Category Archives: Background

Mercenary Companies of Holay

When in worked potential mercenary companies that could be stationed in Elkoi I worked through a wider range of possibilities, and looked at a range of mercenary companies(smaller than regiment sized) working in the Holay region which the lunar government could send on garrison duty in Elkoi, or would just be in the operating in an around the province.

The Grey Lancers

A mercenary unit which traces its history back to the independent kingdom of Holay, and its place as an elite unit of the queens household. It is still is associated with nobility of Filichet and many younger sons of noble houses will serve a 7 year stint in its ranks.

Mounted exclusively on Grey horses, based out of Filchet. The five companies of 20 heavy cavalrymen are exclusively in the employ of the provincial army, it is rare but the provincial army may rotate two companies at a time through Elkoi.

Continue reading Mercenary Companies of Holay

Lunar Deserters – NPC’s for Balazar

The following three NPC’s can be found surviving out in the wilds of Balazar. They are deserters from the Sons of the Moon the mercenary company currently in garrison duty in Elkoi.

They will be somewhere between Elkoi and Trilus. They will be  avoiding obvious threats, official lunar parties, but looking for safety in numbers with other civilised or friendly travellers.

If players to not change the course of events it is likely these three will become retainers of Quintas at least in the medium term.

These NPC’s can easily moved and placed anywhere along the edges of the Lunar Empire.

Eshan the Wolf

Lunar Deserter, Initiate of Seven Mothers, Male 21

Eshan, is a lunar deserter the leader of this small group. Wandering the wilds of Balazar trying to work out what he should do next. He was a young talented half crescent leader in the Sons of the Moon, a mercenary company who were serving in garrison duty in Elkoi. He was tipped to be going places in the company before he deserted.

Continue reading Lunar Deserters – NPC’s for Balazar

Obscure Spirit Magics of Balazar

Hi I have a few new spirit magic spells which I believe would be part of the Balazaring hunter tradition. They are not Foundchild spells as such but are taught by many of the shamans that are part of the Foundchild tradition.

The spirits which teach these spells are not common in areas which are urban or have significant agriculture, and though not uncommon in Balazar would be considered exotic in many locations of Central Genertela.

Runequest Write Ups


Variable, Temporal, Passive, Touch

For each point of the spell the character will receive a +5% increase in hide roles and sneak roles in a external natural habitat such as woods, long grass, bushes, water, reeds , canyons but not urban areas or underground.

Continue reading Obscure Spirit Magics of Balazar

Trolls & Trollkin WOD: Glorantha Stats – Part 1

Hi looking back at numbers of the Troll encounters, when i first started to put the site together. Decided I needed some WOD:Glorantha stats for the Trolls. It also allows me look at how the system will work for none humans so looking at a range of trolls below.

As with the Balazaring archetypes post use these stats for quickfire ‘off the cuff’ stats or a starting point for more detailed and bespoke characters.

For RQ players there is a post on how to understand and convert these stats on the fly.

Dark Troll Raiders

The trolls as well as being competent hunters, see raiding and combat as part of there role for there family and clan.  They will be more aggressive than a normal hunters and will seek to use there size advantage and strength advantage in melee sooner.

Continue reading Trolls & Trollkin WOD: Glorantha Stats – Part 1

Trolls & Trollkin WOD: Glorantha Stats – Part 2

Dark Troll War Leader

These dark trolls function almost exclusively as warriors and as such tend to be from the either the most civilised or warlike clans and tribes. As elite warriors they will wait for the skirmish to attack for a while before attacking with ferocious strength, when they will lead the charge.

Cult: Devotees of Zorak Zoran and/or Kyger Litor
Nature: Varied
Demeanour: Predator/Traditionalist/Bravo
Physical: Strength 5, Dexterity 3, Stamina 5
Mental: Intelligence 2, Wits 4, Perception 4
Social: Manipulation 3, Appearance 2, Charisma 3
Talents: Alertness 4,  Athletics 4, Brawl 4, Dodge 4, Intimidation 5 , Subterfuge 2
Skills: Archery 2, Leadership 4, Melee 5, Stealth 4, Survival 4
Knowledge: Culture 2, Medicine 2, Myth 4, Divine Lore 5, Spirit Lore 2
Essence 5
Quintessence: 19
Willpower: 6
Runes: Darkness 5, Death 5, Disorder 3, Man 2
Spirit Magic: Bludgeon 4, Protection 4,  Fanaticism 3, Demoralise 2
Rune Magic:  Zorak Zoran 9, Crush, Berserker, Create Ghost,Create Zombie, Create Zombie,Seal Wound
Kyger Litor 6 Darksee, Blinding, Counter Chaos, Crush
Virtues: Courage 5, Self Control 4, Conscience 2
Backgrounds: Cult Status 3, Family 2, Destiny 2, Ransom 2, Resources 2, Status 3, Witta 1
Racial Abilities: Extra Health Level, Darksense, Light Sensitive
Equipment: two or three spirit charms (3 to 4pts), 5pt club/mace/maul, 2pt sling,  3pt composite leather & bone armour

Continue reading Trolls & Trollkin WOD: Glorantha Stats – Part 2

Runequest Glorantha – Hopes, Dreams & Fears

OK RQ Glorantha is coming out soon and we have seen peeks, we have had numerous design & teasing posts, many have played it at conventions, we have had the teaser released and we have debated about it at length on the forums.

I’m really excited about the project, some of new design are awesome, other bits I am worried may end up a missed opportunity. So, I thought I’d do a post on my thoughts on what we think we know so far.

What excites me.

These are things I have seen that I’m sure are going to be great.

  • Runequest without Glorantha is like an acoustic motorhead show, interesting but lacking its prime appeal. Wrapping Runequest and Glorantha together again has been essential, Runequest has always struggled commercially when removed from Glorantha. Top marks for making them intrinsically linked.
  • The new rune magic system. Love it, great games design, simple effective make sense, fits the settings and fixes significant issues in the older systems.
  • The desire for a simpler lighter system than RQ6, I like a few bits of RQ6 but it was starting to feel a little rules heavy for me.
  • More realistic monetary system. RQ2 money was just nowhere near right. In RQ2 the entire world economic system was based round getting treasure from adventures and then spending it on training and spells.
  • The Sartar focus. Sartar was never fully explore in supplements till HQ era, opening up RQG with this amount of dragon pass background is awesome.
  • Greater range of cultural options and deeper looks at Esrolia, & Grazelander culture than in any other edition of RQ.

Continue reading Runequest Glorantha – Hopes, Dreams & Fears

Compatriots of King Yalaring Monsterslayer

Just over 15 years(10 years ago in the Griffin Mountain Campaign as written) ago King Yalaring Monster Slayer was an upstart adventurer making his name across Balazar. Like most with a group of compatriots, friends and hangers on.

These people were key figures Yalarings campaign when he usurped the Gadaringer dynasty and formed his inner circle.

What happened to Yalaring is well known , but his friends and compatriots have had different fates, Some still live in Trilus others will visit from time to time. Let me introduce them;

Karani Bluestone
Head of the Citadel Guard, Initiate of Foundchild

Karani was King Yalaring’s closest friend when they were growing up and remains so.  Born a balazaring hunter in the Impala clan he is a small and wiry man, who is competent in battle but by no means the greatest of warriors . However he is brave, tenacious and absolutely ruthless. Continue reading Compatriots of King Yalaring Monsterslayer

Balazaring Encounters & Happenings – Part 3

The next 10 miscellaneous encounters for Balazar;

21. A Localised Frost – Repeating, Anywhere
A heavy and unseasonal frost falls in the night. Characters wake numerous times in the night with teeth chattering, and the sounds of distressed animals calling out in the night. Even in the night the whiteness of the frost can be seen spreading. Those who watch carefully maybe able to see white figures floating through the night, the frost emanating from there silhouettes.

The players will gain no power or recover from any wounds that night, they will have to make a constitution (or stamina) role to not be significantly fatigued for the next day.

The next morning the frost covers a area with a radius of a couple of miles. The players will also discover a wild animal standing still which has been frozen completely solid, with a terrified look upon its face.

22. High Falls – Once, Anywhere
The players find a beautiful waterfall where a stream plunges 60 foot into a deep pool, behind the waterfall is a cave which is secluded and dry apart from it the rainiest of seasons. Continue reading Balazaring Encounters & Happenings – Part 3

Balazaring Encounters & Happenings – Part 5

The last of this series for at least a while, a note which should be  reasonably obvious but for repeatable encounters most will require some minor changes of details between incarnations.

41. Fight Club – Repeatable, Anywhere
The players will first encounter the body of a hunting dog, which was wounded by sling shots , and then crushed by a large club. Then 20 yards later the body of a trollkin pierced by a javelin and throat ripped by what looks like a dog bite.

Over the next 1/2 mile they find bodies of 2 more dogs , a hunter and 3 trollkin. A good tracking roll will allow the player to confirm that Balazaring hunters fought a skirmishing retreat against a party of trolls & trollkin.

Eventually there players will come to a clearing where the hunters made there last stand, 4 hunters lie with their heads caved in by a  large maul or club, 3 more hunting dogs and 3 trollkin  also lie dead in the clearing.

All the corpses look about  2 days old. A successful tracking roll will show a party of two dark trolls and 3 trollkin left the site after the fight.

42. Disused Dwarf Workings – unique, mountains
High in the mountains if one of the players makes a spot check they will see a cave which has odd regular lines in its opening. Upon further examination it leads to a cut stone corridor of dwarven design with 3 disused barrack rooms leading off it. Continue reading Balazaring Encounters & Happenings – Part 5

Balazaring Encounters & Happenings – Part 4

Hopefully these will maintain a nice flavour of Balazar. For the repeating encounters in all posts change the details and the form for each version of the encounter.

31. Brass Horseman – unique, plains

The players encounter a bronze statue of a horseman placed on plinth in the middle of open plains. The rider holds and lance aloft and is his style is pentian. He has a royal and regal demeanour.  Two herds of horses can be seen in close proximity to the statue.

Any players riding horse will notice that his horse suddenly seems more alert and to not be affected by any of the fatigue of the days travel.  In fact close proximity to the statue will remove all feelings of fatigue from any horse mounted or not.

The statue is of Sheng Seleris. Anyone seeking to damage to the statue will get a deep sense of foreboding as they approach it, this increases and they have to make a power(willpower ) role between every blow, a failed roll means they will run away till they drop from exhaustion.

Continue reading Balazaring Encounters & Happenings – Part 4