Category Archives: Background

Lunar Names Part 2 – Carmanian Names

As part of the Lunar Empire names for  Glorantha and Runequest, here is a list of potential Carmanian name ideas.

This is taken from published sources, stemming the known names and some ‘Jiggery Pokery’ from me.

Its  a cheat list and should save some time and add a flavour to your names.

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

Carmanian Mens Names Continue reading Lunar Names Part 2 – Carmanian Names

Lunar Names Part 3 – Dara Happen Names

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 Continue reading Lunar Names Part 3 – Dara Happen Names

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.

Continue reading Gloranthan Calendar – Editable File

Joh Miths – Caravan Itinerary

Joh Mith is one of the main characters in Griffins Mountain as written, and  the much loved Issaries trader makes his yearly journeys from Satar through to Balazar and then in theory onto Gon Ortas Castle.

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. In 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. Continue reading Joh Miths – Caravan Itinerary

Lunar Patrol – NPC’s or Pregen Characters

Intro

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.

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. Continue reading Lunar Patrol – NPC’s or Pregen Characters

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.

go_pass

Summary

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

Summary

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

History

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.

Distribution

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

Tusk Riders in Balazar: How to use them.

I published this nasty group of Tusk Riders about a month ago and got comments which suggested they were a little over powered and would make a mess of anything found in Balazar.

Both of which were true, but hadn’t phased me as these guys are not designed to be one (or many) combat encounter, but are designed to be a campaign plot theme. However seeing as I had not stated as such its very understandable that readers had not understood this.

descent pic

Background Principles

I have a number of thoughts as regards major plot which will be going on in the campaign setting;

  • Not everything going in a campaign setting on is at the players power level or is their business.
  • What the players can’t cope with shouldn’t come knocking down their door.
  • Things are in motion whether the players react or not
  • There should be a couple of believable safety valves to stop players directly getting involved with plots well beyond their power levels.
  • Ongoing ripples and consequences from these larger plots should be creating an impact on the lives of the characters.
  • All plot should aid in revealing parts of the story which are interesting to the players
  • As characters grow in power they are impacted more by higher level plots & foes
  • Solutions to campaign level plot require allies and politics as much as stats and powers

I would define the tusk rider as this type of  ongoing major plot device, which add background colour and teaches them about the campaign setting whilst the players can deal with their own plot.

For example,

My characters are a small party of Lunar fixers and hired help on their way to Elkoi. They are met by a Balazaring Clan who claim to be loyal to the Lunars and King Glyptus but have suffered at the hands of the Tusk Riders. The players are requested to pass this message on the Lunars in Elkoi, with complaints  about the actions of these lunar agents. This message is delivered and some political wrangling happens just at the periphery of the characters vision.

This slight interaction very quickly tells the players the following facts about the campaign setting;

  • The lunar administration is divided
  • King Glyptus is Weak
  • Some balazaring clans are Loyal
  • Halycon Von Enkorth is playing a high risk game

It could also create a whole storyline of being sent to molify the aggrieved clan without fighting the Tusk Riders, or being sent to rebuke the tusk riders on behalf of the empire.

Also an event as large as the tusk riders arriving in Elkoi lands  has a number of knock on effects, and could have more especially if Halycon sets the tusk riders in the rebel clans in Elmwood.

  • Accelerates the loss of loyalty from Elkoi clans
  • Heightens tensions between Trilus and Lunars
  • Destabilises the reign of King Glyptus
  • Heightens tension between Erpytus and Halycon
  • Brings Toraths Orlanthi out onto the west plain out to fight the threat
  • Creates 2 or 3 seasons of skirmishes and instability out on the west plain

So am using them to create a sense of movement, politics and threat whilst the players are still in the mindset of “That is dangerous let’s not go near it.”.

When I want to introduce direct interaction with them to campaign I will look to do the following to ensure we do for maximum game fun;

  • Players encounter small rides of appropriate power.
  • Players encounter them in the presence of potential allies for a stronger ride.
  • Players get the chance to ambush a stronger ride.
  • Tusk rider will be keen to taken on softer targets than the players without good reason.

Hopefully these initial encounters lead to a series of more direct encounters with the tusk riders in small groups which may be more challenging.

Tusk Riders in Balazar

Introduction

Recently upon the word of the Aid to the Lunar Minister of Provencal Security concerning Balazar and its domains, Uhtan (Warlord) Ravic Deadman has been promised silver and hunting and raiding rights across significant land in Balazar, if he would bring a warband to support the work of the Lunar Empire for 2 years

Uhtan Ravic Deadman has brought 5 rides of Tusk riders north in his Warband, he knows the promises made are unlikely to be kept, but has little interest in land rights or hunting grounds. What he wants is the ability to raid, fight, bully and steal with the backing of the Lunar authorities. He knows this contract will go wrong but wants to cause as much harm and make as much profit as much as possible before it does.

Each ride of warriors is independent and only Ravics brutal personality keeps them together as a warband. The different rides will most often raid and work independently, but come together to camp in their hastily built stockade in the southern West Plain. Gold is paid to Ravic on a per job basis from Halycon and the tuskers riders are often used to  support Barons Blackshields.

Ravic does not believe that any of the Balazarings can stand against his riders and there are few that can. Small bands and individual  tusk riders travel north from the stinking forest time to time to join what is considered to be a successful war band.

broken land pic

Uhtan Ravic Deadman

A grizzled old tusk ride of some 35 years of age, he was been fighting and raiding since the age of nine and is still alive where few of his comrades are. Ruthless, violent, cruel, cunning and vicious he is everything a tusk rider leader should be.

He has travelled all over dragon pass, deep into Prax,  and has been north into Balazar twice before. The Uhtan has successfully lead his ride for over ten years now, but has taken his current title only for the past two. However he found little difficulty in raising five rides for the war band and is considered a successful leader.

Despite his cruelness and demeanour, Ravic is an incredibly bright individual who can see subtleties in situations and anticipate what will happen in the future very well.  This makes him cautious and he makes decisions defensively and always assumes he will be double crossed in any given situation.

Ravic is a powerful servant  of the bloody tusk and has bound spirits in hands taken from a Chalana Arroy priestess, an Issaries priest and a Orlanthi warrior. He rides beast of a Tusker which has been awaken by Ravics allied spirit and is known simply as Gore.

The deadmen

Ravics personal ride are called the Deadmen and they decorate their armour with the bones of humans, and there tuskers with the bones of various mounts so they often look like undead at first glance. There are about 30 tusk riders in the pack. The Uhtan keeps his  4 lieutenants in competition and conflict with each other, but if someone gets powerful enough to be  thinking about a challenge they are killed or thrown out of the ride.

Blood Rain

A ride of 18 tusk riders who are well travelled through dragon pass and down into Kethelia, they are experienced warriors and  are a highly efficient and effective unit.  They have been working with Uhtan Ravic on and off for 2 years now and have a good understanding with him.

The rides Athan is Snape Longeye, a particularly sly individual, who is fond of the ambush and the sneak attack. The rides name comes from the habit of hanging their prisoners upside down, and draining their blood onto the celebrating warriors underneath

A notable figure as well as Snape is ‘Draco the Wild’ an up and coming tusk rider of 14 years, who fights with the vigour of youth and experience of a warriors twice his age. A few in the war band mark him for either great things or a dagger in the back.

The Ironfist

A ride of experienced mercenaries who are much travelled, the ride contains 12 Tusk Riders who are known to worship both Zorac Zoran and the Bloody Tusk. This is their first time working with Uhtan Ravic, but both have good reputations  and expect the arrangement to go well.

The ride is named after a mystic item which the rides Atan wears, this iron gauntlet grants the wearer the power to catch an opponent’s weapon in combat.

The current Atan is Frac the Black, who took the group over 2 seasons ago after challenging the previous Atan. He is a fearsome warriors with nothing subtle about him.

Deathbringers

The 8 tusk riders of this ride follow Atan ‘Raki the Cheetah’ a former Agimori from Prax who was captured and then survived tusk rider initiation over 10 years ago.

Due to Atan Raki  still feeling the needing to prove himself the Deathbringers are more intentionally cruel than other rides. They  also take more risks and have a much higher mortality rate. The surviving riders are very competent and ruthless warriors.

They have rode in Prax and the Stinking Forest previously and have only worked with Uhtan Ravic once before.

Ravagers

A ride of younger less experienced 16 tusk riders from the stinking forest, they are much less experienced and more arrogant than other riders. It is the first time they have followed Uhtan Ravic and he wouldn’t have taken them on if he could have got a more experience ride.

They are good time boys, who have only encountered battle on home turf with superior numbers to this point.  There Artan is a female tusk rider called Wispa who is a competent warrior but has to use  her powerful sexuality to control the ride.

Terms 

Ride – A permanent group of 5 to 35 Tusker Riders  who follow an Atan and have family lies or connections.

Warband – A collection of rides lead by an Uhtan or war leader, this group is only ever temporary in nature and its continued survival is dependent upon the strength of its leader, the opportunity and the current success of the campaign.

Atan – Ride Leader loyal to no one, whose cooperation is earned or bought by a Uhtan

Uhtan – A warband Leader

Trilus Updated Lightbringers

In this version of Griffin Mountain changes have happened as regards the Lightbringers hall in Trilus.

They are broadly speaking as follows;

  • Torath and Pay have got married and combined there teams.
  • Some of their original teams have joined the balazaring Orlanthi.
  • They have recruited some Balazarings into the cult and there team.
  • Bluebird is now with the Balazaring Orlanthi and not resident in Trilus to avoid Lunars.
  • Dushi Sones training of local Balazarings in the ways of Chalana Arroy is going well.

So now the current Lightbringer residents of Trilus are;

Pay and Toraths Orlanthi Group

Native Orlanthi

  • Domio – Redrock Orlanthi Acolyte
  • Katilin – Redrock Orlanthi Initiate

Chalana Arroy

Issaries

  • Djimm Mith Pg 47