Category Archives: Background

Cyriels Endelkars People – Overview

Cyriels People

Cyriel Endelkar – Human, Lunar citizen, Priest of Etyries
Cyriel is rich, connected, greedy, a close friend of King Glyptus, occasional lover of the queen and probably the richest man in Balazar.

A lean and charismatic man in his late forties, with salt and pepper hair and beard. Has a very well defined and proper posture and moves gracefully. His manners are exquisite, his accent refined , his discourse educated and this is all but wasted on most people in Balazar.

His manner is brusque with servants  menials and lower spending clients but will turn the charm on with potential clients he perceives are willing to spend a considerable amount.

He hails from from Mrins Cross and has good connections in the Lunar Provincial army supply core which got him this lucrative contract to supply the Elkoi garrison.

Highly organised efficient and effective businessman. With a controlling nature. His motivation is to always continually gain more control of the environment round him. Cyriel can suffer from avarice and will spend huge amounts of resources to obtain rare and unusual items which catch his eye.

Cyriel has been working with Halycon and Marusa to destabilise non-lunar Balazar, with an eye to creating inroads into new markets and to turn a profit. He sees the Balazaring Orlanthi as a specific threat to the long term profitability of his business dealings, and will pay handsomely for useful information he could use against them. He would pay more for their deaths.

Nature:   Conniver
Demeanour:  Autocrat
Physical:   Strength 3 , Dexterity 4, Stamina 3
Mental :  Intelligence 5, Wits 5, Perception 5
Social:   Manipulation 5, Appearance 4, Charisma 4
Talents:   Alertness 4, Artistic 3, Athletics 3, Brawl 3,Dodge 3,Empathy 4,Expression 4,Intimidation 4,Streetwise 3, Subterfuge 5
Skills:    Archery 3, Commerce 5,Etiquette 4,Leadership 3, Melee 3,Riding 3,Stealth 3
Knowledge’s:   Academics 3 ,Culture 4,Investigation 2,Languages 4,Medicine 2 ,Myth 4,Politics 4, Divine Lore 5, Spirit Lore 4
Essence:   5
Quintessence:  24
Willpower:  6
Runes:  Moon 4, Communication 5, Movement 4, Magic 4, Earth 2, Truth
Spirit Magic:  Detect 3, Fireblade 3, Dispel Magic 4, Befuddle 2, Farsee, Strength, Golden Tongue 4  
Rune Magic:  Etyries Runepoints – 13.  Dismiss Magic, Extension, Warding, Multispell, Pathwatch, Reflection, Matrix Enchantment, Worship Etyries, Reflection, Exchange Spells, Pathwatch
Virtues: Conviction 5, Loyalty 2, Conciliation 3             
Backgrounds: Allies 4, Artefact 4, Contacts 5, Cult 4, Status 4, Influence 4, Property 5, Ransom 4, Resources 5, Status 4
Flaws & Merits: Cynical Nature – 2pt merit, Intolerance bad manners – 1pt flaw, Lightening calculator 2pt merit
Equipment:  Power Storage Crystal 6, Healing potions 5 ( * 3), Light padded armor 1pt, Kopis 2pt, Staff 2pt, composite bow 3pt

Allied Spirit: Night Watch
Essence: 4
Quintessence: 12
Runes:    Moon 3, Communication 3, Movement 2,
Spirit Magic: Heal 4, Mobility 2, Disruption, Invisibility, Light , Bladesharp 2, Bludgeon 2

Bound Spirit: Blackie – Bound in Raven:
Essence: 2
Quintessence: 7
Runes:    Darkness 2,  Magic 2, Death 1
Spirit Magic: Counter Magic 4, Protection 3,

Jasela Ca Tibera, Cryiel’s Woman,Human, Initiate of the Seven Mothers
Jasela was once the daughter of a Carmarthen petty noble family, sold into slavery after father rebelled against his Lord. She was bought by Cyril three season ago for the whorehouse, but never made it there.

A lithe and pretty girl, who knows that her position is dependent upon her looks.  She takes great care to ensure she is always well presented and goes to considerable length to avoid any manual work

She seems to enjoy her status and position as Cyriel’s woman. But has an odd love hate relationship with him. She is free to go if she wishes, but chooses not to a she is scared of life on her own. She is however bitter about her life story and blames Cyriel for his part in it. She is possessive of him and knows about his illicit affairs with the Queen.

Jasela is feisty, strong willed but lacking friends.  She had been drawn towards Marusa’s worship of Jackeel the witch, but the queens interest stops her from joining the convern.

She is  looking for a source of power and validation in her life. She is alo looking to maintain her relative privilege and get out Elkoi if she can. Has no loyalty to Cyriel and will ditch him if a better offer comes along.

Nature:   Survivor
Demeanour:  Reveller
Physical:  Strength 2, Dexterity 3, Stamina 2
Mental :  Intelligence 3, Wits 3, Perception 3
Social:   Manipulation 2, Appearance 4, Charisma 3
Talents:   Alertness 2, Artistic 2, Athletics 1, Brawl 1 ,Dodge 2,Empathy 4,Expression 3, Streetwise 2, Subterfuge 4
Skills:  Commerce 2, Etiquette 3, Riding 3
Knowledge’s:  Academics  2,Culture 3,Investigation 1,Languages 2,Medicine 2,Myth 2,Politics 2, Divine Lore 2
Essence:  2
Quintessence:  3
Willpower:  4
Runes:  Moon 2, Man 3, Fertility 2
Spirit Magic:  Golden Tongue 3, Detect 2. Befuddle
Rune Magic:  Rune Points: 4
Virtues:  Conviction 3, Loyalty 2, Conciliation 5
Backgrounds:  Allies 2, Cult Status 2, Destiny 2,  Influence, Mentor, Ransom 2, Resources 2, Status 2
Flaws & Merits:  Weak willed – 2pt flaw
Equipment:  Expensive clothes and Jewellery, dagger 1pt

Cyriels People;

The following are Cyriels staff who are usually working out of Elkoi;

Traders & Apprentices

  • Vestan Imtherman – Merchant, Imtherian Male 28, Etyries Initiate
  • Balandi Mooneyes – Merchant, Balazaring, Male 36, Etyries Initiate
  • Orstevin Orlagson,  – Apprentice Merchant, Holayan male 21, Etyries initiate
  • Gasgus the younger – Apprentice Merchant, Balazaring Male 19, Etyries Initiate
  • Parisa Kinddaughter – Apprentice Merchant Balazaring Female, 18, Seven Mothers and Etyries Initiate

Guards & Enforcers

  • Karvann Trueface – Chief Enforcer, Balazaring Male, Initiate of Seven Mothers
  • Aman ‘the fox’- Tax collector, Human, Male, 26 Seven Mother Initiate
  • Baddock ‘the weasel’ – Tax collector, Balazaring, Male 29, Seven Mothers Initiate
  • Shahin Longspear – Guard, Vaunchite, Male 26, Initiate of Seven Mothers
  • Wulanthi Brighteyes – Scout/Guard, Balazaring Male 43, Devotee of Foundchild
  • Dastal – Guard, Tarshite Male 28 – Initiate of Seven Mothers and Thed

Cyriel will have 3 to 6 other armed men guarding slaves and stock as required, this will be hired on and ad hoc basis from the guards arriving from the caravans.


Warda runs the whorehouse for Cyriel, looking after the girls usually with Dastal as his enforcer.

  • Warda the Pimp, Sairdite Male, 32, Initiate of Seven Mothers
  • Gelari Pineneedle, Balazaring Female 17, Initiate of Heart Mother
  • Naskia Tentricks, Balazaring Female 19, Initiate of Heart Mother
  • Ruhka Redberry, Balazaring Female 23, Initiate of Heart Mother
  • Yelka Snowbrow, Balazaring Female 15, Initiate of Heart Mother
  • Starel Redface , Imtherian Female 16, Lay Member of Seven Mothers
  • Runi Nohair, Lunar Female 19, Lay Member of Seven Mothers
  • Bera the Fat, Holayan Female 18, Lay Member of Seven Mothers

Labourers & House Slaves

Cyriel keeps between 3 and 6 Labourers on his books and 2 to 4 house slaves. Noteable characters are;

  • Morori, Labourer, Balazaring, Male 48, Initiate Etyries
  • Gaszar, Labourer, Balazaring, Male 22, Lay Member Sow Mother, Foundchild, Etyries, Seven Mothers
  • Olia Elfbolt, House Slave, Balazaring 28, Female, Lay Member Etyries
  • Seruya, House Slave, Sairdite 24, Female, Lay Member Etyries

Cyriel’s Endelkars Business Interests

Cyriel Endelkar is a Lunar merchant based in Elkoi and the most prosperous private citizen in Balazar;

Business Interests

Cyriels business in Elkoi are interests are both diverse and substantial;

Supplier of the Imperial Garrison – Cyriel is responsible for the supply caravans  which come from his depots in Soldier Fort, Holay Fort and Tashford.  He is also responsible for paying for the guarding of these caravans which is sometimes done by local contacts, mercenary irregulars or regular lunar troops.

This is both his most lucrative business interest and his greatest expense, he has at least three full time staff at each of his depots responsible for buying, logistics and the hiring or mercenaries for the caravans.

Payments come from the provincial army logistics office in Filichet to Elkoi every season and payments then move out to suppliers through the depots. Promissory notes are often used from Cyriel to suppliers around the depots and are seen as good currency, and he is well trusted because his regular imperial funding.

Military provisions are always delivered directly the Fort at Elkoi and are managed by Eryptus quartermasters. However many similar items do end up in Cyriel’s warehouse but this he assures Eryptus is because they buys his own trade stock from the same sources.

Collector of the Kings Commercial Taxes

Cyriels is also responsible for the collection of the kings business taxes for all business operating in Elkoi lands. He charges what he can from tradesmen, independent merchants, and the inns that operate in Elkoi and the Lunar compound.   He does not even attempt to pursue the clans for any form of taxation or payment, and he thinks he picks up the taxes from the two villages when they trade in the citadel.

From the taxes collected the king is due a fixed sum each seasons, he chooses to pay the lunar civilian administration a contribution, and the rest he can keep for his own personal profit.

Aman and Baddock are the two hirelings responsible for the collection of these taxes.

Importer and Merchant of General Goods

Cyriels trading house at the front of his compound is the only place which imported goods can be bought in Elkoi. He imports farming goods, seeds, metal tools, textiles, clothing,  glazed pottery, dyes, luxuries, large quantities of lunar gin and all manner of general civilised goods. In addition to weapons, mounts and armour which are available but not kept at the front of house.

These are sold at vastly inflated prices, local goods are bought cheap and sold at standard prices. This monopoly and profiteering is making Cyriel unpopular with the lunar farmers struggling  in the villages.

Slave Master

Due to the death of Rhegus Whitehair in Trilus and the arrival of the slavers from Oraya province Cyriels slave business has taken a significant hit. However Cyriel still purchases what slaves he can from Glyptus  and directly from the Elkoi Clans when possible.

Cyriel sends what slaves he can purchase to Holay for sale in either Mrins cross or Filichet

Brothel Owner

Cyriel has been running  a brothel to service the needs of the Lunar garrison for a number of years now. Previously he had worked with numerous local girls from balazaring citadel dwellers and Lunar backgrounds. However upon the advice of warda  more recently he has put 6 or 7 purchased slaves to work in his brothel.

This practice though highly profitable has brought condemnation from some local tribes and his former employees who are now plying their trade at the White Eubeck.

Cyriels Compound

Cyriels compound is by the far the biggest structure in Elkoi outside the walls, and is the size of some fortified settlements. It compromises of the following components;

Stockade – a 10 foot tall wooden palisade which runes in a loop from the side of the warehouse forms the back of the slave pens and coral and connects to the whorehouse on the other side of the compound. A large swing gate between the whorehouse and the trading house completes the perimeter. This gate is usually shut and access is commonly made through the trading house.

Warehouse – A large three story mud brick building which can only be entered from either through the trading house or doors inside the compound.  The ground floor contains bulks stores and perishable goods, the middle floor rarer goods of some value, and more trusted staff accommodation. and  Cyriels apartments on the top floor, with safe room of his most of his cash reserves and most valued  goods.

Trading House – Small one story building at the front of the main Warehouse. Textiles, seeds, food, tools, simple weapons and everyday wears are on display here.  More valuable goods such as weapons, magic, slaves and horses will be brought out from the warehouse & compound if there is a requirement.

Whorehouse – The brothel is a single story building on the other side of his compound, with a porch, entrance hall with counters and four small dirty bedrooms. The back of the brothels connects to the slave pens.

Stables – A small corals where Cyriels keeps his domesticated animals for sale, they are not well looked after, and when the lunar military purchase off him they buy mounts soon after it has arrived in Balazar.

Slave Pens -a reinforced wooden cage is capable of comfortably containing 20 – 30 slaves, with room to move, eat and sleep. It is split into 4 equal compartments.

Yard – all these surround  an oval yard which from time to time may contain animals for slaughter,  bulk loads or caravans arriving or preparing to leave.

Dara Happen Names – Lunar Names Part 3

After raiding the fortunate succession and then hacking some  Babylonian names  I have come up with a list of Dara Happen names.

The longer the name generally the higher status of the individual. Note women’s names are much shorter than men’s names.

Names are often appended with titles, honorifics or family names as suits the tradition of a family.

Dara Happen Mens Names


Dara Happen Womens Names


Carmanian Names – Lunar Names Part 2

OK based on limited sources and some ‘Jiggery Pokery’ from me.

Here is  a list of possible Carmanian names for characters form refs and players.

I’ve merged prefixes and suffixes again so its a long list and there may be some howlers.

Carmanian Names

  • Ammack
  • Amman
  • Ammar
  • Ammarkus
  • Ammas
  • Ammash
  • Ammaskus
  • Amcar
  • Amdakar
  • Amkar
  • Ammas
  • Ammos
  • Ammos
  • Amran
  • Amsan
  • Amshan
  • Amstan
  • Amstar
  • Amtan
  • Amtar
  • Amvar
  • Asacack
  • Asacan
  • Asacar
  • Asacarkus
  • Asacas
  • Asacash
  • Asacaskus
  • Asaccar
  • Asacdakar
  • Asacdar
  • Asackar
  • Asacmas
  • Asacmos
  • Asacos
  • Asacran
  • Asacsan
  • Asacshan
  • Asacstan
  • Asacstar
  • Asactan
  • Asactar
  • Asacvar
  • Assacack
  • Assacan
  • Assacar
  • Assacarkus
  • Assacas
  • Assacash
  • Assacaskus
  • Assaccar
  • Assacdakar
  • Assacdar
  • Assackar
  • Assacmas
  • Assacmos
  • Assacos
  • Assacran
  • Assacsan
  • Assacshan
  • Assacstan
  • Assacstar
  • Assactan
  • Assactar
  • Assacvar
  • Bisocar
  • Bisodakar
  • Bisodar
  • Bisokar
  • Bisomas
  • Bisomos
  • Bisoran
  • Bisos
  • Bisosan
  • Bisoshan
  • Bisostan
  • Bisostar
  • Bisotan
  • Bisotar
  • Bisovar
  • Careshack
  • Careshan
  • Careshar
  • Careshas
  • Careshash
  • Careshcar
  • Careshdar
  • Careshkar
  • Careshmas
  • Careshmos
  • Careshos
  • Careshran
  • Careshsan
  • Careshshan
  • Careshstan
  • Careshstar
  • Careshtan
  • Careshtar
  • Careshvar
  • Cargack
  • Cargan
  • Cargar
  • Cargarkus
  • Cargas
  • Cargash
  • Cargaskus
  • Cargcar
  • Cargdakar
  • Cargdar
  • Cargkar
  • Cargmas
  • Cargmos
  • Cargos
  • Cargran
  • Cargsan
  • Cargshan
  • Cargstan
  • Cargstar
  • Cargtan
  • Cargtar
  • Cargvar
  • Carmanack
  • Carmanan
  • Carmanar
  • Carmanas
  • Carmanash
  • Carmancar
  • Carmandar
  • Carmankar
  • Carmanmas
  • Carmanmos
  • Carmanos
  • Carmanran
  • Carmansan
  • Carmanshan
  • Carmanstan
  • Carmanstar
  • Carmantan
  • Carmantar
  • Carmanvar
  • Carmasack
  • Carmasan
  • Carmasar
  • Carmasas
  • Carmasash
  • Carmascar
  • Carmasdar
  • Carmaskar
  • Carmasmas
  • Carmasmos
  • Carmasos
  • Carmasran
  • Carmassan
  • Carmasshan
  • Carmasstan
  • Carmasstar
  • Carmastan
  • Carmastar
  • Carmasvar
  • Carshanack
  • Carshanan
  • Carshanar
  • Carshanas
  • Carshanash
  • Carshancar
  • Carshandar
  • Carshankar
  • Carshanmas
  • Carshanmos
  • Carshanos
  • Carshanran
  • Carshansan
  • Carshanshan
  • Carshanstan
  • Carshanstar
  • Carshantan
  • Carshantar
  • Carshanvar
  • Cartaack
  • Cartaan
  • Cartaar
  • Cartaarkus
  • Cartaas
  • Cartaash
  • Cartaaskus
  • Cartacar
  • Cartacar
  • Cartadakar
  • Cartadakar
  • Cartadar
  • Cartadar
  • Cartakar
  • Cartakar
  • Cartamas
  • Cartamas
  • Cartamos
  • Cartamos
  • Cartaos
  • Cartaran
  • Cartaran
  • Cartas
  • Cartasan
  • Cartasan
  • Cartashan
  • Cartashan
  • Cartastan
  • Cartastan
  • Cartastar
  • Cartastar
  • Cartatan
  • Cartatan
  • Cartatar
  • Cartatar
  • Cartavar
  • Cartavar
  • Endack
  • Endan
  • Endar
  • Endarkus
  • Endas
  • Endash
  • Endaskus
  • Endcar
  • Enddakar
  • Enddar
  • Endkar
  • Endmas
  • Endmos
  • Endos
  • Endran
  • Endsan
  • Endshan
  • Endstan
  • Endstar
  • Endtan
  • Endtar
  • Endvar
  • Harack
  • Haran
  • Harar
  • Hararkus
  • Haras
  • Harash
  • Haraskus
  • Harcar
  • Hardakar
  • Hardar
  • Harkar
  • Harmas
  • Harmos
  • Haros
  • Harran
  • Harsan
  • Harshan
  • Harstan
  • Harstar
  • Hartan
  • Hartar
  • Harvar
  • Kadack
  • Kadan
  • Kadar
  • Kadarkus
  • Kadas
  • Kadash
  • Kadaskus
  • Kadcar
  • Kaddakar
  • Kaddar
  • Kadkar
  • Kadmas
  • Kadmos
  • Kados
  • Kadran
  • Kadsan
  • Kadshan
  • Kadstan
  • Kadstar
  • Kadtan
  • Kadtar
  • Kadvar
  • Karamack
  • Karamamas
  • Karamamos
  • Karaman
  • Karamanas
  • Karamancar
  • Karamandar
  • Karamankar
  • Karamanos
  • Karamanstan
  • Karamanstar
  • Karamant
  • Karamar
  • Karamaran
  • Karamasan
  • Karamash
  • Karamashan
  • Karamatan
  • Karavar
  • Massacar
  • Massadakar
  • Massadar
  • Massakar
  • Massamas
  • Massamas
  • Massamos
  • Massamos
  • Massanack
  • Massanan
  • Massanar
  • Massanas
  • Massanash
  • Massancar
  • Massandar
  • Massankar
  • Massanos
  • Massaran
  • Massaran
  • Massas
  • Massasan
  • Massasan
  • Massashan
  • Massashan
  • Massastan
  • Massastan
  • Massastar
  • Massastar
  • Massatan
  • Massatan
  • Massatar
  • Massatar
  • Massavar
  • Massavar
  • Nacar
  • Nadakar
  • Nadar
  • Nakar
  • Namas
  • Namos
  • Naran
  • Nas
  • Nasan
  • Nashan
  • Nastan
  • Nastar
  • Natan
  • Natar
  • Navar
  • Sahack
  • Sahan
  • Sahar
  • Saharkus
  • Sahas
  • Sahash
  • Sahaskus
  • Sahcar
  • Sahdakar
  • Sahdar
  • Sahkar
  • Sahmas
  • Sahmos
  • Sahos
  • Sahran
  • Sahsan
  • Sahshan
  • Sahstan
  • Sahstar
  • Sahtacar
  • Sahtadakar
  • Sahtadar
  • Sahtakar
  • Sahtamas
  • Sahtamos
  • Sahtan
  • Sahtar
  • Sahtaran
  • Sahtas
  • Sahtasan
  • Sahtashan
  • Sahtastan
  • Sahtastar
  • Sahtatan
  • Sahtatar
  • Sahtavar
  • Sahvar
  • Samack
  • Saman
  • Samar
  • Samarkus
  • Samas
  • Samash
  • Samaskus
  • Samcar
  • Samdakar
  • Samdar
  • Samkar
  • Sammas
  • Sammos
  • Samos
  • Samran
  • Samsan
  • Samshan
  • Samstan
  • Samstar
  • Samtan
  • Samtar
  • Samvar
  • Sassack
  • Sassan
  • Sassar
  • Sassarkus
  • Sassas
  • Sassash
  • Sassaskus
  • Sasscar
  • Sassdakar
  • Sassdar
  • Sasskar
  • Sassmas
  • Sassmos
  • Sassos
  • Sassran
  • Sasssan
  • Sassshan
  • Sassstan
  • Sassstar
  • Sasstan
  • Sasstar
  • Sassvar
  • Suranack
  • Suranan
  • Suranar
  • Suranarkus
  • Suranas
  • Suranash
  • Suranaskus
  • Surancar
  • Surandakar
  • Surandar
  • Surankar
  • Suranmas
  • Suranmos
  • Suranos
  • Suranran
  • Suransan
  • Suranshan
  • Suranstan
  • Suranstar
  • Surantan
  • Surantar
  • Suranvar
  • Yanisack
  • Yanisan
  • Yanisar
  • Yanisarkus
  • Yanisas
  • Yanisash
  • Yanisaskus
  • Yaniscar
  • Yanisdakar
  • Yanisdar
  • Yaniskar
  • Yanismas
  • Yanismos
  • Yanisos
  • Yanisran
  • Yanissan
  • Yanishan
  • Yanistan

Carmanian  Womens Names

  • Anahita
  • Anaha
  • Arezoo
  • Charma
  • Charmana
  • Chamar
  • Charmanda
  • Charmeen
  • Charmeena
  • Charmela
  • Charmenda
  • Charmsala
  • Charmsana
  • Charmseena
  • Charmsela
  • Charmsuza
  • Charmszar
  • Charmuza
  • Charmzar
  • Charshala
  • Charshana
  • Charshanda
  • Charsheen
  • Charsheena
  • Charshela
  • Charshenda
  • Charshuza
  • Charshzara
  • Enda
  • Eri
  • Eriala
  • Eriana
  • Erianda
  • Erieen
  • Erieena
  • Eriela
  • Erienda
  • Eriuza
  • Erizar
  • Esfir
  • Esta
  • Estra
  • Esteri
  • Hamar
  • Hamana
  • Himi
  • Harala
  • Harana
  • Haranda
  • Hareen
  • Hareena
  • Harela
  • Harenda
  • Haruza
  • Harzar
  • Heena
  • Jasala
  • Jasana
  • Jasanda
  • Jaseen
  • Jaseena
  • Jasela
  • Jasenda
  • Jasuza
  • Jaszar
  • Kadala
  • Kadana
  • Kadanda
  • Kadeen
  • Kadeena
  • Kadela
  • Kadenda
  • Kaduza
  • Kadzar
  • Kardala
  • Kardana
  • Kardanda
  • Kardeen
  • Kardeena
  • Kardela
  • Kardenda
  • Kardi
  • Karduza
  • Kardzar
  • Ked
  • Kedi
  • Kedala
  • Kedana
  • Kedanda
  • Kedeen
  • Kedeena
  • Kedela
  • Kedenda
  • Keduza
  • Kedzar
  • Kodeen
  • Kohi
  • Lerala
  • Lerana
  • Lereen
  • Lereena
  • Lerela
  • Leri
  • Leruza
  • Lerzar
  • Meena
  • Menda
  • Mina
  • Minela
  • Minu
  • Nima
  • Paresi
  • Paresa
  • Shahi
  • Shahala
  • Shahana
  • Shahanda
  • Shaheen
  • Shaheena
  • Shahela
  • Shahenda
  • Shahuza
  • Shahzar
  • Shamala
  • Shamana
  • Shamanda
  • Shameen
  • Shameena
  • Shamela
  • Shamenda
  • Shamuza
  • Shamzar
  • Shari
  • Sharm
  • Sharma
  • Sharmi
  • Sharmala
  • Sharmana
  • Sharmanda
  • Sharmeen
  • Sharmeena
  • Sharmela
  • Sharmenda
  • Sharmuza
  • Sharmzar
  • Shaseen
  • Shaseena
  • Shassala
  • Shassana
  • Shassanda
  • Shassela
  • Shassenda
  • Shasuza
  • Shaszar
  • Shiri
  • Shira
  • Yasa
  • Yasala
  • Yasana
  • Yasanda
  • Yaseen
  • Yaseena
  • Yasela
  • Yasenda
  • Yazza
  • Yazzi
  • Yasuza
  • Yaszar
  • Zahleh

Lodrilli, Pelandan & Pelorian Names – Lunar Names Part 1

This is the first of number of posts on different names from the Lunar Empire, these will be by the main subcultures of the Empire.  The aim of these is to make quick is easy names lists for refs and to choose character names from.

The first list is for rural common Pendalaran and Pelorian folk, The names will have been created by searching what has been published to date, creating stems and suffixes cross referencing them to create a long varied list.

Then some manual edit  to take out the stuff that clearly doesn’t work and adding some bespoke names to either add variation or fill in some of the obvious holes left by the stemming process.

The first is looking at the Pelendalan culture, this is a rural, plain spoken and and simple culture that sits alongside more urban and complex Dara Happan culture. Names tend to be short and plainer than those of the surrounding cultures.

Single names are the commonly used form, clan names and nicknames can sometimes be added to distinguish people with more common names, in larger villages and small towns. The nature of these second names varies wildly by region and can often be influenced by the practices of the dominant parallel culture.

Mens Names

  • Benf
  • Benbiso
  • Bendarsh
  • Benfor
  • Benius
  • Bemin
  • Bemon
  • Benos
  • Benrata
  • Benros
  • Bentus
  • Benurvo
  • Benus
  • Benvis
  • Bisbiso
  • Bisdarsh
  • Bisvus
  • Bisius
  • Bismin
  • Bismon
  • Bisos
  • Bisosh
  • Bisrata
  • Bisros
  • Bistus
  • Bisurvo
  • Bisus
  • Bisvis
  • Danbiso
  • Dandarsh
  • Danfor
  • Danius
  • Danmin
  • Damon
  • Danos
  • Danrata
  • Danros
  • Dantus
  • Danurvo
  • Danus
  • Danvis
  • Darbiso
  • Dardarsh
  • Darfor
  • Darius
  • Darmin
  • Darmon
  • Daros
  • Darros
  • Dartus
  • Darurvo
  • Darus
  • Darvis
  • Enbiso
  • Gatren
  • Gatrenbiso
  • Gatrendarsh
  • Gatrenius
  • Gatrenos
  • Gatrenrata
  • Gatrenros
  • Gatrenus
  • Haran
  • Harant
  • Harant-biso
  • Harant-darsh
  • Haranfor
  • Harantius
  • Harantmin
  • Harantmon
  • Harantos
  • Haranrata
  • Harantros
  • Harantus
  • Haranturvo
  • Harantus
  • Harantvis
  • Hurbiso
  • Hurbisos
  • Hurdarsh
  • Hardash
  • Habiso
  • Hurfor
  • Hurius
  • Hurmin
  • Hurmon
  • Huros
  • Hurrata
  • Hurros
  • Hururvo
  • Hurus
  • Hurv
  • Hurvis
  • Idobiso
  • Idobisos
  • Idodarsh
  • Idofor
  • Idomin
  • Idomon
  • Idos
  • Idor
  • Idorata
  • Idoros
  • Idotus
  • Idourvo
  • Idous
  • Idovis
  • Isibo
  • Insibiso
  • Inibisos
  • Insidarsh
  • Insifor
  • Insius
  • Insimin
  • Insimon
  • Insios
  • Insirata
  • Insiros
  • Insitus
  • Insiurvo
  • Jeo
  • Jeon
  • Jeobiso
  • Jeobisos
  • Jeonbiso
  • Jeondarsh
  • Jeonfer
  • Jeonius
  • Jeonmin
  • Jeonmon
  • Jeonos
  • Jeonrata
  • Jeonros
  • Jeontus
  • Jeonurvo
  • Jeonus
  • Jeonvis
  • Kenbiso
  • Kendarsh
  • Kenfer
  • Kenfor
  • Kenius
  • Kenmin
  • Kenmon
  • Kenos
  • Kenrata
  • Kenros
  • Kentus
  • Kenurvo
  • Kenus
  • Kenvis
  • Ketan
  • Ketbiso
  • Ketdarsh
  • Ketfor
  • Ketius
  • Ketmin
  • Ketmon
  • Ketos
  • Ketrata
  • Ketros
  • Kettus
  • Keturvo
  • Ketus
  • Ketvis
  • Lenbiso
  • Lendarsh
  • Lenfor
  • Lenius
  • Lenmin
  • Lenmon
  • Leno
  • Lenos
  • Lenrata
  • Lenros
  • Lentus
  • Lenurvo
  • Lenus
  • Lenvis
  • Turobiso
  • Turodarsh
  • Turofor
  • Turoius
  • Turomin
  • Turomon
  • Turoos
  • Turorata
  • Turoros
  • Turotus
  • Turourvo
  • Turous
  • Turovis
  • Turo
  • Turobiso
  • Turodarsh
  • Turofor
  • Turoius
  • Turomin
  • Turomon
  • Turoos
  • Turorata
  • Turoros
  • Turotus
  • Turourvo
  • Turous
  • Turovis
  • Urvo
  • Morkartos
  • Parendos
  • Pererlotil
  • Navestos
  • Urder
  • Alfostios
  • Ostevius
  • Enverinus
  • Hyraos
  • Lokarnos
  • Oroypsus
  • Ulkamoon
  • Gerendetho
  • Deseeti
  • Vantestos
  • Urengerum
  • Durbaddath
  • Ergesh

Womens Names

  • Bua
  • Buda
  • Buna
  • Bunda
  • Bura
  • Busara
  • Busarda
  • Busenya
  • Buseria
  • Busi
  • Busida
  • Busina
  • Busina
  • Businda
  • Businda
  • Busira
  • Busissa
  • Busiya
  • Bussa
  • Bustara
  • Bustarda
  • Bustenya
  • Busteria
  • Bustina
  • Bustinda
  • Buya
  • Denara
  • Denarda
  • Denenya
  • Deneria
  • Denina
  • Deninda
  • Derara
  • Derarda
  • Derenya
  • Dereria
  • Derina
  • Derinda
  • Elo
  • Eloda
  • Elohara
  • Eloharda
  • Elohenya
  • Eloheria
  • Elohina
  • Elohinda
  • Elona
  • Elonda
  • Elora
  • Elossa
  • Eloya
  • Eri
  • Erida
  • Erina
  • Erinda
  • Erira
  • Erisara
  • Erisarda
  • Erisenya
  • Eriseria
  • Erisina
  • Erisinda
  • Erissa
  • Eriya
  • Orara
  • Orarda
  • Orenya
  • Oreria
  • Ori
  • Orida
  • Orina
  • Orina
  • Orinara
  • Orinarda
  • Orinda
  • Orinda
  • Orinenya
  • Orineria
  • Orinina
  • Orininda
  • Orira
  • Orissa
  • Oriya
  • Orogara
  • Orogarda
  • Orogenya
  • Orogeria
  • Orogina
  • Oroginda
  • Sada
  • Salara
  • Salarda
  • Salenya
  • Saleria
  • Salina
  • Salinda
  • Sana
  • Sanda
  • Sara
  • Sassa
  • Saya
  • Sayara
  • Sayarda
  • Sayenya
  • Sayeria
  • Sayina
  • Sayinda
  • Tayara
  • Tayarda
  • Tayenya
  • Tayeria
  • Tayina
  • Tayinda
  • Teda
  • Tena
  • Tenda
  • Tera
  • Tessa
  • Teya
  • Uryarda
  • Erenbaya
  • Thilla
  • Busenari
  • Memenari
  • Selshena
  • Pela
  • Everina
  • Jeirina
  • Oria
  • Injerina
  • Denegeria
  • Erissa
  • Hyrosa

Gloranthan Calendar – Editable File

I had to created a editable Electronic version of the Theylean Gloranthan Calendar to work out Joh Miths Itinerary on the previous post.

It is a resource I will use more and more as I run my sandbox campaigns to keep track of the different plot streams , creating separate tabs for each group of NPC’s or plot arcs as I see fit.

I’m sure there are prettier version out there, but I thought it may be an interesting resource to share, as it may save people 20 mins when creating there own timelines.

I have placed it in a google sheets format, but can add an excel format if anyone requires. Oh yes i’ve forget to say if you want to use it take a copy.

Link to editable Gloranthan Calendar

For those who are not aware the Gloranthan Calandar is significantly different from our own.

There are seven days in a week

  • Freezeday
  • Waterday
  • Clayday
  • Windsday
  • Fireday
  • Wildday
  • Godsday

Eight weeks to a season;

  • Disorder Week
  • Harmony Week
  • Death Week
  • Fertility Week
  • Stasis Week
  • Movement Week
  • Illusion Week
  • Truth Week

Five seasons to a year;

  • Sea Season – Equivalent of late spring
  • Fire Season – Equivalent of winter
  • Earth Season – Equivalent of autum or fall
  • Dark Season – Equiqualent of winter
  • Storm Season – Equivalent of late winter, very early spring, violent, stormy and unpredictable

and the sacred time.

  • Luck Week
  • Fate Week


Joh Miths – Caravan Itinerary

I have realised that the itinerary given in Griffin Mountain doesn’t allow room for an expedition to Gon Ortas castle. He is also now based in Jonstown. I my campaign Rhegus Whitehair has died and thus there is no longer the need for the Elkoi trips. Also the settlement at Swim Here offers an alternative rest stop to Dykene, which saves him a  few days on the trip out to Gon Ortas castle.

Therefore I  am suggesting an alternative itinerary for Joh which means he can make a trip to Giantland each year, and also winter in Johnstown. See what you think.

Sea Season

  • Disorder week – Trading in Jonstown
  • Harmony Week – Trading in Jonstown
  • Death Week – Trading in Jonstown
  • Fertility Week – Caravan Prep
  • Stasis Week – Caravan Prep
  • Movement week – Leave Jonstown for Alone, Arrive in Alone, Leave Alone for Wryms High Pass
  • Illusion week – Travels over Wryms High Pass toward Dykene
  • Truth week – Arrive in Dykene , Rests, Trades, Leave Dykene for Trilus

Fire Season

  • Disorder week – Arrive in Trilus , Rest
  • Harmony Week – Trading in Trilus
  • Death Week – Trading In Trilus, Caravan Prep
  • Fertility Week – Caravan Prep, Leave Trilus for Swim Here
  • Stasis Week – Arrive Swim Here, Rest
  • Movement week – Leave Swim Here for Gon Ortas Castle
  • Illusion week – Arrive Gon Ortas Castle, Rest Trade
  • Truth week – Leave Gon Ortas Castle

Earth Season

  • Disorder week – Arrives Swim Here, Short Rest, Leave for Dykene
  • Harmony Week – Arrive Dykene, Rest, Leave Dykene for Trilus
  • Death Week – Leave Dykene for Trilus
  • Fertility Week – Arrive Trilus, Rest, Trade in Trilus
  • Stasis Week – Trading in Trilus, Caravan Prep
  • Movement week – Leave Trilus, Arrive Dykene
  • Illusion week – Leave Dykene for Wyrms High Pass, Cross Wyrms High Pass
  • Truth week – Arrive Alone, Rest, Trading in Alone, Leave Alone for Jonstown

Dark Season

  • Disorder week – Arrive in Jonstown, Rest
  • Harmony Week – Trading Jonstown
  • Death Week – Trading Jonstown
  • Fertility Week – Trading Jonstown
  • Stasis Week – Trading Jonstown
  • Movement week -Trading Jonstown
  • Illusion week – Trading Jonstown
  • Truth week – Rest

Storm Season

  • Disorder week – Rest
  • Harmony Week – Trading Jonstown
  • Death Week – Trading Jonstown
  • Fertility Week – Trading Jonstown
  • Stasis Week – Trading Jonstown
  • Movement week -Trading Jonstown
  • Illusion week – Trading Jonstown
  • Truth week – Trading Jonstown

Sacred Time

  • 1st week – Sacred time rituals, holy days
  • 2nd week – Sacred time rituals, holy days

For those interested I worked it out to the day using this spreadsheet;

Lunar Patrol – NPC’s or Pregen Characters


The following group has really been written as a test of the character creation system, for NPC’s and as pre gens for a game I may run in the future. However if a ref has a need of a detailed and interesting lunar patrol for interaction, or recurring NPC’s these guys may make an interesting group.


The core of the group area half crescent(different terms for file) from a mercenary company  of Peltasts called the Sons of the Moon, who usually recruit and operate in Vaunch and Holay and are often hired by the provincial army.  They are currently being rotated through Balazar on garrison duty.

These mercenary’s are lunar worshippers and are loyal to the Empire, they are also a cohesive unit and have been working together for some years, like most units they are prone to resent outsiders.

Attached to these are a young regular provincial army lunar officers who is leading the patrol, and a local guide.

Racius Agga Tarnis – Aged 20, Lunar Officer  Initiate of Yanafal Tarnis

Racius is a younger son of minor noble household from the Raibaith in the heartlands. He signed up to the provincial army as he wants to see combat is keen to make a name himself. Though well connected Racius is keen to make his mark on his own merits. As such wishes he was posted further south where the action is, and is somewhat frustrated with his current assignment.

However he is a very young and junior lunar officer leading a patrol of experienced mercenaries, and feels his lack of experience acutely. He feels somewhat out of his depth with the men, he also has little loyalty to them as he sees them as beneath him.

He is somewhat idealistic and sees that the ‘Sons of the Moon’ are much more practical and grounded . As such he does not know if he can trust his men or his file leader yet. However he has know and worked with a Varanthi number of times before and trusts him.

Racius has used family connections to do a couple of favours for Eryptus so is in the good graces of the garrison commander.

Personal traits: haughty, ambitious, energetic, optimist

Nature:  Praise seeker
Demeanour:  Traditionalist
Physical: Strength 3, Dexterity 3, Stamina 3
Mental : Intelligence 3, Wits 2, Perception 3
Social:  Manipulation 2, Appearance 3, Charisma 3
Talents: Alertness 3, Artistic 2, Athletics 3, Brawl 2, Dodge 3, Empathy 2, Expression 1,  Intimidation 2, Streetwise 1, Subterfuge 1
Skills:  Archery 2, Etiquette 2,Leadership 3, Melee 3, Riding 3, Stealth 1, Survival 1
Knowledge’s: Academics 2, Culture 2, Investigation 1, Languages 2, Medicine 2, Myth 2, Politics 2, Divine Lore 2
Essence: 3
Quintessence: 10 
Willpower: 4
Runes: Moon 3, Truth 3, Death 2
Spirit Magic: Farsee, Befuddle, Glamour, Shimmer, Bladesharp 2, Speedart 2
Rune Magic: Yanafal Tarnis – 7pt pact;
Virtues:  Conviction 4, Loyalty 4, Conciliation 3
Backgrounds: Status *** Resources *** Influence **, Cult status ***, Ransom ***, Mount **
Flaws & Merits:  Favour 2pt- from Eryptus, Geas – Never Lie to a friendly cultist 2pt flaw,  Code of Honour
Gear:  5pts Hoplite Plate Armor,  buckler, kopis 3pt,

Keso  ‘the knife’– Aged 34, Sons of the Moon File leader,  Initiate of Yanafal Tarnis

Keso is a an experienced and hardnosed mercenary from Vaunch, who has been part of the company for 15 years.

He is a capable and highly efficient, who is a good leader and cares for his cresent well, knows his men well and has a good sense how to get the best out of them. He resents the presence of the young officer in with the patrol and believes he could lead this easily himself

His name came as he used to be one of the better knife fighters in the company, however since he has been promoted to file leader, he hasn’t been known to engage in off the books competition.

He is very suspicious of anyone who isn’t part of his crescent, or company. he sees the locals as subhuman savages and not to be trusted, but he takes that view about most people.  However he starting to find a liking for the local dogs.

Personal traits: Aggressive, Loyal, Leader, Suspicious

Nature:  Autocrat
Demeanour:  Guardian
Physical: Strength 3, Dexterity 3, Stamina 4
Mental : Intelligence 2, Wits 2, Perception 3
Social:  Manipulation 3, Appearance 2, Charisma 3
Talents: Alertness 3, Athletics 3, Brawl 3, Dodge 3, Empathy 1, Expression 1, Intimidation 3, Streetwise 3,
Skills:  Archery 3, Leadership 3, Melee 4, Riding 1, Stealth 3, Survival 3
Knowledge’s:  Culture 2, Investigation 2, Languages 2, Medicine 2, Myth 1, Divine Lore 1
Essence: 4
Quintessence: 10 
Willpower: 5
Runes: Moon 2, Truth 1, Death 4
Spirit Magic:  Bladesharp 2, Speedart 2, Protection 2
Rune Magic: Yanafal Tarnis – 7pt pact; True Weapon, Shield
Virtues:  Conviction 4, Loyalty 5, Conciliation 2
Backgrounds: Status ** Resources ** Contacts **** Cult status ***, Ransom **
Flaws & Merits:  Gift –  Killer Instinct, Geas – Mistrust all orlanthi  2pt, Hatred Horseman – 1pt flaw
Gear:  3pts Peltast armor,  buckler, kopis 3pt, 3 javelins 2pt weapons

Felkenna Moondaughter Aged 26, Sons of the Moon Peltast,  Devotee of the Seven mothers

Now in her mid 20’s. Felkenna Is a  former street kid from Mrins cross who has served with the company for 8 years.

She has started to take religion very seriously since a couple of close calls in combat on previous campaigns, and now spends a lot of her off duty at the temple. In the last year she has started to get premonitions and visions when she sleeps near temples and holy sites, the meanings of these dreams are sometimes obvious and sometimes incredibly obscure.

She bores other members of the file with her religion and is openly critical of those she does think are following the lunar way fully and merely paying lip service. Otherwise her demeanour is pleasant and is well liked.

However she has become the files main healer and someone other members turn to in times of stress. Most see her as a religious figure and will give her extra protection if need be.

Personal traits: Spiritual, Judgemental, Patient, Attentive

Nature:  Fundamentalist
Demeanour:  Fanatic
Physical: Strength 3, Dexterity 3, Stamina 2
Mental : Intelligence 2, Wits 2, Perception 3
Social:  Manipulation 3, Appearance 2, Charisma 3
Talents: Alertness 3, Athletics 2, Brawl 2, Dodge 3, Empathy 2, Expression 1, Intimidation 1, Streetwise 2,
Skills:  Archery 2, Leadership 1, Melee 2, Riding 1, Stealth 3, Survival 2
Knowledge’s:  Academics 1, Culture 3, Investigation 2, Languages 3, Medicine 3, Myth 3, Divine Lore 3
Essence: 4
Quintessence: 12
Willpower: 5
Runes: Moon 4, Life 3, Death 1
Spirit Magic:  Befuddle, Heal 3, Protection
Rune Magic: Seven Mothers – 8pt pact; Reflection, Mindblast, Summon Lune
Virtues:  Conviction 5, Loyalty 4, Conciliation 4
Backgrounds: Cult Status **, Allies **, Contact *, Resources **, Ransom **
Flaws & Merits:
hero worship – priests of the lunar empire – 1p flaw, precognition – 4pt merit
Gear:  3pts peltast armor,  buckler, kopis 3pt, 3 javelins 2pt weapons

Barsheen Blueeye – Aged 31, Sons of the Moon Peltast,  Initiate of the Seven mothers

Originally from Farmland near to Mrins cross, and often described by Kesso as a ‘first rate  pain in the ass’. He is constantly complaining and working military and company protocol to his advantage. Also he is adverse to boring and workmanlike elements of being a soldier.

Barsheen is actually an excellent fighter who never takes a step backwards in combat, but he fights for personal pleasure and not the file or the wider cause

He has little to no loyalty to his God or culture and is just trying to get by in life and he has no sense of the greater beyond his own needs.

Barsheen is however funny, and though that humour may be barbed, he also offer people a way out and light entertainment, so he is surprisingly popular amongst the crescent.

Personal traits: Lazy, Aggressive, Unreliable, Dishonest

Nature:  Bravo
Demeanour:  Curmudgeon
Physical: Strength 3, Dexterity 3, Stamina 3
Mental : Intelligence 2, Wits 3, Perception 3
Social:  Manipulation 3, Appearance 2, Charisma 2
Talents: Alertness 3, Athletics 2, Brawl 3, Dodge 3, Empathy 1, Expression 1, Intimidation 2, Streetwise 3,
Skills:  Archery 3, Leadership 1, Melee 4, Stealth 2, Survival 2
Knowledge’s:  Culture 2, Investigation 2, Languages 1, Medicine  2, Myth 1, Politics 2, Divine Lore 1
Essence: 2
Quintessence: 8 
Willpower: 4
Runes: Moon 2, Death 2, Disorder 2
Spirit Magic:  Disruption 3, Bladesharp 2, Protection 3
Rune Magic: Seven Mothers – 4pt pact;
Virtues:  Conviction 4, Loyalty 2, Conciliation 3
Backgrounds: resources **, contacts *, past lives **, cult status *, ransom *
Flaws & Merits:
Cynical nature -2pt merit, marked man flogged – 1pt flaw,-1 social with all lunar officers and Officals, Compulsion – argue with authority 2pt merit.
Gear:  3pts peltast armor,  buckler, kopis 3pt, 3 javelins 2pt weapons

Dinkha the Quiet – Aged 28, Sons of the Moon Peltast,  Initiate of the Seven mothers

Dinkha has proved himself to be a sold and reliable a solid and reliable soldier after a short but notorious as a bruiser for a criminal element in Filichet.  He was sentenced to jail time or signing onto a mercenary company  working for the Lunar provincial army for 7 years.

Has he now only got 2 years to go and is making sure he keeps his nose clean before he leaves. He still finds life in the company constraining and wants to leave as soon as he can. He hopes to go home and go straight if he can. The company see him as a valuable member and are doing all they can to get him to stay on.

His mannerisms are the quiet withdrawn one, but who people lsiten to when he says something.

Dinkha left a girl back home and though he thinks it is unlikely, he still hopes she is still waiting for him In these intervening years he has changed a lot as a character and  developed strong self control.

Also there is another criminal family in Filichet who would still be keen to see him dead, and has yet to come up with a plan to solve that issue.

Personal traits: Reserved, Controlled, Brave, Generous

Nature:  Penitent
Demeanour:  Survivor
Physical: Strength 3, Dexterity 2, Stamina 4
Mental : Intelligence 2, Wits 2, Perception 2
Social:  Manipulation 2, Appearance 3, Charisma 3
Talents: Alertness 3, Athletics 2, Brawl 3, Dodge 3, Empathy 2,  Intimidation 2, Streetwise 2,
Skills:  Archery 3, Leadership 1, Melee 3, Stealth 3, Survival 2
Knowledge’s:  Culture 1, Investigation 2, Languages 1, Medicine  2, Myth 1, Politics 2, Divine Lore 1
Essence: 2
Quintessence: 8 
Willpower: 4
Runes: Moon 2, Mastery 2, Death 2, Man
Spirit Magic:  Protection 2, Bladesharp 2, Disruption
Rune Magic: Seven Mothers – 4pt pact;
Virtues:  Conviction 4, Loyalty 5, Conciliation 2
Backgrounds: Contacts ***, mentor *, cult status *
Flaws & Merits:
Outlaw 2pt flaw, Light Sleeper 1pt merit, Blood Feud 2pt flaw.
Gear:  3pts Peltast Armor,  buckler, Kopis 3pt, 3 javelins 2pt weapons

Domara Brokenshaft – Aged 20, Sons of the Moon Peltast,  Initiate of the Seven mothers

Dorma recently joined after growing up on his family farm near Mrins cross, he is keen to see more of the world than his parents and grandparents did.

He generally is pleased to be living the soldiers life He is strong and fit, though raw and untried. Howevere he has a confidence in his ability to succeed and be a good soldier

His easy manner allows him to get on well with most people and has already found a local girlfriend in Elkoi.

Domara has a great fear or dragonewts, due to brother disappearing in drangenewt ruins a number of years ago

Personal traits: Positive, Impulsive, Brave, Dependable

Nature:  Explorer
Demeanour:  Follower
Physical: Strength 4, Dexterity 3, Stamina 3
Mental : Intelligence 2, Wits 2, Perception 3
Social:  Manipulation 2, Appearance 3, Charisma 3
Talents: Alertness 2, Athletics 2, Brawl 3, Dodge 2, Empathy 2
Skills:  Archery 2, Leadership 1, Melee 3, Stealth 2, Survival 3
Knowledge’s:  Culture 2,  Medicine  2, Myth 2, Spirit Law,  Divine Lore 1
Essence: 2
Quintessence: 8 
Willpower: 4
Runes: Moon 2, Life 2, Death 1, Earth 1
Spirit Magic:  Protection 2, Heal 2, Strength 2
Rune Magic: Seven Mothers – 5pt pact;
Virtues:  Conviction 4, Loyalty 3, Conciliation 2
Backgrounds: family  **, cult status *, status *, resources **, ransom *
Flaws & Merits: Luck 3pt merit,  Acute Hearing, 1pt merit
Gear:  3pts peltast armor, pole axe 4pt weapon, buckler, kopis 3pt, 3 javelins 2pt weapons

Yomadan the Smoke – Aged 26, Sons of the Moon Peltast,  Initiate of the Seven mothers

Once was a scribe in Filichet he lost his job due to excessive Hazia smoking, he was also feft by his wife and young family due to his addiction.

Was recruited when the company was short of men, however he has become a fair soldier when not smoking.

Is consider ‘the educated one’ by all the men and does all the writing for the file, he has even managed to learn passable balazaring in the few weeks he has been here.

Most of the time is likeable and friendly, but unreliable when smoking he drifts into himself and becomes both unengaged and unreliable to those round him.

Personal traits: Cerebral, Unfocused, Optimist, Friendly

Nature:  Survivor
Demeanour:  Deviant
Physical: Strength 2, Dexterity 3, Stamina 3
Mental : Intelligence 4, Wits 3, Perception 2
Social:  Manipulation 3, Appearance 2, Charisma 3
Talents: Alertness 2, Athletics 2, Brawl 2, Dodge 2, Empathy 1, Streetwise 2, Subterfuge 2
Skills:  Archery 2, Commerce 1, Etiquette 2, Leadership 1, Melee 2, Stealth 2, Survival 2
Knowledge’s:  Academics 3, Culture 2, Languages 4, Medicine  2, Myth 2, Divine Lore 2
Essence: 3
Quintessence: 8 
Willpower: 4
Runes: Moon 3, Life 1, Death 1, Truth 2
Spirit Magic:  Befuddle, Heal 2,  Speedart 2, Detect 2
Rune Magic: Seven Mothers – 5pt pact;
Virtues:  Conviction 3, Loyalty 3, Conciliation 4
Backgrounds: family  *, cult status **, status *, resources **, ransom *
Flaws & Merits: Addict Hazia 2pt Flaw,  Lost Love 1pt Flaw
Gear:  3pts peltast armor,  buckler, kopis 3pt, 3 javelins 2pt weapons

Varanthi Redeer -30 Balazaring Guide, Initiate of the Seven mothers

A native Balazaring who has  scouted for the Lunars for 6 years and is well respected by the local garrison.

He was a membere of the  blackniosed deer of a Trilus clan says he fell out with a who fell out with a new clan chief . The real story is that he killed a close friend and fellow clan member in a fight over a woman, which still haunts him to this day.

He knows Balazar well and can lead Lunar Patrols deep into Balazar and the Elder wilds, he does understand New Pelorian but his speaking of it is poor.

As a result he often gets poorly treated by the mercenaries on rotation. he is even tempered enough to deal with usually but has been known to lose his temper  if anyone mistreats his dogs.

Personal traits:

Nature:  Wanderer
Demeanour:  Follower
Physical: Strength 2, Dexterity 4, Stamina 4
Mental : Intelligence 2, Wits 3, Perception 4
Social:  Manipulation 2, Appearance 2, Charisma 2
Talents: Alertness 3, Athletics 3, Brawl 3, Dodge 3, Empathy 1, Intimidation 2, Streetwise 1,
Skills:  Archery 4, Melee 3, Stealth 4, Survival 4
Knowledge’s:  Culture 1, Languages 1, Medicine  3, Myth 2, Politics 2, Divine Lore 1, Spirit Lore 2
Essence: 3
Quintessence: 8 
Willpower: 4
Runes: Moon 2, Death 3, Harmony 2, Movement 2
Spirit Magic:  Mobility 2, Multimissile 3, Speedart 2, Bandits cloak, Peaceful Cut; Farsee
Rune Magic: Foundchild – 5pt pact; Seven Mothers – 2pt Pact;
Virtues:  Vigor 4 Trust 3 Generosity 3
Backgrounds: Dogs **, Status *, Ransom *, Resources *, Cult Status **
Flaws & Merits: Dark Secret (murdered a clan mate in fight over a woman) 1pt , Nightmares 1pt flaw
Gear: 1pts leathers, sling 2pt weapon, bolas, kopis 3pt, traps and snares

Giants of the Elder Wilds

Authors Notes

The write up of the Giants and Giant land in the original Griffin mountain (pg199 in the reprint) is excellent , and this article is suggestion for the deepening of the background . There are a couple of places where I have deviated from, the Griffin Mountain original, and this is to attempt to bring the mythos up to date and in-line with current thinking as I found it inconsistent.

The only thing which I take issue with is concept that Gon Orta was 12 meters high in the first age, due to the YGMV(Your Glorantha may Vary) concept, in my games active maturing true giants are never less than 30 meters tall, True giants and common/young/wild giants are two distinctly different races.



There are distinct groupings of active giants in the Elder Wilds and Eastern Rockwood mountains. The first is an organised grouping in Giantland  lead by Gon Orta, this group contain Gon Orta and a number of his closest associates.

The second cannot really be described as a formal grouping, they are a collection of individuals and loners. The wild giants who can be found in most places across the Elder Wilds, causing disorder and destruction either by intent or merely by trying to survive.

A much smaller third group of Giants are called twisted giants and though small in number, they are significant enough to be a cause for concern . First due to their size and then for the regularity at which these beast appear.  Almost always formerly wild giants which are mutated significantly by chaos.

True Giants

True giants are mythic beings who existed early in Godtime and are the compatriots of true Dragons and the Gods themselves, some being parents of the earliest of the Gods. Few of these beings are active in time. Gon Orta a very young and inexperienced true Giants is the only one his kind who is perceived as being currently active in this part of the world. And only a handful have been chronicled within time.

The 11 giants who by Myth and Legend form the  Big Giant Mountains, are all true giants. They are considered inactive by most, and the trolls who burrow in there mountains doubt they are giants at all. Younger common giants often claim ancestry from one of the Mountains but scholar cannot see how this is possible.

The giant cradles which have through time passed down the Zola Fel river are all the babies of true giants. Where these go and what they do after passing down the Zola Fel river has been un-documented, but there have been no well supported myths of adult true giants returning to Giant Land  within recorded time.

True giants are subject to a spiritual journey which they call the Inner Path, this starts with the journey down the Zola Fel and time with Magasta, but will continue through a True Giants life. When asked Gon Orta has explained it would be pointless to try to explain this path to a non giant, and even says common giants cannot comprehend it.

However true giants have a spiritual discipline called Gentling which changes the nature and the intellectual capabilities of common Giants.  This is the teaching of a much watered down and simplified version of the inner path.

Blueface the shaman has been known to say that the big giants are very real and only inactive on this plane. They are spiritual beings that mainly exists and act upon the hero plane at this moment in time. The mountains are only physical shadows of powerful spiritual entities which are active elsewhere.

Gentled Giants

A gentled Giant is a common or young giant who has been disciplined by a true giant for a number of decades and has had their natural associated with the disorder rune broken.  The only gentled giants within the Elder wilds are those who have been taught by Gon Orta.

Gentled Giants act in many ways like oversized humans due their main runic association now being man. They can worship human gods, join and form societies and groups without significant ranchor or strife.

There are a limited number of Gentled Giants within the Elder Wilds known giants are Boshbisil, Hen Cik, Sa Mita and  Bunscoto being the notable ones (all described in Griffin Mountain).

Gon Orta has a desire to mentor more of the Giants of Giantland but the process seems to require willing co operation from the Giant involved which isn’t always forthcoming.

Wild Giants

Most common or young Giants, still have their associations with the disorder rune and  roam the Elder Wilds alone or in small and temporary( for giants ) groups. They are aware and are in awe of Gon Orta, but really have little appetite to follow his rules for any other reasons than fear of the consequences. As such they tend to avoid his castle and have as little to do with him as possible.

They claim ancestry from true giants only because they have heard of Giants do that, and have no real concept on what their relationship with True giants actually is.

They are commonly found in Elder Wilds plains, mountains, non elven forests  and troll strongholds,  They are avoid elf forests and mostali Mountains.  They are highly destructive in nature, but some do seem to  be able to co-exist with and in troll society.

Wild Giant Write ups

  • Ripper
  • Kolsa ta
  • Kanbra Lizard Rider

Twisted Giants

There are a very small number of  giant have succumbed to the taint of chaos, every decade or so one of the Wild Giants seems to be completely consumed by Chaos and transforms itself into a chaotic horror. This are often hunted down by Gon Ortas giants or by the trolls but a few survive hiding out in the mountains or outer  reaches of the Elder Wilds. Occasionally raiding more populated lands.

Gon Orta is deeply concerned about this but currently has no understanding of how or why this is taking place. It is in fact Granny Keeneyes who when she can is luring giants to festering isle, to be corrupted with the lagoon.

Twisted  Giants who are currently known are;

  • Raslan the Melted One – 8 meters tall giant whose flesh seems to be melting and drops an throw gorps form his body.
  • Annis the One Eye – 7 meter giant, with one eye in his head, and very heavy armour plating.

Newtlings of the Elder Wilds


The Newtlings of the Elder Wilds are the most visible part of integrated culture of intelligent marine life across the upper tributaries of the Arcos River and the Elf Sea. This culture includes intelligent fish, a variety of water spirits and naiads. This is not a structured or unified community, but newtling are aware of  the variety subtleties of life in the river in a way that a human never could be.

They are rarely aggressive and are keen to cooperate when they can, however they don’t seem overly concerned by the monsters in the Elf Sea and Rivers of the region, and it is highly possible that some kind of accommodation between the two parties exists.



Newtlings see themselves as the children and servants of the river spirits and their history is one and the same. Newtlings  have been present in the Elder wilds as long as rivers have been which goes back early into the Gods age.

In the first age newtlings of the Elder Wilds had a complex  and difficult relationship with the elves of the Elf Sea who did not fully understand the nature of waterborne  life and chose not to worship the spirits of the river.

They have never had a good relationship since. The two races rarely fight but  just choose to keep their distance from each other and do not interfere in each other’s business.

Trolls have always been enemies of the newtling for no reasons more complex that the newtlings  are seen as prey and their tails a delicacy by many of the Uz. Newtlings have always just retreated from troll areas of dominance and will continue to do so.

The absence of their cousins the Dragonewts in the Elder Wilds region leaves the newtlings with no natural allies in the region.

Historically Newtlings have seen humans  as the most cooperative and friendly of the major races in this area, having had broadly amicable relations and trading with local votanki tribes since the dawn. However as the Lunar Empire came into conflict with the denizens of the Oslir river and refugees fled over to or travelled the river Arcos, the local Newtlings have become very aware of this much more serious threat from humans.

Legends & Myth

Most newtlings see the River Gods and by inference themselves as the unknown and unappreciated saviours of the Elder Wilds. They are very aware that the Seronde river daily sacrifices herself to  send her waters to plug the hole in the world created near Festering Isle at great personal cost.

They know that the river of the damned flows upstream from the Serond to Festering Isle as the Lady of the River pours her waters into the breach to stop chaos swarming through. They feel other races and Gods ignore this sacrifice and fail to send to aid or help, and leave the Lady to fight this battle alone. They are often resentful  of this lack of appreciation of the river and its peoples.

They also believe the rivers to be peacemakers in the land, with the rivers creating barriers between warring races, tribes and factions.  They again see this as a role that stops the madness or pointless conflict which welcome chaos into the world. However newtlings are willing to engage in conflict if required but are generally passive preferring peaceful solutions to most problems.

Many newtling revere a water spirit called Assimar ‘woodbiter’, who mastered the magic which  controls the great monsters of the Elf Sea. Early in the second age Assimar set these creatures upon the ships of the elves for slights both real and imagined.  Within a generation the elves had stopped sailing on the seas and the rivers of the Elder Wilds.

The newtlings of the Arcos basin have prophesied of a hero or ‘Mendar’  to save them from the feared assaults from the Lunar Empire as it expands and to avoid the fate of newtlings of the Oslir River. Exacts facts are unclear and muddled apart from  the knowledge that the  ‘Mendar’ will not be a newtling and will a foreigner.


Newtlings live in villages of 50 to 80 bachelor and adult newtlings, which will be looking after a similar number of younger newtlings. These villages will always be well protected by water, but most are land based in such places as underground caves, islands, bank sides.

These villages are found along all the major rivers of Balazar and the Elder Wilds, but not in Troll or Elven strongholds, the coast of the Elf Sea is an area of particular concentration of villages.

Bachelors may be found ranging some distance from villages but still tend to stay close to major bodies of water.

Key Groups

Some groups of newtling villages in an area form looses alliances there are for such groups worth note in the Elder Wilds region.

  • Kazzar Sha – A group of four villages on the south coast of the Elf Sea, they trade and cooperate well with the humans of the Tribe of Trilus.  There focus is towards the mouth of the Moronde river and they are particularly close with the Sea Otter clan
  • Khul Tan- Three villages whose historically were refugees from the Oslir river, they are based in the Elf Sea and the river close to soldier ferry, they are currently waging a guerrilla war against the Lunars and denying all humans in the area access to the river or the Elf Sea. They are lead by a Newtling claiming the title ‘Mendar’.
  • The deep ones – Two villages of newtlings lie deep under the Elf Sea who revere and commune with the spirit Assimar. They are adept in the control and manipulation of many of the larger creatures of the Elf Sea and use them to ensure the sea is free of interlopers
  • Healers of the wound – Three villages of newtlings exist close to mouth of the river of the damned and the Seronde river. They try to ensure that river of damned does not encroach into the Seronde river and that any chaos is kept at bay. The villages are suffering and newtling populations are low and dropping at the moment.


Key Personalities

  • Priestess of Seronde – An elderly adult newtling who will never been seen by other races, but much revered by all the River folk of the Arcos basin. She is based with the ‘Healers of the wound’ and oversees the containment of the river of the damned. She is a powerful shaman and has good relations with many of the significant river spirits of the upper Arcos basin.
  • Mendar – Is a young adolescent newtling who is leading a fight by the Khul Tan against the Lunar invaders.’ Mendar’ really wants to be the leader he claims but in his heart he knows he isn’t. Though charismatic within newtling circles he is not a warrior or strategic thinker and has been saved so far by the fact the Lunar Empire has not yet recognised that there is an uprising in the River.
  • Shazzam Knar – Never met by outsiders this entity can be contacted via newtling go betweens of the Kazzar Sha clan. He is a trader interested in river lore, magic, information  and services rendered. He can supply most things found within the Elf Sea and its tributaries, it said by some that he can even provide safe passage across the Elf Sea