a good cross-section of potential characters and stories.
But they are not the only places that make great settings for a RQG campaign. A few of my other favourites include:
Lunar Heartlands: The Lunar Empire is going to go through significant upheaval and change over the next generation. War, civil strife, religious change, and more – this is going to be the most exciting and heroic era the Lunar Empire has had in more than a century!
And the great thing is once the Lunar Cults is out, all you need is the Guide to Glorantha, the Glorantha Sourcebook, and the Lunar Cults to make a Lunar Heartland campaign.
Talastar-Lunar Provinces: This has got it all – Orlanthi, the Lunar Empire, and Chaos. Lots and lots of Chaos. Plus trolls, insane elves, and maybe even secret dwarves. Again, once the cults books are out, you will have what you need – just get the Guide, the Sourcebook, and you are ready to go.
Safelster: The feuding kings, city states, and tribes of Ralios have a lot of potential. Orlanthi, sun worshipers, Hsunchen, trolls, elves, dragonewts, and dwarves. Only one wrinkle – we also have plenty of Malkioni: Rokari, the Stygian Heresy, Boristi, Galvosti, various Arkat cults and more. Probably needs Chaosium to finish the Invisible God book to really be easily done. A good reason to get that into high gear (actually have about 20k words done on this, so am probably about a quarter of the way there, but need someone who really wants to spend the time coming up with new sorcery spells!).
Loskalm-Akem-Jonatala: Another reason to finish the Invisible Gods book. A militaristic utopia, barbarian kings, immortal and immoral sorcerers, plus the Kingdom of War, the City of Love, and reindeer herders!
And finally, I’m a big believer that a maritime exploration-trading game would be a blast. Link up Nochet, Handra, Melib, Kralorela, Fonrit, and Umathela. Explore the ruins of , negotiate with merfolk, and sail that Yellow Submarine until you find the Sea of Green. Just be wary of Wolf Pirates and Blue Meanies!