Within the RQ and Glorantha community, posts, forums and online discussions are often full of experts(many genuinely well informed and reasonably intentioned individuals) informing us that because it wasn’t like that in earths bronze age, Glorantha can’t be like that.
“2 handed swords didn’t exist in the bronze age”
“Stirrups were not invented till much later”
“The hilt on the sword wielded by the two-headed great troll didn’t exist until the late Roman period, so breaks my suspension of disbelief and Glorantha is forever ruined for me.”
OK, I may have exaggerated the last point.
I find the lengths that many would have us go to tie Glorantha directly with a period in our worlds bronze age history to be questionable, both in understanding the function of Glorantha and also as an exercise in believable fantasy world building.
Write up is during the Lunar occupation of Pavis as that is when my game is set. Who knows what it will be after they leave, so usable from 1613 to 1624.
Moonlighters Inn has been established a few years after the Lunar occupation of Pavis It has been significantly rebuilt to model a more lunar design, as it caters for Lunar officers, bureaucrats and civilians of tastes with a less formal and more relaxed approach than either Erigio’s or the Silk & Plume.
It is owned by a lunar merchant who visits the city only rarely but is managed by Cleopae a former Lunar soldier. She was a formerly an officer of the Silver Shields who now runs a safe establishment which is very hospitable to the right kind of clientele.
Moonlighters works as informal officers mess for all of the Lunar regiments in Pavis. The common soldiers are not welcome and encouraged to frequent to Hoplites home. Due to the nature of its core clientele Moonlighters is one of the very few establishments not affected by the Pavis curfew.
Moonlights is renowned for its white wine which is kept magically chilled by means which are a mystery to most.
Elmal is the sun. He is a weapon companion of Orlanth and a member of the Storm Tribe. He unblinkingly executes any deed needed for the tribe. During the Darkness, he defended the stead from all foes while Orlanth was on his Lightbringers Quest, and so Elmal helped keep the world together so that Orlanth could recreate it at the Dawn.
Every Fireday is a holy day, and in addition, there is one seasonal holy day per season other than Sea Season, as follows:
The following are the write-ups of the cast members found in parts 1-3;
Entale Golden-Cup –A pretty sweet yet slight sassy young lady of the tender age of 19. Very good looking with a sweet personality which makes her excellent at selling charms and wares to unsuspecting populace, she is streetwise and strong, but despite her dubious dealings she sees herself as kindhearted and wishes no real ill to anyone.
She is incredibly loyal to Taralor, who raised her as a father would, and will go considerably out of her way to protect or avenge him. Her name comes from a Gold cup that she owns with a heal 4 matrix, which is activated by pouring water into it, spending the power and then drinking the water from the cup.
I created this list for when my PC’s visited Gonn Orta’s Castle a couple of weeks ago. Thought it’s not the full rewrite up on Gonn Orta I was after ( it may come later and its concepts underpin some parts of the list.), but in the spirit of sharing I thought id share this list of items and agendas as it may help, inspire or just save people bit of time.
I have also in a spirit of generosity described things in a away that works best for RQG, but they should translate into most Gloranthan Systems very easily.
Prices are not included as money works differently in everyone else campaigns, and I think for the big exciting stuff Gonn Ortas Agneda is more than cash, and barter will be the name of the game. Smaller items with be traded for cash without question.
Power Storage Cystals: POW 4,4,4,6,6,7,8,9,11,13,14,18
One of the nice features of RQG has been the family heirloom table on RQG pg . However due to size available in the book we have a limited table with 20 options, which means that quickly many characters will have exactly same items. I found this out testing 3 or 4 characters and checking through the pregens.
Thus to enhance the variations and options we have extended that list out to work on a d100 roll and have subsection for matrixes. The aims to give a much higher degree of variation in what can be found and to save refs having to come up with variations on the fly.
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.
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.
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.
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→