Category Archives: Background

The Griffins Claws – A Dykene Clan

The first in series of 4 posts looking at sample Balazaring Clans and character, plot and campaign ideas coming out of them.

Clan Name:  The Griffins Claw

Clan Hearth:  Small Caves protected by Earthworks

Hearth Location:  Bear Hills, 8 miles south of Firepoint

Hunting Grounds: Bear Hills

bear hills_pic

Clan Spirit:  Light in Darkness, a light and fire spirit, capable of subtlety lighting large areas in the night, and using minor augments on warriors especially against darkness foes. She currently embodies as Bright Light by possessing a clan member.

Population:  54 hearths, 108 Men, 132 women, 120 Children,  54 hearths              

Tribe: Dykene

Summary:

A smaller clan which has historically been part of the tribe of Dykene tribe with a history of worshipping Yelmalio, as well as Foundchild and the tribal ancestors.  No one can remember why the clans was ever named the Griffins Claws.

Recently many of the younger hunters have been raiding with the Balazaring Orlanthi and are now equipped with metal weapons and armour which once belonged to Lunar troops.

This is creating tensions between older traditional hunters, and the younger braves who are keen to see themselves as warriors.  The causes of this are twofold. The first is cult ties, with the Yelmalian elders not keen on younger hunters mixing with Orlanthi. The second is that a group of 14 -16 young hunters being away raiding for 3 or 4 weeks at a time leaves the clan weak and under defended.

Times are also dangerous with trolls and undead being trolls being found in Bear Woods, and Light in Darkness warning the clan that chaos lurks out of her circle of light at the edge of the darkness.

People:

Yotank the Spear, Initiate of Foundchild and Yelmalio -Clan chief who is well past his prime, he was a formidable warrior 20 years ago, loyal to King Skilfil of Dykene, but now a tired old man who last lost the respect of his young hunters. His son is a citadel warrior at Dykene.

Natka  the Beak, Clan Mother, One of the clan council named for her somewhat shrill manner and ability to stick her nose into everyone’s business. However she does have the clans best interest at heart and she is right more often than she is wrong, she is however a difficult person.

Gangor Leatherskin, Initiate of Foundchild and Yelmalio – The most able and gifted active warrior and hunter in the clan, he is 10 years younger than Yontak, but a close friend and his right hand man. Gangor is gruff to the point of rudeness, conservative and not a deep thinker. However he does get things done and is safe pair of hands.

Koza Bloodface, Initiate of FoundchildBold young hunter and leader of the group of hunters raiding with the Orlanthi. He is hungry to be more than just a hunter.

Bright Light, is voluntarily posses by Light in Darkness and her physical manifestation within the clan.

She used to be called Pelta and was Koras sweetheart, before becoming bright light 6 years ago, the possession will last for another 4 years before Light in Darkness chooses a new host.  She is currently a highly magical being and cast pail light from herself.

Kolsar Calmbreath Initiate of Foundchild, one of the younger hunters who hasn’t gone raiding with the Orlanthi and a confidant of Bright Light. Kolsar has scouted deeper into the Bear Woods than most of the clan and is very aware of unusual troll activity. He is a quite stealthy individual who is much more prone to find and observe than fight.

Clans Relationships

The Griffin claws have the following relationships with clans

Allies; Tree Ghost (Dykene Citadel)

Friends; Grass Vipers(Dykene), White Goat(Dykene), Thunder Rabbit(Independent)

Conflict; Grey Fox (Trilus), The Wildfire ( Votanki)

Campaign ,Plot Hooks & Ideas

Here are few plot ideas that could work as part of a Griffin Claw campaign, or to drop in as a one off plots if players encounter the clan, its aimed for a group of characters just past initiation and 5 years younger than Koza’s group.

Scramble Defense – Koza’s hunters are away raiding and the clan is raided by trolls, the players have to pull together a scramble defence and then lure the trolls away from the non combatants.

Then deal with repercussions when the absent young hunters return.

Find Kolsar – Kolsar has gone missing whilst scouting beyond the hunting grounds for Bright light, go track him down, rescue him and come back with information on why?

We have been here before – The Aldyrami of bear woods  contact the clan asking for help in driving back the trolls raiding bear woods for mutual benefit, the clans debates a response, and if anyone gets sent its going to be the pcs.

Deliverance – Koza wants to kidnap Bright Light and end the possession by Light in Darkness, the players must help him, stop him or hide Bright Light from him.

Should I stay or should I go –  An argument between Yontank and Koza means that Kozas plans to leave clan with 10 other young hunters. To permanently join the Orlanthi community a swim here. The PC’s have to persuade Kozat stay and Yontak to allow him to.

Something is Not Quite Right – A member of the tree viper tribe clan arrives at the clan babbling about chaos in his clan. The PC’s are sent to investigate.

Paying the Piper – After a  chaos raid on the tribe, Villic the Snake of the green viper clans sends a message saying he knows how to stop future raids. he invites a delegation from the clan, the pc’s are chosen to escort a clan leader over.  Villic suggests propitiatory worship of Chaos to ward off the attacks.

Go get Help  -The clan believes that the Grass Viper Clan has allied with chaos. The elders want to send for help from Dykene, Koza’s group want to go to the Orlanthi, the players  get the casting vote and are sent to get the help required.

The Lay of the land –  PC’s sent out to visit other nearby clans to check if they have also been corrupted, and to see if any will help against the Grass Viper clan.

The Show Down – After scouting and alliances made, the characters are part of a final confrontation with the Grass Viper clan, Grass Vipers call for surprise aid from festering isle.

Gloranthan Trades and Community Guide

Ok the previous post has now become  a function excel tool, heres the introduction bit

Purpose

This guide is intended to allow refs to quickly and effectively find insights into building balanced and believable gloranthan communities of various sizes, and cultures. This initial version is targeting rural Orlanthi only but other future versions I hope will be able to reflect a number of different gloranthan cultures.

This guide is not intended to give complete answers, but to provide a shortcut to a believable framework which a good ref or world builder will deviate from to create  richly textured and individual Gloranthan communities.

It also doesn’t give a complete breakdown of jobs and roles in a culture and just focuses on those which are likely to create establishments or affect game play.

*Just added v1.2 which adds multi culture and temples sizes

Methodology

  • Calculate the entire population that will be served by the main urban center of the area.
  • Look at the a the suggested communities for the shape of the settlements in the area, check that this fits with background and modify.
  • Decide how you want to vary the urbanization stats based on the settlement you are deciding to define.
  • Look at the numbers suggested for guidance on the shape of community.
  • Change the numbers to reflect the following factors as you see fit;
    • Politics
    • Religion
    • Economics
    • History
    • Leadership
    • Making a Fun Game
  • Assume most laymen will be placed out of urban areas in the clans
  • Keep a count of the remaining tradesmen and artisans and place them on the fly or as you want to specify the other urban areas, such as surrounding towns and villages.

File

Download the excel file here

Glorantha Trades and Community Guide v1.2

As far as I know the tools clean of viruses, but be sensible and check it.

Uz Story – How We Came Here

The Uz  first came to the Elder Wilds when we followed Gash and Gore, travelling through the hurtpalce, when they created the castle of lead our lands spread out far beyond the great mountains and into our hills.

These were our places the Aldryami, Humans and Mostali could not stand with us. We called them Gorks place and Torks place and they were ours. We made became friends to the giants in the mountains and hunted the thunder lizards that lived in the land. Zong came to us and taught us his ways, we understood the wild and the hunt.

When chaos came its armies poured through our home in the darkness causing great devastation, many UZ were killed and we retreated against the great evil. Surviving in our caves, burrowing deep or fighting so hard that the chaos passed us by.

We fought alone and together, we pushed the chaos back and we survived. Our wise mother  thought hard and long, and after she had learned deep secrets no other knew. She agreed to the compromise and the dawn came.

In the dawn our Elder Wilds were good hunting lands for trolls, the elves did not bother us, the humans were few and hunting was good. Some came here, some lived here, and we were as much as part of this land as any other.

We then fought for the first council pushing the sun men out of their lands, we travelled through the Elder Wilds, did whilst the man and the elves did little to help in their fight. Then as well as being  cowards they became insane and decided they should make a new old God.

It was only the Uz and the Dragons who could see this folly. So then first council attacked us and drove us out of homes of Tork and Gork with the help of the deceiver. They stuck the Uz with the most evil of curses, that grieves the great mother Kygor Litor.

It was not until the Lord Arkat came from the south and burned all the plant men  at travelling stone, that we started to reclaim out lands. We fought the rest of the plant men as he destroyed the deceiver.

After that he came and lead us against the plant men and gifted all of the lands now known as Balazar and the Elder Wilds. However the plant men continued to fight us and the humans helped them, lying to us and  saying they were out friends but helping the Elf when our back was turned.

Then came the Dragon Empire which aided the plant men and the humans to push out off our rightful lands given to us at the Dawn and again by the Lord Arkat. We were pushed back even from our sacred places, to the other side of the mountains.

We gained our revenge in the Greart Uz Raid. We broke the Stone Mens Mountain fortress and poured over the mountain and burned the forests, destroying one of the great trees of the Aldyrami. We had returned to take our rightful lands back.

Many clans an tribes came over the mountains. The tribe of Trang lead the way. We pushed the plant men from the lands of Tork and regained our sacred places. We ate tree, bush and plant. They could not stand before us as we claimed back what was rightfully ours.

The dragon empire had built upon our Land of Tork, and when the treacherous plant men fell upon them, hurting them. Then we came out of the ground, from our caves and caverns, through tunnels and the out of the night and we fell upon them. We slew man, Dragonewt and plant man, we pulled down towers and we burned trees. We took back our ancient home of Gork.

Tribes have come and tribes have gone. Clans that used to belong are no more, clans that never were are now. However the Trang have remained strong. We protect and guard the sacred places. We ensure our Gods get the worship they deserve and our people remain strong in spirit and magic.

Trolls from the Blue Moon Plataeu have come and spoke with us, asking to us to serve the red moon that cast its foul light in the night sky. We say no they would rob us of our lands as did the second council and the dragon men who came after them. We need them not.

The Plant men lie in their small forest, hiding from the Uz. The Stone men have rebuilt their fortress but hide in it. The humans hold their poor lands to the west. But we are Uz we hold our ancient lands of Tork and Gork. We worship at our ancient places, and we keep what was given to us at the dawn and by our Lord Arkat.

This I know not because I was told, or because I read it, or because haggard fool of a witch saw it in the runes. I know because I saw it. I was there from the start to the end. I witnessed it from the first moment to the last breath.

This our land, it was given to us twice, we have taken it back twice. We shall never leave.

– The Words Great Old Mother, as spoken by her Oracle.

References

  • Guide to Glorantha
  • Trollpack
  • Griffin Mountain
  • Johns First Epistle

Troll Leaders of the Elder Wilds

Here are notable political troll figures and leaders of tribes, it is unlikely that pc’s will interact directly with these  figures, but they should in the background adding colour and moving events that may  affect the characters.

Great Old Mother

Leader of the Trang Clan and Mistress Race troll high priestess of Kygor Litor, who never leaves the temple of Kyger Litor at Black Spire Gorge

Her agenda  is to control the religious life of the trolls of the Elder Wilds  but she uses political and religious power very directly, not in a subtle manner. She has been known to deny’s clans and tribes who are out of favour access to major temples. She also has an elite war gang called the Sons of Trang.

She has had an ongoing feud with Cragspider for centuries and the two ancient trolls despise each other with a passion. She claims to have met Arkat and has detailed knowledge of some of the events surrounding the Gbaji wars.

‘The Spider’

The Head of the Gar Tola Tribe and High Priestess of Gorakki, Priestess of Areana. She does everything she can to make her form a mystery, but she is actually a very old uzko who has morphed into part troll part spider form via hero questing

A subtle politician and great gather of information she sits at the centre of a great web of relationships and intrigue she is by far the best informed troll leader in the Elder Wilds.

She always ensures the great Old Mother believes her to be an ally, but she also communicates on a semi regular basis with Cragspider.

Gnasher

The Uzuz leader of the Bone Gnashers and the Guardian of the Wailing Place. He presents himself as a simple Zorac Zoran beserker warlord, but has a much deeper aspect and is a knowledgeable magician and sorcerer, is a devotee of Arkat.

He is an elf killer and the troll leader the Aldryami want slain more than any other. He was present at the burning of the great tree of what is now the  Dangergound. He sees it as his responsibility to stop the elves expanding their forests ever again.

Gorks Daughter

Gorks daughter is a powerful uzko shaman and mystic, also priestess of Kygor Litor. She is often used a channel for Gork himself a powerful darkness spirit.

Is over 300 years old so many believe her to be a uzuz, but is actually an uzko. Her prime motivation is to protect Gork from the Great Old Mother, who Gork believes wants to bind the spirit, and control the worship of Gork.

She rules the tribe of Gork well, but is an isolationist who only really has contact with a number of independent clans the tribe of Danar Tol. She has studied the ruins in Gorks hills extensively and has some knowledge of the magic so the EWF.

Mama Di

The Leader of the Bara Du is an Uzko priestess of Kyger Litor and one of the most fertile troll in living memory. Mama Di is beautiful in troll standards as well as being mother to over 20 healthy uzko

She swears by the effects of the Black Plinth and ensures her tribe controls the lands round it. She also  keeps a harem of male lovers and is jealous of her breeding rights

She is scared of the Grand Old Mother and would never do anything to offend her. A very good practical politician, and the tribe is doing well under her.

Kieger Ba

Zorac Zoran warlord from Dragori Inkarth who  usurped of the  previous leaders Guttuz Tribe, after being hired to lead their raids.

Currently is perusing a damaging conflict with the elves and humans of the bear woods and gets his tribe to raise large numbers of un-dead, especially from the corpses of their own fallen.

He terrorises his tribe and often inflicts atrocities upon his own people. Worshippers of Zong and Kygor Litor are waiting for a leader who could challenge him and the tribe will explode into civil war.

Troll Personalities of the Elder Wilds

Here are a  few of the troll personalities of the Elder Wilds which may be met by characters in a non violent encounter and who hopefully could provide some fun plot twists and turns along the way.

I will do another post for politically and culturally important troll figures later on but thought it best to split them.

Breath of Zong, The Huntsman, The Day Shadow

A mythic figure even amongst the trolls of the Elder Wilds, a solitary Uzuz hunter who has hunted the region alone since before the dawn. He lives for the hunt always looking for harder and more exotic prey to catch, and ways to further test his skills as a Hunter.

Few have seen him, none can remember talking with him, but when we wants to be seen the steam of his breath will be noticed for a second maybe two, before he silently fades away.

He is the guardian of the hunters and watches over all the hunters of the Elder Wilds, troll, man even baboon. He is never seen to intervene but he has saved many hunters from meeting a sticky end without revealing himself.

He is also the self appointed guardian of the hunt and those who kill without following the sacred ways of the peaceful cut, can find themselves in deep trouble in his presence.

The hunt can take him away from the Elder Wilds for seasons as he hears of a beast he must catch or challenge he must face. As the hero wars start he may feel the need to start to communicate with hunters of all kinds.

Worshipper of both Zong and Foundchild will find themselves in spiritual awe him without fully understanding why.

 Ta Cassa , The shadow mother

A noted and powerful ukzo shaman of the western troll wild hunters clans, and a friend of the Blue Dog Eaters. She travels between the clans and is well respected.

Many spirits have talked to her of Blueface the Shaman , and it is her desire to meet and emulate him.  However even she is unsure whether she wants to treat him as a friend, rival or enemy.

She is very aware of the presence of Chaos in the Elder Wilds and knows the locations of both festering isle and the chaos holy ground

Toola Barg

A uzko Argan Argar Worshipper and trader from the Trang tribe, who has run a number of caravans south of the mountains but who believes that trade with the citadels would be quicker than travelling  south.

In the past he has traded with Joh Mith once on his trips into the Elder Wilds, and has gained a map of Balazar and has some basic understanding of the human situation.

He is trying to identify troll goods from the Elder Wilds humans would be interested in. He is interested in clothes, spices, and pungent and tactile luxuries. He is  currently interested in developing a rapport with humans who can introduce him to one of the citadels.

Kol Serap – ‘The Mapmaker’

An uzko Argan Argar priest  Mapping the Elder Wilds with a map of scents, he has moved to the Elder wilds after he complete mapping Dragori Inkarth, where his map of scents gained him some wealth and fame.

He finds life in the Elder Wilds tough and wants to get the region mapped as quickly as possible and move onto the Shadow Plateau or Blue Moon Plataeu, he is not aggressive in nature and is often willing  to parley and negotiate with humans. he is keen do what he can to collects distinct smells and will often pay for ones which would be dangerous for him to collect, such Aldryami sap. He travels with small group of guards

Bassa Rak

A uzko warrior of  the blue moon plateau, holding the rank of Boztakang’s a Son( subcult of Kygor Litor) has travelled to the Elder Wilds to find potential allies and prepare the way for his mistress to come and recruit support for Boztakang’s Empire.

However Bassa  is paying only lip service to his mistresses wishes and is making the most of his time without supervision. He controls a small war party of powerful , well trained well armoured trolls and is currently happy to roam the Elder Wilds doing what he wishes. He knows he needs to get on with the task at hand soon, but keeps putting it off till next season.

Xara Kiri, Watching Mother

An uzko priestess, who runs a small temple to Xiola Umbar a few miles away from Offas Pile. She used to run the temple within the community but felt that trollkin were getting too wild in their behaviour  and was gaining deep concerns about the spirit known as the Eater.

She has moved the temple a few miles away and still cares for the needs of the trollkin of the community as best she can. She is attended by a  group of 30 permanent trollkin attendants and guards who are fanatically loyal to her.

She is currently pondering how to investigate and combat ‘the eater’  without involving troll war parties which will slaughter and eat most of the trollkin.

Votanki vs Balazaring

There are two phrases which pertain to the hunters of the elder wilds, Votanki and Balazarings. The term Votank comes from the children Votank the ancestor who survived the Darkness and taught his children the ways of life.

The term Balazaring generally refers to people who dwell in the kingdoms of Balazar which was created for the humans of the Elder Wilds towards the end of the second age. Often these terms are used interchangeably but they have actually come to refer to two subtly different groups.

The foundation of the kingdom of Balazar brought change to the humans of the Elder Wilds,

  • the importance of the Clan was challenged by the importance of the tribe
  • domesticated animals (pigs) were brought to the area
  • foreign Gods were now worshipped
  • Dynastic leadership was introduced
  • Metal was sought and used on a much larger scale
  • Permanent dwellings were built
  • A professional a warrior cast started to exists

For some hunters this was progress for others it was affront to the ways of Votank that had been passed down via the ancestors. The humans in the Elder Wilds split, those happy with Balazar and his ways who have been called Balazarings since and those who wanted to maintain the ways of Votank who kept the title of Votanki.

The Balazarings gathered around the citadels and the central areas of Balazar. The Votanki removed themselves and hunted the wilder places, the fringes and the Elder Wilds proper. Votanki Clans can be found on the Redlands borders,  in woods and hills in the pent borderlands, in the less dangerous areas of the Elder Wilds and the fringes of Balazar.

Over the years the numbers of Votanki know of by the Balazarings dropped significantly some were killed by the elder races, some starved, other drifted too far away, some just retreated into their hunting grounds and never interacted with other Clans.

However since the Lunar Empires  invasion of Elkoi and the arrival of Lightbringers in Balazar, a new  Votanki movement has sprung up, clans have pulled away from the citadels, forgotten Votanki clans have moved back towards Balazar and Namara is leading a tradition of shamans exposing a Votanki philosophy.

A table showing some of the differences between Balazarings and Votanki

Balazaring Votanki
Affiliation Clan and Tribe Clan Only
Foreign Gods Yelmalio, Balazar, Seven Mothers, Lightbringers None
Use of Metal When Possible No
Eats domestic animals Will trade for Will avoid
Clan Leadership Council & chief Council
Clan Totem Animals, Plan, ancestor Animal, plants, ancestor, nature spirit, elemental
Worships Gods Yes No
Hereditary Leadership Sometimes Never
Permanent Dwellings Sometimes Never
Trade with foreigners Yes No

The Clans of Balazar

stream picThe Clan is the key social unit of Balazaring society. Clans are comprised of numerous family groups called hearths, which often have close extended family ties to each other. A clan is governed by a  council of 5 to 11 elders.

Clans average 420 people but can be as small as 200 or the citadel clans can be up to 1500 members in size. With an average clan size being 420 people and there being 130,000 humans in the Elder wilds this means there are roughly 310 different clans of humans including the three citadel clans.

The clans do come together to form the three Tribes of Balazar. A clans allegiance to a tribe is earned and not deserved, but there are many Clans who have been part of the same tribe since the three tribes formed.

However other tribes move allegiance between tribes regularly, others move between being part a tribe and  being independent, and some have always remained independent from the tribes as a matter of choice.

The current splits is as below;

Citadel

Elkoi
Clans

Trilus
Clans
Dykene
Clans
Independent
Clans
Votanki
Clans

Total

Firmly Associated 16 34 24
Moderately Associated 18 26 27
Loosely Associated 12 32 14
Total 46 92 65 68 39 310
Approx population 19320 38640 27300 28560 16380 130200

A firmly associated clan is fully committed to its tribe and its tribes current leaders. They respond positively to requests from tribal king, support tribal raids, hunts and initiatives. They will respond positively to other clans in the same tribe. They tend to be have hunting lands close to the citadels, visits their citadel often and have close ties between clan and tribe leaders.

A moderately associated clan is comfortable with its role in the tribe, but any not have close ties with the current king of Dynasty. It will make sure they do not upset the King or other clans in the tribe.  Responses will be varied, and clan issues are much more important than tribe issues. They usually have hunting lands further removed from the citadels, and ask for aid from Citadel warriors much less frequently.

Loosely associated clans have little interest in the tribe at all, but are not willing to take the risks needed to  leave the tribe and sever ties with the king. The try to isolate themselves from the affairs of the tribe as much as possible. This tends to be for reasons of geography, decisions of the clan elders or incompetence of the current King.

Independent clans are clans which have been part of a tribe before but currently have broken all ties with tribes and are self governing. they share very similar culture and outlook as clans in tribes and tend to be related within Balazar proper.

Votanki clans tend are independent and have never been part of tribe. They are much more conservative that the other clans and reject the tribal system and the worship of foreign Gods just as Yelmalio and Balazar. They are situated on the fringes of Balazar, across the Dangerground and towards the northwest of the Elder Wilds.

Holay Mercenary Companies

Just some background I did to give me an understanding of what company sized mercenary units the Lunars could rotate through Elkoi.

Name Troops Type Location Arms Cults
The Grey Lancers 100 Heavy Cavalry Filichet Lance, Sword, Shield, Leather Armour Redalya
Brother Hounds 80 Peltast Dog Plains Javelin, shield, short sword Jajagappa
Gowans Square 144 Heavy infantry Mrins Cross Pike, Shield, Sword, & Bronze Armour Lunar
Moon Swords 80 Infantry Thernan Spear, Shield,  leather amour Lunar
The Crimson Horse 180 Heavy Cavalry Mirins Cross Lance, Sword, Shield, Leather Armour Redalya
The Spears of the Dawn 300 Peltast Mirins Cross Javelin, shield, short sword Yelmalio
The Company of the Road 400 Heavy Infantry Mirins Cross Long Spear, Kopis, Shield, & Bronze Armour YanafalTarnis
Silver Stars 30 Light Cavalry Mirins Cross Lance, Bow, Shield, Leather Armour Yelorna
Grey Guards 3 * 100 Caravan Guards Filichet,
Fyliich Kwan
Dolsonin
Sword, Shield, Javelin leather armour Orlanthi
The Watchmen 80 Militia Holay Fort Spear, Shield, Leather  with some bowmen Lunar
The Ploughmen 80 Infantry Dolosin Sword, Shield, Leather Armour Banatar
Dragonbreakers 200 Heavy Infantry Barnborn Axe, Shield, Bronze Armour AlakoringDragonbreaker
Bostok Bows 50 Archers Bostok Bow, Kopis, Leather Armour Lunar
Jabers Spears 200 Infantry Saird Spear, Shield,  Leather Amour Lunar
Red Sisters 80 Mixed Filchet Mixed Redalya
The Rivermen 120 Peltasts Banborn Javelin, shield, short sword Mixed
Sundome 800 * 2 Heavy Infantry Sundome Longspear Yelamaio

 

A Mythic History of Griffin Mountain

By Quintas Von Orltas, The Empires leading scholar on Balazar and the Elder Wilds

Griffin Mountain has only be called that name for the past 160 years, it has been called many things many people’s over the years.

The horsemen of Pent call it ‘Little King Mountain’, the trolls of the Gork Hills call it ‘the lonely giant’, the Aldyrami of Er’oring Wilds call it the ‘High Place’  and Wind Children of the Rockwoods call it the ‘Sacred Cloud’.

Griifin Mountain

It is highly likely that mentions of the ‘Er’oring Mountain’ found in some EWF texts actually refers to what we now know as Griffin Mountain.

Its history is not well known by any of these groups, and has only been uncovered by consulting with the oldest of sources, talking with spirits who have remember these things but forget who they are and the performing of Goddesses’ deepest magic’s.

As with many mountains before the dawn it was associated with the Gods of Air, Birthed towards the end of the God War the mountain is a manifestation of a Kolati called Umi.

Umi was a quiet and peaceable Godling unlike many of her kin. Content with her solitary place between sky and  earth she took many lovers and was the mother of many sylphs and a number of aeries of Wind Children. Some who lived on the mountain, others who lived in the Rockwoods. She was friends with most, and shared her magic with the Elves of Er’oring wilds to create the Windberry trees which adorned the top of her mountain.

Little is known of how Umi was ripped asunder by Cacodemon in the Great Darkness and why she never returned after the Dawn. Her children continued to dwell on her mountain Slyph and Wind Child worshipping the Spirits and Gods of the Air.

The first age passed with little note, the Elves of the Elder Wilds talked with them, but they have no interest in councils and new gods, equally they had no interest in the wars which followed much to the  annoyance of the local Aldraymi.

It wasn’t till the Aldraymi of the Elder Wilds joined with the EWF in the 2nd age that things began to change. The Great Dragon project was under way and the mountain became an important site in preparation of the ‘Dragon to Come’.

Dragon friends failed to persuade Umi’s children to involve themselves in the project, and a result the Umi’s Mountain was attacked, many were killed those who were not fled to the Eastern Rockwoods. The Orlanthi of the EWF prepared the mountain for their use in the project from settlements in Gorks Hills.

The Aldryami uprising of 890 destroyed the EWF settlement in Gork Hills, who we can only assume they abandoned the mountain soon after as the Empire disintegrated.

The mountain went unoccupied for 50 years before a handful of Umi’s Children returned, however it was not long before they were forced out by a dream dragon which according to documents burned up much of the Redlands before it dwelt in the mountain for close to 100 years, only for it to disappear when our Glorious Lady ascended into the Sky.

Umi’s children returned and dwell on the mountain for many years forming two distinct aeries atop the mountain, but conflict begins with some of the local elves over hunting lands. The conflict stagnates as neither side is able to challenge the other  preferred environment.

Only when Seomal Sunfollower a yelmalian aldryami heroquester invites Griffin friends to aid the Elves that Umi’s Children are forced from the Mountain for the final time.  The Griffins claim the mountain as their own and have dwelt there since, and its current name has stuck with the peoples of the Redlands and Balazar.

Demographics of the Elder Wilds

A slightly more detailed breakdown of population than we get in the Guide to Glorantha(GtG), I have done this for a number of reasons.

Firstly it shows a number of the races which do appear in Balazar and the Elder Wilds, but not in significant enough numbers to merits space in the GtG. So Newtlings, Broos, Giants and dinosaurs were always in Griffin Mountain but not in significant enough numbers to get a mention in the guide.

The next reason is to add extra distinction within the major races, so troll numbers have been split down into subtypes. Humans have been split into social groupings, and other types of Aldyrami have been added to supplement the Elves.

Also one of the deviations from the standard background is the introduction of a significant number of  Tusk Riders mercenaries by the Lunar administration.

The final reason is to add some groups who would be present in the Rockwood mountains but never made it onto the GtG list, specifically the gargoyles and the wind children. These do not represent all of these species within the Eastern Rockwood Mountains, but those that are adjacent to and likely to interact with the Elder Wilds.

Population
Humans  130,000
  Dykene Citadel 1,300
  Elkoi Citadel 2,000
  Trilus Citadel 1,700
  Dykene Clans 26,000
  Elkoi Clans 18,000
  Trilus Clans 36,000
  Independent Balazarings 28,000
  Votanki* 16,000
  Lunar Villages 850
Elves 70,000
  Elves Green 50,000
  Elves Brown 20,000
  Dryads 800
  Runners 20,000
  Beastmen 1,200
Trolls 430,000
  Trollkin 260,000
  Trollkin Superior 90,000
  Dark Trolls 65,000
  Great Trolls 12,000
  Misstress Race Trolls 8
  Cave Trolls 1,200
Dwarves 100,000
Baboons 4,000
Broos 2,500
Chaos Other 2,000
Dinosaurs – Assorted 360
Gargoyles 400
Giants 28
Griffins 50
Newtlings 1,200
Tusker Riders 900
Wind Children 8,000
Assorted Monsters & Weird Stuff 500

*Votanki are distinguish from Balazarings because they usually not found in Balazar. They have never sworn allegiance to Balazar or any other Citadels, they refuse to worship foreign Gods such as Yelmalio, and cling to a way of life as passed down from Votanki at the Dawn.  They are usually found in high mountain, deep forest throughout the Dangerground and the northwest of the Elder Wilds.