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.
Continue reading Expanded Character Heirlooms for RuneQuest Glorantha
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
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
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
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
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
My last article I pulled a number of techniques I used together to make suggested methodology in quickly creating more interesting NPC’s. I thought I would try apply the methodology as whole and writing it up as a case study.
Naskia, one of the characters from the Cyriels prostitutes post had mentioned her father who could become an noteworthy NPC in the some of the scenarios hooks. I also had no idea who he was beyond a generic trilian citadel guard. So good place to try out a full methodology.
This process took me about 15 minutes form very bare outline to a comprehensive set of notes and a feel I had defined the Character, the actual write up took a little longer, but unless you’re looking to publish the NPC that is unneeded.
Continue reading Gloranthan Quick NPC Definition Walkthrough
Cyrile Endalkar is a lunar Merchant operating out of Elkoi, and probably the richest man in Balazar. He has extensive operations both in a out of the region. Below are links to all the material produced about him so far.
Continue reading Cyriel Endelkar – Summary
Cyriel Endelkar is a Lunar merchant based in Elkoi and the most prosperous private citizen in Balazar;
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.
Continue reading Cyriel’s Endelkars Business Interests
The following are plot scenarios, hooks and events that are based round Cyriel Endelkar and his entourage based out of Elkoi, which could provide a few a sessions interesting play for the characters.
They are primarily set up for Elkoi based players but could easily be altered.
Continue reading Plot Hooks from Cyriels Operation