Category Archives: Background

Redrock Clan – An Introduction

Eight years ago the remnants of the Redrock clan travelled down through the Elder Wilds and into Balazar. They were really only a handful of young hunters and warriors and their families who were the survivors of a inter clan conflict on the borders of the Redlands.

Quickly taking to the worship of Orlanth the Redrock clan the preceded to tear up Balazar for the next 2 years, they  approached  there new faith with a zeal and an energy that put their foreign Orlanthi mentors to shame.

They killed the Ogre spy Gondol Holst, cleared out Festering Isle, stormed Griffin Mountain, fought the Lunars and recovered the Windsword. Then most of the clan went south to learn more about the ways of Orlanth, but things went wrong at the border and the clan separated.

In the last few seasons members of the clan have returned to Balazar with allies and followers and seem to be congregating out on the borders of the Elder Wilds. Currently most members of the clan are congregating with there followers at swim here back under the leadership of Lan.

The known adults of the Redrock clan are;

The Redrock clan are sometimes known as the Balazaring Orlanthi, others do belong to this grouping the leading lights and core members are the Redrock clan.

Those Balazarings of an older generation will be aware that a clan known of the Redfox clan whose leader Rauis worshipped Orlanth, were exiled from Dykene tribal lands and disappeared into the Elder Wilds some 12 years before  the Redrock Clan moved into Balazar. It is very likely that the two groups are closely related if not the same.

Broos of Balazar and the Elder Wilds

Summary

The broos of the Elder Wilds differ from those found in more civilized parts of Glorantha due to differences in the breeding choices made by local broo’s.  The first is that there is a lot less human stock within local area leading to the broos being more bestial than usual.

The other is that the lack of domesticated animals means that the animals stock of broo within the Elder wilds is much more varied, goats and sheep are still present but are less significant as bison, elk, all kinds of deer, hyena or even rabbits make up the lineage of many of the broos of the Elder wilds.

The broos are also surrounded by enemies on all sides, none of the elder races or the local humans wishes to treat with them in any way. This has two effects the first that they are even more aggressive and more hostile to outsiders  than others, the second is that they are a little more likely to co operate with their own kind than normal.

Broos have been in the Elder Wilds since the dawn. Most are descendants of broos who were part of the devils army that crossed Balazar in the great darkness. Others are the descendants of humans who have been corrupted by the Chaos rift at Festering Isle.

On more than one occasion in history Balazarings have cleared Festering Isle of chaos, only to find the guards they left at the site have become foully mutated servants of chaos not a season later.  It has also been noted that the clans which dwell at Festering Isle seem to accumulate a greater range and strength of chaotic characteristics than those normally expected.

Within balazar Broos have become stronger in periods of conflict between the Elder Races, their numbers have waned in periods of structure peace.

Two historical events allowed for a particular spike of Chaos activity within the Elder wilds,

The first was the conflicts end of the Arkat stories created great devastation and voids that chaos creatures managed to fill. It took 3 or 4 generations after that point that broos and chaos numbers returned to a normal level.

The second was only a couple of centuries ago when a particularly virile Broo by the name of Happy Jack impregnated thousands of herd beasts over a 30 year period, this brought a large increase in broo populations and made the Dangerground incredibly dangerous for the next 70 years.

Elves, Troll and the Tribe of Dykene raged specific campaigns against the broos through this period and it was and Uzko hunter by the name of Nahum Longchuck who eventually killed happy Jack.

Legends & Myth

All of the Broos of the Elder Wilds know of Festering Isle and have a good idea that is situated on the river of the Damned and the location of the river. However access to it jealously guarded by the strongest leaders and gangs in the Elder Wilds.

It is seen as the centre of  broo power in the area and is often fought over by the  gangs. When other chaos creatures take possession of the island broos will fight hard to regain it.

Cacodemon is much more important and prevalent in legends in the Elder Wilds than anywhere else. He is the most notable chaos entity who left permanent marks upon the region, which means the worship of Cacodemon  to a certain extent challenges the worship of Thed within the broo population of the Elder Wilds.

The Chaos Holy Ground is a well know site in the Elder Wilds which is known to broos, orgres, chaos, trolls, humans and elves.  It is where a wounded Cacodemon fell to the ground and cursed it with his blood.

However a secret known only to the worshippers of Cacodemon is a place called the cave where Cacodemon crawled to recover from his wounds. It is a place and safety and sanctuary for chaos, deep magics of concealment  and wardings are in action and strangely for  Cacodemon by tradition  it is a place of peace.

The final legend is of the broo vampire of Gork hills, this story has done the rounds like many of the other stories of the vampires of Gork Hills. There were stories for a good 100 years regarding a Broo vampire in the Gork Hills but new stories seemed to have ceased about 200 years ago. Though other vampire stories relating to Gork Hills have continued since.

Distribution

broos2

The broos of the Elder wilds dwell in the spaces left by the major races, and in small clusters around the Chaos sites of the elder wilds.

This means they dwell round the river of the damned as a central location, but also across the danger ground, the north plain, Nandwood, the Redlands borders  and some of the foothills of the Rockwood Mountains.  They tend to avoid aldyrami woods, troll hills and human populated portions of Balazar as being too dangerous for permanent residence, however they often travel into such areas for raiding.

Key Groups

Broos gangs do not tend to be large organised or stable due to their nature, but a number of the more notable and long standing gangs of the Elder Wilds are;

  • Half Horns – A prominent larger raiding group, much travelled across Balazar and other human lands. They are worshippers of Thed and have a wide mix of animals types represented. They have been the broo gang who have been controlling festering isle for most of the last 10 years.
  • The Damned – River of the damned based broo gang with, newtling, aquatic and frog broos, these broos have lots of unusual chaotic features. They usually ally with key festering isles broos of any particular time. These broos mainly worship Malia and monster of the river. They are in conflict with Lady Seronde the river spirit.
  • The Muthas – A cacodemon worshipping band of broos who raid across the North Plain and into the Redlands. They are known to be willing to act as guides for ogres searching for the Chaos Holy ground found in the wilds.
  • Mad Dogs -A gang of vicious and violent hyena based Thed worshipping Broos, who raid across the dangerground and occasionally into Balazar proper. Brother Dog hates this gang with a passion and hunters will seek this gang out whenever they can.
  • Blood Monkeys – The blood monkeys are a band of Cacodemon worshipping broos who stay close to the chaos holy ground and try to hire themselves out as guards and mercenaries to any chaos priests trying to use the site. They also are very keen on taking sentient captives which they can trade with the priests, usually for magic.
  • Bison Boys – A group of large broos from bison stock who wander the north plain without any real purpose or goal. They are not the brightest of creatures, and recently after meeting one have decided they are minotaur’s not broos.  They have historically worshipped Thed, but have now appointed a confused minotaur called Mantan as there gang leader, but he is as much as mascot and prisoner as a leader.
  • The Scarred Hand – A group of incredibly old and powerful broos who operate out of the cave. Some are over 200 years old and incredibly powerful as a result. They all worship Cacodemon.

They are unknown to humans , elves or trolls and only a legend amongst the broos and chaos of the Elder Wilds. They are cautious and wily and will sneak out in ones and twos take sentient victims captive.

Key Leaders

Leadership amongst the broos is a fluid thing, however a number of Leaders have been in place long enough to be notable.

  • Gargood Halfhorn

The leader of the half horns and notable broo raider. He has progressed since stated in Griffin Mountain, he has gained 2 or 3 new chaotic features and is a Runelord of Thed.

  • Kassa Mad Dog

Leader of the Mad Dogs and a prodigious tracker. Kass ensures that his gang is always on the move and hard to find.

  • Tibirus the Dragon

A sable headed broo and leader of the Blood Monkeys. Tibirus positions himself as the ranking talon of Cacodemon in the Elder Wilds. He is somewhat reasonable and willing to deal and negotiate for a broo.

  • Farahic Puskin

This newt headed broo is the Leading shaman of Malia in the Elder wilds area, does not have his own gang but works with and for numerous broo gangs when he feels the need.  He haunts the lands around the river of the damned.

  • Niza the Black

This 200 year old broo is a Talon of Cacodemon and guardian of The Cave. Very few know of its of his existence and he wishes to keep it that way. He runs his pack with a rod of iron and great discipline as he demands the Cave be kept secret.

Baboons of the Elder Wilds

Summary
The Baboons we speak of here are not the primates that we know but larger creatures with the same levels of intelligence as humans. They have full language, magic, the abilities use tools and to worship their own Gods.

Usually native to Prax Baboons are not native to the Elder Wilds, but are imports which have prospered within the environment.

There are currently about 4,000 baboons within the Elder Wilds. These exist in about 70 family troops, but also a  good 30% mostly younger males are either alone or working in much smaller groups.

There has historically been no social structure other than the troop, but two or three leaders of larger troops are now trying to exert their influence over a number of troops.

Though they have no particular enemies with the Elder Wilds. They also have no particular friends either and will often skirmish with other races over territory and hunting rights. Recently the balazaring Orlanthi have put a price on the head of all baboons.

History
Baboons are not native to the Elder wilds but migrated here at some point early in the third age. they were not brought her by a  third party, or driven here by famine or catastrophe.

One praxian troop alpha by the name of Kageerki Ka , received a vision from the Great Monkey about a land of plenty and bounty where he should lead his people to. He was mocked and ridiculed by the other baboons of Prax, but he lead his troop north through the wastes on the path he had been shown.

Eventually passing through Gon Ortas pass and into the Elder Wilds, where he found his vision to be true.

All the baboon troops in the Elder Wilds descend from the Kageerki Ka and his troop, they initially hunted on the plain just to west of Troll Hills originally without problem, but as their numbers grew so did the friction with the trolls and after a short brief and bloody fight, the surviving baboons moved west.

Choosing to live in the woods next to the major rivers whenever possible the baboons have been happy to live on the edges of the northern plain and the Dangerground since.

Legends & Myth
The great myth of the baboon race is the Great Monkey Kingdom. However it is seen very differently by the Baboons of the Elder Wilds compared to those of Prax. In Prax the Kingdom is perceived as something which has past and was destroyed and the baboon waits for it to return.

In the Elder Wilds they see the Great Monkey Kingdom as something to come, a future promise where Baboons will have a place and a role that no one can deny. Where the injustices of Elf, Troll and Human will be no more and baboon justice will make all things right.  They also believe that every baboon should be working to make this dream a reality though many differ in how.

There are three traditions working within the Elder Wilds baboons which players many encounter;

  • Enforcers – They believe that great baboon kingdom should be introduced by force and see it as a place where baboons will rule over the other races, by force. They tend to believe that the Great Monkey kingdom is for the benefit of baboons and the other races should be servitors to them.
  • The faithful – These wait for the Monkey Messiah who will come and establish the great Monkey kingdom, it is a baboons responsibility to prepare for this by worship.
  • Mystics – They believe that the great monkey kingdom is a mystical state of being , and the monkey kingdom is within you, and that if baboons are able to grasp hold of this truth, they will be free and able to enjoy being rulers of their own destiny.

Disagreements between these groups can be bitters and the enforcers have been known to be violent with the other groups

Distribution
baboons troop distribution
Most of baboon troops can be found in the woods along the rivers Seronde and  Malara, in the Dangerground or across the North Plain. A smaller number can be found in Balazar proper or closer to the troll hills in the Elder Wilds. They tend to avoid elvish and troll strongholds.

Smaller parties of young males can be found much further afield and can be found causing trouble anywhere  in Balazar or the Elder Wilds.

Key Groups
There are a number of notable troops within the Elder Wilds which are worth noting;

Badhead Troop  – A very vicious and violent troop who hunt towards the north of the Dangerground.  They consider themselves to be alpha troops within the area, and are trying to bring other troops under their control. They also have a great dislike of humans and will drive them away from their hunting grounds with violence.

Silverface  Troop – The largest troop of baboons  hunting in the woods near Malaras river, they are not as violent as the Badhead troop, but are still trying to create a network of troops, and more dominate structure.

Blacktooth Troop – A troops that still hunts near the troll hills, They have reached accommodation with some of the local trolls and are worshippers of Argan Argar and Zong the Hunter.

Monkeyface troop– this troops hunts in the same lands as the Balazarings on the east of plains, they have developed the ability co-exists with the local humans and have friendly relations with a number of clans

Key Leaders
The four most noted baboon leaders are;

Gareeki Chaz – Alpha of the Badhead troop and strong believer in the cause of the great Monkey kingdom. He is vicious and deceitful individual who malevolent to anyone who is not in his troop and not of immediate use. Most baboons in the elder wilds are in fear or awe of him.

Iaecha Khan – Alpha of the Silverface troop and strong rival or Gareeki Chaz, he is nowhere near as treacherous as Gareeki, but is larger and more physical. His troops tends to control monkey springs through darks season.

Kemka Argan – Alpha of the Blacktooth Troop, Kemka comes across as weaker alpha, but he uses his position near the grave of  Kageerki Ka to spend a lot of time in communion with the Great Ancestor, he is much for mystical and magically orientated than his rivals.

Farikki – Most notable shaman of the baboons in the Elder Wilds and personal enemy of Gareeki Chaz, he makes his home at the footstool .

Notable Locations
There are three sites of interest to baboons with the elder wilds;

Grave of the Kageerki Ka – A mound to the west of troll hills houses the body of Kageerki Ka, which is protected from harm by the Blacktooth Troop. Most troops will try to visit the site once every 7 years to pay respect to the revered ancestor.

The footstool – This ruined Ziggurat whose origins are unknown, but it predates the EWF, has developed a significance in the mythos of the Baboons of the Elder wilds, They believe it is the reason they were led here and will be the foundation upon which the great Monkey Kingdom will be built in years to come.  It is placed in the woods to the north of Seronde river

Monkey Springs – In the middle of the north plain, there are warm spring that bubble up to form a tributary of the Malaring river, these hot springs attract baboons all year round, but especially in dark and storm seasons many will troops congregate  here to keep warm in the cold weather.

The Tribe of Trilus

The tribe of Trilus throughout its history has usually been the largest and most successful of the three tribes of Balazar.  Its clans are spread across the West Plain and northern woods, along the side of the Elf Sea and down both banks of the Dwerrow River.

Currently the hunters are happy and clans which have previously been distant are becoming more involved in the politics of the tribe.  This is because the current King Yalaring Monsterslayer is a hunter who took the crown as a part of a popular revolt against the previous dynasty, his reign is so far short but mostly popular.

Trilus hunting lands

History of Trilus

Notable dates in the history of the tribe;

1100 Balazar dies, his brothers refuse to accept Trilus rightful place as successor. The first 5 clans (Red Sable, Barking Deer, Brown Boar, Silver hawk and Thunder Lizard ) declare allegiance to Trilus, and the tribe is formed.

1101 Traitor clans declare for  Elkoi and Dykene, the other tribes are formed.

1102 The casting of lots vindicates Trilus, who gains the larger citadel renaming it after himself.

1140 Death of King Trilus

1163 First succession War

1167 Blueface enacts the Rite of the Ancestors successfully for the first time in 400 years

1250 Refugees and 4 clans ( Great Bison, Black boar, Thunder Rabbit and  Ragged Crow ) join the tribe when giants pull down the Citadel at Dykene

1251 Battle of High Bridge – A strong Dykene war band tries to cross the bridge and are repulse by a Trilus war band.

1273 – 1278 Trilus Elkoi War – Long War

1276 Trilus Occupies Elkoi for a year, ended by the uprising of light in which Yelmalians push the tribe out.

1300 Orlanthi refugees arrive from war to the west, many capable warriors who join citadel guard

1311 Aggari Dynasty take over after Altadi falls in battle, rule well for almost 100 years. Orlanthi worship established in Trilus.

1362 Vostor Great Axe leads a Trilus war band on the side of Tarsh in the Battle of Falling Hills, returns victorious and richer.

1375 Pentian host passes through Balazar, King Vostor pays significant tribute and homage to Sheng Seleris to save the citadel, however there is much suffering in the clans.

1380 Blueface calls a shamans conclave at Flinthill, denounces foreign gods and kings and preaches isolation from the outside world.

1402 Aggari dynasty ends and Orlanthi worship ends in Trilus, Period of isolation begins for Trilus

1458 – 1471 Internal clan wars caused by Ganari the Mad, some claim he worshipped chaos.

1564 Refugees and clans join the tribe following the fall of Elkoi to the Lunars

1570 -1571 Lunar war,  a series of ambushes and skirmishes which are ended by the Treaty of Lookhill

1609 Stavac Uprising brings Yalaring to the Throne of Trilus

1611 No pigs edict bars pigs from the citadel of Trilus.

Dynasties of Trilus

Trilus Dynasty 1100 – 1140
Trilus ruled well for 40 years before passing on his body entombed in an unknown place. Takzar was ruling well like his father , until killed by his Jealous brother, Vazaar.  Vazaar ruled so badly it started the first succession war which he lost to Morari.

  • Trilus 1100 – 1140 Dies of natural causes
  • Tazkar Goodson 1140 – 1157 Murdered by his younger brother
  • Vazaar Badson 1157 – 1163 Usurped and killed by Morari

Red Sable Dynasty 1163 – 1280
The period of the red sable dynasty was a time of relative peace and prosperity for the tribe of Trilus. Only Karzars rule was deemed to be poor and that was ended by the dynasty itself.

However when Vorori the black died in battle leaving a 9 year old son as king, the dynasty was at risk.

  • Morari Strongarm 1163 -1202 Natural death succeed by Son
  • Karzar the Cruel 1202 – 1213 usurped by brother Morani
  • Morani the Fair 1213 – 1232 natural death succeed by Son
  • Verger the Wise 1232 – 1268 natural death succeed by Son
  • Vorori the Black 1268 – 1278 Dies in battle
  • Ganzar the young 1279 – 1280 Child King Murdered

Black Wolf Dynasty 1280 – 1311
Wulgar was of the grey wolf clan, but its name got changed when Wulgar seized the citadel of Trilus, killed the boy king and installed himself as King. This created uproar with the tribe who refused to accept him. It was only after he died and Wulani his brother took the throne did things settle down. The dynasty ended when King Altandi died in battle without leaving  a legitimate heir.

  • Wulgar Blackwolf 1280 -1283 died of a fever, succeeded by brother
  • Wulani the Peacemaker 1284 – 1296 natural death succeed by Son
  • Vozar Brightspear 1296 – 1304 died in battle succeed by Son
  • Altandi Warface1304 – 1311 died in battle

Aggari Dynasty 1311 – 1402
The Aggari Dynasty are from the stock of Aggari refugees , Ovardul and compatriots were serving in the citadel guard when the king died in battle and quickly moved to secure the throne. The clans did not complain overly and the Aggari Dynasty became one of the stronger Trilus Dynasties, With Vostor becoming Trilus second most famous King. The invasion of Sheng Seleris  in 1375 and the subsequent conclave which Blueface called really saw the end of the dynasty, but it still rolled on another 20 years

  • Ovardul the Usurper 1311 -1338 died of natural causes succeed by Son
  • Bordol Wiseman 1338 -1357 died of natural causes succeed by Son
  • Vostor Greataxe 1358 – 1389 died of a fever succeed by Son
  • Balani Running Deer 1389 – 1402 died whilst hunting

Barking Deer Dynasty 1402 -1468
The Barking Deer dynasty is a time of relative peace and isolation for the tribe of Trilus. The reign of King Ganani is possibly the most difficult time for the tribe. He ruled in a way to cause fraction and division amongst the clans and he created a civil war. Some believe he was corrupted by chaos.

  • Altori 1402 – 1412 died of natural causes succeed by Son
  • Altzar 1412 – 1433 died of natural causes succeed by Son
  • Balash 1433 – 1446 died of natural causes succeed by brother
  • Balazar the Lesser 1446 – 1454 died of causes succeeded by son
  • Ganani the Mad 1454 – 1468 dethroned in 1468, died in battle 1470

Blighted Years 1468 – 1471
3 years of internal fighting no clear king, Until Yaklani the Bear killed Ganani and then took the throne for himself.

Grey Fox Dynasty 1471 – 1532
The most notable event of the Grey Fox Dynasty is the reign of Queen Pelska the only queen of Trilus.

  • Yalarni The Bear 1471 – 1489 died of natural causes succeed by daughter
  • Queen Pelska the Proud – 1489 -1512 died of natural causes succeeded by son
  • Yalori Twosticks 1512 -1529 killed by broos in ambush
  • Vilic the fool 1529 -1532 Usurped and killed by the captain of his guard

Gadaringer Dynasty 1532 – 1606
A violent and unpopular dynasty named after its longest serving King. All the Kings came from the Brown Boar clan, but the clan joined the Stavac uprising with the other clans to remove the dynasty.

  • Morvann the Dread 1532 – 1548 died of natural causes succeed by brother
  • Ganvann Bloodyfist 1548 -1551 usurped and murdered by his son
  • Gadaringer the Great 1551 -1602 died of natural causes succeed by Grandson
  • Feobald the Cleanser 1602 – 1609 usurped and killed by Yalaring Monsterslayer

Current Dynasty 1609+
Yalaring was proclaimed king by mutual consent after being one of the leaders  of the Stavac uprising

  • Yalaring Monster slayer 1609 to present

Tribal lands

Most of the clans of Trilus hunt in the following regions of Balazar

  • The West Plain
  • Split Hills
  • Oakwood
  • Elmwood East of the Morande river
  • The southern Coast of the Elf sea
  • Dwerrow River

There are a smaller number of clans in the following regions

  • East plains
  • Ronswood
  • Elmswood North West of the Morande river

Trilus

Clans of Trilus

There are currently 92 clans associated with the tribe of Trilus. This makes by far the largest tribe currently.  Over 60 of these are closely associated with the King and citadel and another 30 only really play lip service to being part of the tribe.

Notable Clans are;

Red Sable Clan – On of the first 5 clans of Trilus and the first clan to have a dynasty. They hunt across the west plain. They are still a strong and noble clan and always have been faithful to the tribe.

Black Wolf Clan – They were called Grey Wolf clan, until Wulgar killed Ganzar the young, and have called the black wolves since. They are a troublesome, violent clan who hunt in Elmswood west of moraks mound.

Barking Deer –  An original clan and a dynasty clan. They are a strong clan, but left the tribe during the reign of Gadaringer Dynasty, they joined in the Stavac uprising and have rejoined the tribe since. A conservative clan who value the opinions of shamans highly. They hunt on the borders of Oakwood on the east side of the Dwerror River.

Grey Fox – A smaller clan who grew in significance when Yalarni the Bear slew Ganani to claim kingship, the dynasty was relatively short lived but changed the profile of the clan. They hunt in north west Elmwood close to border with soldier ferry. In Gadaringer years this was useful as the clan fled into Imther more than once. The clan is very much back and involved the life of the tribe now Yalaring is King.

Brown Boar – An old and mighty clan who were one of the first, who hunt in Oakwood close to the Citadel of Trilus. The Gadaringer Dynasty came from this clan, but the clan is shamed by them and their actions. The clan is still acting as if performing penance for the dynasties actions.

Silver Hawk – An original clan and the clan of the current King Yalaring. the clan has historical moved hunting grounds often by has always been a loyal member of the tribe.

Thunder Lizard – One of the original five clans of Trilus, they have hunted across the West Plain for the last 400 years they are large and powerful clan. They have spawned 4 or 5 other clans in their time. They have never had a dynasty but often are seen as kingmakers.

Winter Bison- Lead by Koslar Strongarm a good friend of King Yalaring. This Oakwood clan are in favour at the moment and are some of the kings strongest supporters. The tribe has not had much significance before but is growing as it benefits from the King favour.

Running men – Lead buy Vulric Longrunner the running men have recently joined the tribe after they have left the tribe of Dykene. They are a plains clan who hunt on the East Plain close to High Bridge. Vulric is a skilled politician and he uses his clans change of allegiance for as many practical benefits as possible.

Sea Otter ClanAn old established clan who were tied in by marriage to the Gadaringer Dynasty, These fishermen are also pearl traders and the richest of the Trilus clans.  They also on good terms with King Yalaring and are keen to keep things that way.

Notable figures of the Tribe of Trilus

The tribe of Trilus has numbers of notable tribe members

King Yalaring – Current King of Trilus and former hunter, and young and vigorous man, who is very loyal to his family.

Ogolorph Windshaper – King Yalarings younger brother and a master hunter in his own right.

Willarna Oakbrow – Master hunters and a challengers for Great Hunter. She hunts out of the citadel at Trilus but is not part of the Silver hawk clan

Kolsar Strongarm Elder of the Winter Bison clan and a large intimidating figure, one King Yalarings strongest allies in the clans.  A popular figures who was also one of the heroes of the Stavas uprising.

Vulric Longrunner – Charismatic and popular hunter, who has recently changed his allegiance from Dykene, Chieftain of the Running Men, is both a skilled politician and  a man of some Hubris.

Yotzar DemonbreathMature chief of the Thunder lizard clan, he is vastly experienced as a clan leader and doesn’t get overly excited about anything any more.  He is a calming influence on the tribe and someone Yalaring will turn to for advice. His name does not come from any mythic or magical powers but it is a holdover from the time when he told the clan that Skunk could be good eating.

Kolmor the Reaver – The head of the Blackwood clan who in reality are little more than bandits raiding their neighbours, whether they be part of the tribe or not.  However they are strangely loyal to the King and if directed can be useful allies

Karazar OneEye – Shaman of the Red Sable Clan who has strong connection to both the ancestors of his clan and the tribe. One of the best people to talk to if you want to research the history of the Trilus clan. He is faithful to his people but quite mercenary with outsiders and can charge a lot for his services to foreigners.

Balvani Heavyfoot –  A portly man who is by all regards a very bad hunter, but a powerful shaman who dwells at Turtle landing and has strong connections with the spirits of Dwerrow river. He is part of no clan but most of the clans in the area interact with him in a positive manner.  He is a happy man who seems to like all, and is very helpful to those who bring him large supplies of interesting food.

Mythic  Items

There are number of items which are part of Mythos  of the tribe of Trilus. The locations of none are currently known.

  • Vostors Axe – The great axe that Vostor Wielded at the battle of Falling Hills, it was last reported in the reign of Morvan the Dread
  • Cloak of Yalarni – Cloak of the King Yalarni the bear which has the legendary power to change the wearer into a bear.
  • Seal of Sheng Seleris – The royal seal of Sheng Seleris gifted to the King of Trilus upon the his tribute and his declaration of loyalty, gives the owner magical power of leadership, authority and fear.
  • Vazaars Dagger – The Dagger Vazaar used to murder his older brother, has the ability to cut through armour like butter.
  • Yaloris Twosticks – Strangely this items is actually a magical pouch, which is full of up to 10 new minted EWF silvers every day

Blue Moon Caravan

Every other year just after sacred time out of the Blue Moon Plateau a long slow troll caravan winds its way south, with imperial escort through the Arcos Valley. The escort leaves as the caravan wheels east through the lands of  Andarkon, and into the Troll Hills. Pausing at to trade for a weekor two. Before  moving on to trade at Gon Ortas castle, and then on south of the mountains to the Castle of Lead and  eventually to the Shadow Plateau at the beginning of Dark Season.

Then the next year starting after the sacred time the caravan returns on the opposite route, returning to the Blue Moon plateau at a similar time of year.  This ritual travel and trade has been going on for over 200 years without break. The a caravan is sacred to Argan Argar and acts a major temple to the God.  It is less well known that the caravan is also sacred to Anilla and acts as a minor temple to the blue moon.

The caravan is huge often upwards of 50 pack beetles ,  60 trolls and 200 Trollkin in addition to any slaves which are being traded. However few humans are that aware of its presence of that even exists. Night travel, well worn paths and well protected stops mean that the caravan does not usually  encounter significant numbers of non trolls.

Outside of the Lunar Empire the caravan does everything it can do to avoid human contact. However through Satar and the Holy Country, the caravan supplements itself with human Guards whose job it is to guard in the daytime and persuade interested parties to stay away.

It is without doubt the well as being a very import trade route for Troll Goods.  With goods and magic flowing freely between the different trolls civilisations. Also it allows for good cultural communications between the different troll strongholds, with Emissary Nakor Tol representing the trolls of the Blue Moon, but happy to pass messages and communications between troll communities.

However one of the major effects of the caravan has been to allows the  Lunars Empire to set up a Blue Moon spy networks in lands south of the mountains. Even as we speak they have a Blue Moon temple hidden within the Shadow Plateau.

Usual Caravan Composition

  • 5 dark troll dignitaries
  • 10 superior trollkin attendants
  • 15 dark troll merchants
  • 20 superior trollkin attendants
  • 4 dark troll scouts
  • 10 trollkin scouts
  • 20 troll guards
  • 60 trollkin guards
  • 12 dark troll drovers
  • 40 trollkin drovers assistants
  • 6 dark troll task masters
  • 6 great troll labourers
  • 80 trollkin labourers
  • 30 riding beetles
  • 60 pack beetles
  • 20 guard beetles

Effects in the Elder Wilds

As the caravan moves through into the north plains troll wild hunters will wait for them with offerings of food, pelts, bones, charms, slaves and exotic animals parts. Hoping to trade for tools, foreign foods and troll rotgut.  Trading will happen as the caravan stops at the end of a nights travel. The wild clan will stay with the caravan over night and guard the caravan till dusk falls.

The size of the caravan disturbs native creatures and makes hunting harder as they move through the north plain.

The caravan will set up more permanent markets for a week each at the Creeping Place and Black Spire Gorge.  There is generally an increase in internal trade within Troll Hills prior to and after these markets, as people try to trade up to better trade goods, or new goods filter down through the clans.

Insects and slaves are the major products the caravan wants to pick up in the Elder Wilds. They always take more trollkin than they need to Gon Ortas Castle as he is always willing to buy then to  free them in return for magic items.

Hunters congregate more so than usual at these places. A local holy day is called as the caravans passes by the 7 Sons of Zorg and at arrives Black Spire Chasm due to the rare congregation of trolls.

Inter tribal tension may flare due to the Trang and Gara Tol tribes guarding there rights to hold the markets jealousy. Especially from the Gork tribe who rightly feel they are intentionally cut out of the markets .

Personalities

The caravan has a number of well interesting personalities not all of them are well known; however it is a collection of a number of very powerful trolls.

 Mol Deka, Has been leading this caravan for over 20 years now and this is her 18th trip. She rides a large Krang Beetle, tends to be haughty with everyone below her status, and that is most people as she is the High Priest of Argan Argar.

She loves to trade for magic, and insists on doing most of that trading herself, however she refuses to trade with Cragspider any more as she feels she has been  cheated in the past

She is considered a highly fertile troll as she has four dark troll sons within the convoy. She swears by the effects of the Black Plinth and often uses it on her way through the Elder Wilds.

Gar Maddas, a lifelong friend of  Mol, and an acolyte of Argan Argar. Gar works as Mols more subtle and approachable assistant, she is busy and efficient and makes the caravan tick along nicely.  She is a chatty troll, who will talk for hours about nothing whilst she is busy with other jobs. Gar Maddas is an excellent trader in her own right and is the caravan specialist in slaves.

Nakor Tol – Priest of Anilla and entitled the Voice of Blue Moon. Though a wise and powerful priestess in her own right. Nakor Tol can be possessed by her Mistress Tetha Garo, High priestess of Anilla and a Mistress Race Troll, where ever she is in Glorantha. Very few know of this ability on only rulers and high priestesses of various domains have ever seen this happen.

Nakor is very capable of speaking for the Blue Moon Plateau herself and is a powerful advocate of persuading troll leaders not opposing the Lunar Empire just yet, and seeing where fate takes us.

Rerra Shabba A highly beautiful female troll Priestess of Anilla, she is also fully illuminated and a full Priestess of the Seven Mothers. She is considered a mystic and uses the caravan to spread her ideas to select individuals and show the magical powers of the moon.

She is charming, educated, well spoken, she is carried in a curtained sedan carried by two great trolls at any time, it is considered a crime punishable by death to approach her without being summoned.

Taska, Tik Tok, Fark Ark are3 highly trained dark troll bodyguards, illuminated initiates of Annilla, and Yanafal Tarnis, and weapon masters. They are charged with the protection of Nakor Tol and Rerra Shabba with their lives.

Tak Gotta,  Experienced Runelord of Argan Argar, Tak commands the Guards on the Caravan, he is new to the position  and this is only his second trip south. He is a famous heroquester from the Blue Moon Plateau and  as such as remarkable perception skills, and owns a mace that creates darkness every time it strikes an opponent.   Tak is highly efficient and very organised for a troll, the caravan guard works in a similar level of discipline to a human military unit.

Kaba Yak, a young Priest of Argan Argar and the Son of Mol Deka. Kaba travels with the caravan as far as the hidden greens and then takes  a small party to trade with the trolls of Pavis. Most of the troll in his caravan are hired at Black Spire Gorge as not to reduce the original Caravan. Kaba then meets the main caravan at Gon Ortas castle as it travels north again. Kaba is obsessed with rubble relics and has started to explore the rubble to find his own

Tebba Moran, He appears to be an old troll drover of little significance, but Tebba is one of the Lunar Empires most important spymasters. He is a Priest of Annilla and a highly experienced operator. He uses the movement of the caravan to coordinate a number of spy networks which were once outside the empire.  The leaders of the caravan know there is a ranking lunar agent in the caravan, but are not certain who.  He has a team of 5 Anilla agents and assassins hidden within the Caravan

Jonsta Cameron, A Esrolian and Runelord Argan Argar, whose job it is to have the human guards waiting at the border of Dragorri Inkarth . He likes to employee Argan Argar worshipper when he can, but he prefers trustable people to troll friends. So over the years has employed a good number of Humakti to Guard the caravan.

The Blind Guide, Every time the caravan passes from north to south a dark troll hunter from the Elder Wilds will blind himself and guide the Caravan through the Elder Wilds to their destination of Gon Ortas castle. This is to show the powerlessness of light and triumph of darkness. The troll is then rewarded and heavily gifted at Gon Ortas castle, but his eyes are never restored

The Mute Teller, Every time the caravan passes from  south to north, a dark trolls slave has his tongue removed. He is then sent to communicate to the tribes that the caravan is coming and where it will be at any one time. This is done  do show how powerful communication and language is. When the caravan reaches the north plain a hunt is called and the troll is hunted and killed by the troll hunters of the Elder Wilds.

Journey South

  • Blue Moon Plateau – Harmony Week Sea Season
  • Creeping Place – Illusion Week Sea Season
  • Black Spire Gorge – Truth Week Sea Season
  • Gon Ortas Castle – Disorder Week Fire Season
  • Castle of Lead – Movement Week Fire Season
  • Troll Woods – Fertility Week Earth Season
  • Shadow Plateau -Illusion Week Earth Season

Journey North

  • Shadow Plateau – Harmony Week Sea Season
  • Troll Woods -Fertility Week Sea Season
  • Castle of Lead – Disorder Week Fire Season
  • Gon Ortas Castle – Movement Week Fire Season
  • Black Spire Gorge – Illusion Week Fire Season
  • Creeping Place – Truth Week Fire Season

Running Deer Clan – Votanki

Clan Name:  Running Deer

Clan Hearth: Caves and lean to in the forest. Have moved from traditional clan hearth in the past year.

Hearth Location:  Close to where the Seronde meets the Arcos river, on the south bank in the Dangerground. 

Hunting Grounds: North East Dangerground

Clan Spirit:  Running Deer – move fast, evade, perception

Population:  312 people  94 Men,  102 women , 116 Children,  54 hearths              

Tribe: Independent Votanki

river picSummary:

The Running Deer clan are an Independent Votanki Clan, traditional hunters but also with boatmen who could fish and cross the Seronde river. They have sheltered but good hunting lands, in their history they have seldom been put under significant pressure, and there independent nature suits them as the citadels are far too far away to be any use.

The clan successful defended itself against giant 25 years ago and this story has been retold just about every night since that point. However recent history is not as good.

The clan has lost its hunting lands to the north of the Seronde, due arrival or horse nomads recently in that area. The nomads captured two full hunting parties and party of gatherers  on the north shore, and these clan members have not been seen since.

Also two Baboon troops have moved into the area and clan has been feuding with them unsuccessfully and where driven out of the clans traditional hearth just before dark season last year.

The clan has also been hit by disease and has been hit by disease and in total has lost over 30% of the clans population in the last 2 years

Quirks and Traits:

Like most Votanki clans the running deer clan is very conservative

They are also a nervous people on the most but get very animated and agitated on the subject of giants.

The Clan is known for eating and coking with garlic onions which are found in this area

People:

Gavani Leatherskin – Clan Chief – Who is moving into his dotage he was a great clan leader once, but has been past his prime for 10 years now, he is desperate for his son to follow in his footsteps.

Takandi Kindheart – Gavanis son a Goodman and respectable hunter who  wants to follow his father’s footsteps, but is  a wise and peaceable man who most can see would be wrong leader for the clan at this point.

Natia Talltree – The wife of Gavanis who desperate to wife of the clan chief for the power and prestige that brings. She is tall and has striking good looks but is a harsh pushy woman with few friends, her husband regrets marrying her.

Agata Ten Tricks – A strong  charismatic leader, who has picked up the warriors mantle after the death of her husband last year, she has shown herself to be fine warrior and has saved the clan from significant defeats on more than one occasion. Conservative members of the clan do not like the role which she has taken, but see no alternatives at the moment.

Wilska Five Eyes A young apprentice shaman, whose mentor died and she has now been left to fulfil the clans needs. She is too young and inexperienced, and as far as she is concerned  not ready for the job. She is a close friend of Agata who encourages her whenever possible.

Vomor Shouts too Much -A good hunters, but one of life’s malcontents. Vomor is constantly complaining in these troubled times, he means no harm but he is destabilising the clan.

Morozar Riversnake – An older man, who has a  connection with Seronde and is the clans best boatman, he usually ferries people from one side of the Seronde to the other when needed. he is also a keen fisherman.

waterfall3_pic

Clans Relationships

The running deer  have the following relationships with clans

Allies;  None

Friends;   Snow Owl(Votanki),

Conflict;  Badhead Troop (baboon),  Bloodclaw troop(baboon)

Plot Hooks & Ideas

The campaign plot for characters from the clan is a save the clan, and place it on a stable footing

Monkey Fight – The clan is attacked by two troops of baboons do all you can to defend it and drive the baboons off, with minimal casualties.

Monkey Puzzle – The players are asked to stage a deception to set the two Baboon troops fighting each other, and this take the pressure off the clan.

No man left behind – Agata wants her younger brother back, defy the elders and the players go off to Polaris to find out who bought the prisoners and then rescue them from nearby a  rice farm. However this needs to be done with no common language. Throw in an encounter with a small group of horse nomads on the way back.

Cat Fight – Natia accuses Agata of disobeying the clan elders in the rescue attempt for the slaves, and wants her thrown out of the clan. the players must intervene.

Unexpected Guests – 12 Praxian Bison riders show up in the clans lands offering to pay the clan 5 silvers per head for each Baboon they help kill.  This is against the clans traditions of isolation but would be very helpful in the current situation. The players need to investigate and weigh in on the argument, and then negotiate a price more useful than silver. Research and conversation will suggest than these guys are followers of Lan Stormson, who has set up camp at swim here.

Monkey Hunt – Raiding both baboon troops with the bison riders.

Home Sweet Home – A raid to push the Badhead clan out of the clan hearth which is caves with a pile of stones, which look they were placed by a giant rather than fell naturally. If it is too easy have them counter struck by the remains of the blood claw clan

Meet the neighbours  – The players must cross the Seronde a create a dialogue with the Horse riders to negotiate safe passage and  hunting rights on the clans old hunting grounds.

Chaos in Balazar & the Elder Wilds;

A summary of a study by Bluebird ,Grey Lord of Lankhor Myh

My Lord this text is a summary of what to my knowledge is the most complete and accurate study of the extent of Chaos which lies within the Elder Wilds, its history and probable extrapolations into the nature of what else we may find.

As requested I have interviewed as many living experts as I can on the subject, referred to my previous studies on the subject and spent time in the Lankhor Myh temple in Pavis referencing the best documents they have on the subject.

Origins

Balazar is not a hotbed of chaotic activity. However there are permanent chaos scars and sites within this land which have been a constant presence since the dawn.

stones_cover

The Balazarings have very few surviving specific myths which relate to the pre dawn, however there are some detailed stories  from the trolls which relate to the period which have been written down by the Sages of Llankor Myh in Esrolia.

In those stories in Godtime before the dawn after the unity battle in which the devils horde was repelled for the first time. The hordes of chaos moved though the Elder Wilds as they moved towards Generts Garden. It would seem for the most part the trolls that inhabited the Elder Wilds fell back and avoided the chaos horde for the most part but its seems as if some minor battles were fought.

Two documented instances which seem to have had ongoing consequences for the region are;

Firstly that a chaos creature not well documented before similar to a colossal Gorp which had been badly injured at the unity battle succumbed to its wounds and died, its body started to eat away at the very substance of the earth burning a hole in reality. The Seronde River sent a tributary to wash it away and heal the Land, but troll legends say it was corrupted as it washed the last of the body away.

It would seem sensible to equate these legends with the existence of both Festering Isle and the River of the Damned and would give good explanation to some of the current behaviours we have documented from within the area. These being

  • The frequent restoration of Chaos to the site throughout recorded history
  • The large supply of Gorps locally
  • The emanation of chaos beings from the site as a matter of local legends amongst all races through the last ages.

Secondly that after battle a wounded Cacodemon fell and bled profusely upon the earth cursing the earth marking it with chaos and changing its nature. This would seem to strongly correlate with the site with Gondor Holst’s had referred to as the chaos holy ground.

However it would seem that the site has been magically structured, enhanced and protected from that point in time. This would suggest that intelligent chaotic beings of significant magical power and have been in operation in the Elder Wilds since the dawn.

There are no other instances from the troll stories of the pre dawn that we can correlate to any other activity which has been documented since or  witnessed by any of sources. However there are some items documented which may present hidden threats.

First troll myths refer to a number of the Devils horde that tried to burrow under or through the Rockwood mountains and were caught in combat with trolls underground.  We have no corresponding myths that to relate to them breaking out of the other side. Therefore we have to be aware that some may still be under the Rockwoods.

Second troll and Votanki myths tell of other chaos creatures wounded and falling on the march away from unity battle. It is possible that other sites, caves or cairns contain the taint, ancestors or the physical presence of these creatures. No evidence has been gathered which could correlate to this, but it should not be ruled out as it has been experienced in other regions.

Thirdly is a claim made in one troll legend that ,it was Genert himself cursed the “Ten Good Giants” into mountains because they stood aside and let the chaos hordes into his land. This both frightening , weakly supported and highly speculative, but if true would have incredibly far reaching consequences.

There is one strongly supported story of Chaos gaining a significant presence in Balazar and the Elder Wilds since the dawn is that of the infamous Vampire of Gork’s hills.

Each local culture has stories relating to it going back to EWF period and beyond, the stories are confused and would seem that vampire has been apparently destroyed many times only to come back in different forms.

We have at least one troll version of the vampire, several Votanki vampire stories at different times, there is a pentian version of the legend, the best documented story which relates to the EWF period and where he is a civilized human vampire, and there is even a story in which the vampire of the Gorks hills is a broo.

So we have many versions of similar vampire myths with different description vampires all of which are killed only to often reappear a generation or two later.

This can only lead us to one of two theories if a significant number of the myths are based upon some kind of reality;

The first is that vampire of Gorks hills is a vampire of  considerable age and strength who can move between bodies and wishes to have bodies of different races, but is of limited power so that he can be defeated by reasonably modest hero’s of the relevant age and culture.

I would deem this very unlikely for two reasons, the first is that this patterns of existence matches nothing which has been documented yet in terms of  vampires behaviour or capabilities, the second is that I think it is highly unlikely that a vampire 1000 years of age would be as fragile as some of these legends suggest.

The second is that these vampires were individual vampires of limited age and power. Each distinct in there undeath and final demise. This would suggest either an item, place or being in the Gork Hills which attracts or creates these creatures.

The fact that most of these vampires are from local stock and race suggest they would be more likely created than attracted . The lack of any physical castle of Vivamort discovered or documented with the area despite their rumours to the contrary, suggests a  place is unlikely.

A possible resolution this theory may also provide an answer to the question of who has magically strengthen , altered and structured the magic at the chaos Holy Ground. Which interestingly now  has a functionality which could be described as vampiric.

greenlight pic

If asked to suggest a single solution to the riddle of the vampire of Gorks Hills, I could put forward this theory.  That there is no record of evidence or any story of any interaction with the most powerful of the vampires of Gorks Hills.  The vampire which have been encountered are younger less powerful vampires, who serve the Vampire of Gorks Hills, who remains a powerful figure who is never seen.

As regards origins I believe that he predates the EWF period and can see no reason why such a being would come to the Elder Wilds since the dawn. Though Vivamort himself cannot be placed with the devil on his march through the Elder Wilds, a number of his most powerful followers can be.

It has been speculated by some of the most educated minds on the subject that older more powerful vampires need to feed not from peoples lifeforce, but from other vampires who have already consumed and processed the life force of others.

I think we should be prepared for the source of the vampire of Gorks Hills Myths to be much older, more diabolical and a deep secret than any may dare to fear.

Up until recently there is no documented or oral evidence of any significant new chaos incursion into Balazar or the Elder Wilds.

The final source of chaos in the Elder Wilds is the Lunar Empire. Though they have not stationed chaos troops within the confines of Balazar yet. We do know that there priest consorted with Gondor Holst and directed him to Chaos holy ground. Elkoi is within the lunar provinces so it is very possible that it may receive a visit from the Crimson bat

Current Threats

As far as quantifying  threats from and abilities to strike against Chaos in the Elder Wilds and Balazar regions we can make the following conclusions;

Festering Isle is a wound in Glorantha herself and will continue to let chaos seep into the Elder Wilds unless it closed. It will also attract creatures of chaos to it, and increase the chaotic mutations of those chaotic creatures that spend long there.

We could expect to see any of the following chaos manifestations emanating from the area dragonsnails, giant gorp, indefinable chaos monsters, walktapi and corrupted animals.

We should expect it to attract organised groups of  broo, scorpion men and ogres. It also does act as a holy site for the primordial worship of Chaos.

The only course of action to seek to close it would be to Heroquest to gain the knowledge to find out what we must do to close it, no living being to my mind would have that knowledge. It would then probably require further dangerous heroquests to heal the wound.

The chaos holy ground will continue to attract powerful priests of chaos from outside the area who would seek to use it for their own ends. I would draw special attention to the activities of the Lunar empire who have  documented knowledge of the site and have directed chaos priests there already.

It would not be remiss to expect any and all priests of chaos seeking to make pilgrimages to the site, and such it should be watched often  and its location guarded as much as possible.

Also if the  vampire of Gorks hills become active again I would suggest he may make use of the site, in creating the power to aid the creation of new vampires.

On the matter of the Vampire of Gorks hills do not be surprised if a vampire reappears in the region as it has been the pattern for the last few hundred years, but be very aware that there may be a more powerful figure lying in the background.

if a new vampire was to appear I would suggesting quickly against it, as it will be a young vampire which has not attained significant power as yet.

As regards lesser threats it is always possible we may encounter other small pockets of chaos which are not as significant as the ones mentioned,  and we should bear in mind the possibility of some of the more obscure threats without committing valuable resources to countering them.

Written Sources

  • From Wonderhome to the Castle of Lead,  a pre history of the Uz.  Unta the Devout – 1248
  • Legends of the Unity Battle – Rajesh of Esrolia, 2nd Age
  • Wounds of Glorantha – Volume III – Unknown Author – 1542
  • A summary of Chaos sites within southern Peloria – Bluebird, Esrolia 1611
  • Vivamort collected myths and Legends – From the Pavis Rubble

Living Sources

  • Torath Manover
  • Garnst ‘the chaostracker’
  • Lan Stormson
  • Blueface
  • Gerag Midem

Mystic Sources

  • The Lady Seronde

Balazarings and their Dogs

by Quintas von Ortlas
The mythic relationship between Foundchild and Brother Dog is a mythic one replayed through Balazar in thousands of places every day. It is one that civilized men such as us cannot fully understand and am I left unsure if I want to.

Why do I say this? because to most Balazarings the clear and obvious distinction between human and dog is somewhat blurred. To a civilized mind a dog is an asset, a pet, a tool, a servant or even a  friend. But to most Balazarings a dog is family, and to a dog a balazaring is part of its pack.

Birch wood in Balazar
Birch wood in Balazar

I am always tempted to view the humans as masters and the dogs as pets in a hierarchical relationship which is not one of equals. This would be foreign a foreign concept to most Balazarings and their dog companions. Though they would not use these words to them the relationship is a mutually symbiotic partnership of equals.

To both parties their very existence in unthinkable without the other, to their mind they are Kin, they are a substantial and permanent part of each others social structures for generation upon generation. A balazaring separated from his dogs is just as lost as an Orlanthi separated from his sheep  clan.

Both parties gain significantly from the relationship;

For the Balazaring he gains speed and  physical attributes which as a human do not posses, they has his security increased by guard dogs, he gains the ability to track quickly by scent, he can access burrows and other places which as a human he cannot and magical effect of a larger social grouping means that dogs contribute to the spiritual power and capability of his clan.

For the dog he gains insight and intelligence he cannot possess, he gains shelter and access to heat sources, he part of a much larger social unit than he could otherwise be part of, his social unit is much better lead than an exclusive dog pack would be, and he gains access to magical effects which otherwise would be alien to him.

Before coming to Balazar I had been informed that Balazarings had two types of dogs, this information is not incorrect but it is highly simplistic, and upon experience I would describe it as three broad different functions of dogs, with certain distinctions and a mix of breed for each function.

Most Balazaring clans will have a good mix of different types and breeds of dogs, but the balance will change to meet the traditions, spiritual dynamics, hunting styles and needs of the clan. It is worth noting that the Dogs of Saird and the dogs of Balazar are distinctly different in breed and the breeds rarely get on and tend to fight.

Mountain valley
Mountain valley

Hunting Dogs

The most common use of dogs by Balazarings is for hunting. Hunting dogs spend most of their time with the male hunters and little time with the women and children.

Hunting with dogs  can take a number of forms and there is great variation in differing breeds capabilities and sizes of dog.

Tracking Dogs – The most common use of dog is for scent tracking prey, these come in two distinct types, there are pack tracking dogs where a pack will scent track its prey whilst making large amounts of noise and panicking the prey before running it down. The ubiquitous Stavac is most often used for this style of hunting.

However for a stealthy pursuit Balazarings are more prone to  use one or two larger Pachu who have a better sense of smell but who cannot maintain speed over longer distances for a chase, these dogs tend to be used only for the tracking and the hunter tends to make the kill.

Chasing Dogs – The Stavac is often used a very functional pack dog for chasing down herds an running one or two animals into trouble, however do not have the explosive pace needed to bring down faster animals or the size or bravery to tackle larger beast such as bison.

For these tasks Balazarings tend to use either the larger Tiplav for a high speed pursuit and to hamstring and pull down faster prey.  Or the bulkier Mistro which is not as fast but is more effective against large slow prey animals.

Retrievers For hunters who use bows or slings to bring down small game, there are a number of dogs which are used as retrieving dogs. The Stavac is common choice but the best retrieving dog is the Kausta, because of its quiet nature,  intelligence and soft mouth

Game Flushing Dogs – The Stavac excels when used as a pack to flush and herd animals towards pits, nets or hunters line of fire. No other breed of dog comes close and this is probably why they are so common in Balazar

Underground Dogs –  Some clans use dogs to chase smaller animals out or their dens and burrows, these dogs tend to be small squat and pugnacious, the most famous of these breeds is the Ruzno which could take on a fair sized badger.

Guard Dogs

Guard dogs spend most of their time guarding over the women and children of the clan, either at the hearth of when they are out gathering food.

The Mistro breed is often used for the combative element of the task, however a smaller less aggressive breed called the Ucho is used due to its significantly better hearing and general awareness. Also the Stavac is often used because of their ubiquitous nature and they are apparently very good with children.

Very few groups of gatherers will leave the clan hearth without at least 3 or 4 dogs as guards

Fighting dogs

There are not many fighting dogs within each balazaring clan and most usually belong to the Chieftans hearth, they are used in raids and to hunt dangerous animals such as bears, wolves and mountain tigers.

Balazaring Breeds

Brudny – A very large shaggy white haired breed of dog, used for fighting. Its size, reach and speed make it an awkward opponent

Kausta – A quiet natured small to medium sized long haired thin yellow dog, with long ears and pointed face

Mistro – A large strong athletic dog similar to a large German shepherd.  Very loyal to their pack but can be aggressive with outsiders.

Pachu- Large thin longhaired brown dogs with a slight frame and ungainly gate, but have an excellent sense of smell, and are the best scent trackers in Balazar.

Ruzno – Small Squat vicious dog, with short black fur with brown markings and a pug nose. With strong jaws neck and shoulders.

Stavac – Most common Balazaring dog, it is medium sized hunting dog with short brown fur with white markings. It has a pointed nose and a sleek body. It is a bright energetic dog used for a number of different roles and is very loyal to its family.

Tesak – A shorthaired brown and back large muscular dog with wide shoulders and no tail, with a squat face and powerful jaws

Tiplav – Large strong sleek black running dog who is an excellent stag hunter, they are extremely fast over short distances, but big enough to pull a stag down, if not finish it off.

Ucho – A medium sized dog in a range of shades of brown and black, with strong upright ears , this breed has a excellent sense of hearing and is probably the most complex audible communicator with a wide range of meaningful howls, whines and noises.

Please note that from bitters experience that offering to buy a Balazarings dog often is highly rude and is likely to cause a fight. Also the offer of a new pup is a great complement and is only usually made to clan mates and very close trusted friends.

Golden Armadillo Clan

plains_pics

Clan Name:  Golden Armadillo Clan

Clan Hearth:  4 large stoned Roofed round houses surrounded by earth works and 4 large square standing stones

Hearth Location:  West Plains 12 miles west of Lookhill

Hunting Grounds: West Plain

Clan Spirit:  Golden Armadillo

Population:  508 people, 168 men, 176 women,  164 children     

Tribe: Elkoi

Summary:

The Golden Armadillo Clan loyal to King Glyptus and in good standing with the Lunar empire. A good few young men have joined the Elkoi light skirmishes which are being trained at the moment.

The clan chief Morigar has asked for help to teach the clan lunar ways, and is an occasional worshipper at the Seven Mothers temple in Elkoi. Some of his clan are not happy about this, but most are at least open to the idea.

The clan has been hunting the west plain region for the past 300 years and has a very good knowledge of the surrounding lands. They predominantly live off herd bison which are common in the area,  but they are also top notch foragers, who cook and eat various insects which the women gather.

Morigar is a young man and has recently succeeded his father as Chief of the clan, he is not yet settled in the role and is keen to make his mark. The reappearance  of his uncle in the clan however makes him secure in his position.

The clan was connected to previous  Vizkinni dynasty  in Elkoi by marriage and descendants of the historic kings brother have been hidden in the clan for the last 50 years.

Traits & Quirks:

This clan is somewhat Nocturnal and due to influence of the clan totem some members have developed incredibly good night sense, as such they will hunt into the evening.

The clan also experiences high number of multiple birth, with anything up to quadruplets not being uncommon.

The clan is famous for their spiced and peppered dried meat, which traded Keenly throughout the Elkoi clans and is sometimes even imported back into the Lunar empire

People:

Morigar Grey Eyes, Is a young keen clan chief eager to make a name for himself, he attained the position by being the son of the previous chief and his grandmother being  the clans old and powerful shaman. He is keen on discovering the Lunar way

Assusi Redwoman – Recent wife of Morigar and currently his favourite. However she is an escaped lunar slave posing as something more. Morigar thinks he has married a well connected lunar citizen, but is also clearly smitten with her.

Nesha Brightsmile  The first wife of Morigar, and the mother of his two young sons. She belongs to a important clan bloodlines and both she and they are offended by the marriage to Assusi. She is a pretty woman who has been hurt by her husband, and is looking for solace and possibly revenge elsewhere.

Vooril the Returning Sun – Is the Morigars uncle and his  strong arm . He is a former Sun Dome Templar who on reaching retirement has returned to the clan that his brother used to lead after his death. He is not forthright in the clan but is a continual reassuring  presence in times of stress. His behavoir  confuses his clan often due to his geas never shelter from a storm.

Banash Tanglefoot  – A master hunter, who hunts with bolas and dogs, he is a master at bringing beasts in alive. He is well liked amongst the clan and is happy to support Morigars plans as long as he is left alone to hunt.

Terka ‘Old Goose’ The grandmother of the chief and a powerful shaman. Who sees a lot more than she says. She  will wage spiritual warfare against those she thinks may do harm the clan, including her grandson. She is hard cold old very lady,  and the real leader of the clan. She was a lover of Blueface 60 years ago.

Yalvanni Clenched fist, Great nephew of King Partobas,  his mother was taken back into his grandmothers mothers people. Subsequently he  doesn’t like Lunars, and dreams of the day he can challenge them,. However he is a young man of limited abilities and  is no real threat to anyone. His heritage is known by a very few clan members.

The Dogear brothers, Bolandi,Taknai and Morari are three young hunters and  troublesome brothers who love to brawl and fight, and are also followers of Namara and dislike all foreigners in Balazar.

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Clan Relationships

The Golden Armadillo have the following relationships with clans

Allies;  Ragged Crow(Elkoi)

Friends;  Barking Dog Clan(Elkoi), Red Necked Goose(Elkoi), Ghost racoon(Elkoi)

Conflict; Mained wolf (independent), magpie (independent)

Conflict; Plot Hooks & Ideas

This is set of stories for a party of young lunar missionaries sent to the tribe to help instruct them in the Lunar way and promote lunar way and religion

Rough Welcome – The Dogear brothers try to pick a fight with the players as they approach the tribe.

Prove your Gods – A magical duel with one of the clans lesser shamans to show the strength of the lunar magic, this should not be fatal just a match of strength.

Something doesn’t add up – The players quite quickly work out that Asussi is not who she claims to be. They will have to travel to Elkoi to learn the truth.  Do they tell her husband or not? Blackmail her or turn a blind eye?

Join the Great Hunt – Join the great hut to show that Lunars respect the traditional ways, whoever takes part will be jumped by the Dogear brothers. The clan will outlaw any surviving dogear brothers for the act.

Enemy of the State- The PCs find out who Yalvanni is, they have choices on how whether to give him over the Lunar authorities or not, if they do they will lose a lot of friends in the clan.

Slavers Raid – A group  of Lunar slavers from Elkoi raid the tribe and take captives, the Pc’s are asked track them down and reach a violent or  negotiated settlement. The raid is in breach of terms of contract the slavers have with King Glyptus.

The Witch Queen – Namara and any Surviving Dogear Brothers lead a raid on the clan striking at all lunar converts. Players should organise an defence and then a response.

Warrant – The slavers turn up with an imperial warrant for the arrest of the escaped slave Assusi signed by Halycn Von Enkorth. They seem to want to provoke a fight and the clan is willing,.

Inside Information – A runner invites the players to meet someone with information which will interest them, below the ‘parlay tree’.  They are met by a man with a burnt face and mask who will not give his name.

He has information that the Seven Mother priestess Electora Kindtounge was murdered by Marusa the current Lunar Priestess at Elkoi.

Research onto the figure will find that his name is Thrax a companion of the Balazaring Orlanthi and an enemy of the empire.

Research onto his claim suggest they very well could be true, however substantive proof would have to be found ( or divined )  for any authorities to act. Euryptus would act if the Pc’s found proof.

Sea Otter Clan – Balazaring Clans

Clan Name:  Sea Otter

Clan Hearth:  Dwerrowfall Caves, Cave with entrance under waterfall, with other sub entrances and some worked tunnels.

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Hearth Location:  South shore of the elf sea, on the estuary of the Dwerrow  River

Hunting Grounds: Dwerror River Estuary and Elf Sea coast

Clan Spirit:  Sea Otter – fast swimming, hold breath, water sense

Population:  480 people  166 Men, 184 women, 130 Children,  84 hearths             

Tribe: Trilus

Summary:

The Sea Otter Clan has been at its current clan hearth for hundreds of years and as such  are one of the most settled and advanced clans in Balazar. there clan hearth is a permanent community as through fishing and hunting they can usually feed themselves without a nomadic lifestyle.

Though other clans fear the river, the clan totem and worship of the spirit of Dwerrow seem to keep the Sea otter Clan out of most harm.

They are mainly fishers who use bow and spear as well as boats and nets. They are also pearlers collecting  freshwater mussels from beds in the Dwerrow estuary.

This has made them  traders with good standing, and thus a rich clan with lots of metal tools, pots and blankets. Even the trader Joh Mith visits yearly to buy pearls.

The clans only feud is with The leaping Salmon clan, a breakaway clan 12 miles up the coast, the clan broke away for the usual reason of growth about 6 years ago, but there were also disagreements about the change of kings in Trilus and the sharing of wealth and hunting grounds which have made the separation bitter .

The Sea Otter Clan was close to old king and clan chiefs were tied by blood to the Gadaringer dynasty, and because such the clan is still being actively courted by King Yalaring who is keen to keep them loyal.

They are friendly with the local newtling communities and join them in their sacred time rites in the river estuary, which usually keep the sea monsters away from the clan and newtling communities.

Quirks and Traits:

A sea otters are a very tactile people who like to be in physical contact with other people whenever possible. It is very common for clan members to hold each other’s hands when in the same physical vicinity. It is not a sexual contact and to refuse or pull away or to withdraw is seen  as rude behaviour.

The clan is famous throughout balazar for its otter fish stew, which contains a number of fish, shelfish, herbs, root vegetables and no otters.

The clan has few dogs but keeps otters in a similar way as the rest of the Balazarings keep dogs.

People:

Balori Bluestone – Clan Chief a mature patient man, well respected leader and a competent trader

Yotarni Burning Spear – Master Hunter and defender of the clan. He likes to hunt oversized sea monsters and the kill he is most famous for is the killing of Giant Crab he fought on the beach near Dwerrowfall caves.

Goomor Turtleback – Goomore is the master boatbuilder for the clan, he usually builds small coracles out of hide and wood, but his best boats have coracles made from Giant Turtle shells. He is resposnible for showing the clan how make , keep and repair their boats.

Inia Goodwife – Inia is the heart mother priestess and also in charge of ensurng the women of the clan make and keep the clans nets in order. She is hard taskmistress to the younger girls, but more relaxed with the older women.

Kaska the Pearlmother  – A shaman responsible for the magic that protects and preserves the pearl beds, she is relatively young and new to the role but seems competent. Kaska struggles with the otherness than comes from her roles and often feels lonely.

Altus Boldface – A young hunter who thinks a clan of this size and riches should be able to protect itself, and does not think the clan in martial enough.  He is considering  going to Trilus to join the citadel warriors. He will be keen to show his bravado to any warriors for outside and will be hostile to any who do not seem suitably impressed.

Takanthi  Cliffleaper –  A young brave who has just been initiated into adulthood, he is a careless thrill seeker who  will put himself in danger for the fun of it. He can usually be found cliff diving , rapid swimming or dodging dangerous animals, so far without incident.

Tashka Icewalker – The daughter of Balori and a good friend of Takanthi. She gets caught up in Takanthi’s craziness  but is more usually dragged along. her head is now turned to marriage and she hoping for something that will get her out of the clan and into new experiences, she also sees all of the clan boys as beneath her.

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Clans Relationships

The sea otters  have the following relationships with clans

Allies;  Treefrog (Trilus), Yellowback (newtling)

Friends;  Greenridge(newtling), Black boar (trilus), Crocodile (Trilus)

Conflict;   The leaping Salmon clan (Independent)

 

Plot Hooks & Ideas

Campaign idea is for a small group of citadel warriors sent from Trilus to aid the Sea Otters in dealing with a number of problems, however most of these ideas can be run as a one off story idea for any

Deadfish – Large numbers of dead fish are being found in the clan waters which border the Leaping salmon clan. Party are sent to investigate cause, find that Greenridge newtlings are similarly distressed and annoyed.  Leaping salmon clan deny all knowledge.

Mad Neighbours – Leaping salmon clan start to raid their neighbours waters and attack boat and nets and steal fish, they need to be repelled.

Those Meddling Kids – Takanthi and Tashka get trapped in a cave by a water wyrm, pcs have to extract them without offending the Dwerrow river spirit by killing the wyrm.  if you want to make it more tense have the tide coming in and filling the cave.

Mad Newtlings –The Greenridge newtlings now start to attack the clans fishing grounds, talk with yellow backs suggest they are also having trouble with the green ridges. Newtlings can be driven off but they do seem fenzied and disturbed.

Gomoors Turtle – A magnificent giant turtle has been spotted and Gomoor wants to make a coracle out its shell, the PC’s track it down to find out it is an intelligent turtle. Soup or no soup?

Dead Neighbours -Pc’s are sent to deal with the Leaping salmon tribe, on the way they skirmish with a sea monster, it does not press the attack home.  They arrive to find the entire village dead and rotting, the sea monster attacks them in the village but again doesn’t press the attack home.

See Monster – Yotarni Burning Spear declares the Sea Monster the source of the problem and leaders the players in a hunter, the monster will skirmish and flee, before being cornered where it will fight to the death.

The Chaos Effect – It is realised that the sea monster wasn’t creating the problems after they continue after its death,  further scouting or divination will bring to light a powerful walktapus which poisons the water as well as the air. Creating violent madness and aggression, before killing its victims.