Descripton
I remember roughly 40 years ago playtesting Griffin Mountain and thinking wow. Just wow. Here is an expansive setting, with interesting inhabitants, with interconnecting plot lines. And those are real characters with hopes and fears and actual personalities,
not just "3rd level chaotic neutral wizards". What an eyeopener for how a source book could and should be.
The Dregs of Clearwine follows the same inspiration. No, it is not an expansive wilderness, at 50 pages (two column PDF) it cannot be. It covers roughly a city block in the poorer section of Clearwine. But it is full of characters that "feel real" and have some interconnecting plotlines. Plenty of content for a good GM.
Production quality is good for a fan produced work. Nice color cover art, basic maps, grey scale illustrations of major NPCs, and an excellent Table of Contents. There is no index nor PDF "bookmarks". The outline is "top down", starting with the location in Clearwine, 11 general areas, then detailed information on the inhabitants of each area.
Leading characters are richly detailed with a concise physical description, backgrounds, skills, spells, Runes and Passions, and, where appropriate, weapon skills and hit locations. Lesser characters still get a couiple of paragraph background and description, but any further details must be filled in by the GM. (There are aids in the Standardized NPCs section at the end) To help GMs and players track the numerous characters, many have memorable and colorful names: who can forget Rastin No Impala, Smelly Kalarl, or Diryin not-a-Thrall?
How can this help your Runequest Campaign?
If you are doing much day to day "down in the dirt" roleplaying in Clearwine, this is a must. Frankly, any other "city" in Sartar would work fine - just change a clan name here or there and these NPCs will transfer easily. Any "down on their luck" adventurers would be right at home with this lot.
Even if your player characters are wealthier, and live in the ritzier sections of town (like mine!), there are several plot hooks for them. Smuggling, drugs, trade, hired hands, lost items. And the authors cleverly tie in to the standard RQG "Family History" and other scenarios. Some of the NPCs fought at the City of Wonders and Hate Harrek, others are known by prominent NPCs from The Smoking Ruins, etc.
If your campaign styles run towards grander heroic quests, this may not be the ideal sourcebook for you. You won't find anything to save Kallyr, help Argrath, or defeat the Crimson Bat. But this is still an excellent example of how you could run some smaller scale scenarios, and plenty of ideas for character or plot sketches. Need a random lower class NPC for a city encounter? Plenty here.
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