Category Archives: Balazarings

NPC’s Domio & Katalin- Redrock Orlanthi

These are two characters that didn’t make the final cut for Back to Balazar. They were intended but as the book grew, I had to make compromises and these were never fully written up, though mentioned in passing.

On there own and dropped into different settings they can be useful supporting NPC’s in any clan based campaign,with tweaks to history and relationships, but for the full effect and context they should be used with Details in the Back To Balazar supplement.

Description

This couple were part of the Redrock Clan, but have intentionally distanced themselves from the group led by Lan Stromson. They now dwell in one the few stone houses within the Citadel of Trilus. They stepped back from a life of adventure, conquest and violence. Subsequently they seek to raise their family in peace and a relatively safe environment. Relations with the rest of the Redrcok clan are still positive, but strained, with most of the clan understanding but feeling let down by their choices.  

They maintain excellent relations with the other Lightbringers and good relations with all in Trilus. They are notable figures on friendly terms with the Royal Family, and well respected at the Llightbringers hall.

About 5 years older than most of the other surviving members of the Clan, the couple were responsible for leading the group down into Balazar, connecting them with the Trilus Orlanthi and participated in the raids on Festering Isle and Griffin Mountain amongst others. However after the debacle at Tashford which saw the clan fractured and beaten, they returned to Trilus to look after their own, as well as Lan and Rahkals’ children. 

Residing in Trilus since that time. They have been living off substantial savings, supplemented by Domio providing occasional weapons training for the King’s troops, the Orlanthi and anyone else who can pay. They prefer a life of peace to that of violence and adventure, thus Domio will now only ride out with Torath s party if severley pressed. They were central to the Redrock’s clan as it regrouped within Trilus, but refused to leave as the rest of the clan headed for the Dangerground in 1624.

They are the parents of two girls Senka 9, Mishka 5 and two boys Timik 7, Oushka 4 who are friends with Yalarings youngest Mel and Gan-Gan amongst others. The players are very likely to encounter the family at the Lightbringers Hall, around the Citadel and even in the Royal Palace.

It is rare that they will initiate interaction with the characters, but if the characters do they will be polite, kind, helpful and supportive to Orlanthi and Balazarings until given reason not to be. Lunars will be treated with caution and suspicion, but can win them over. How players treat their children can be a key into developing a good relationship with the couple.

This couple could be a good source of advice, mentorship, common sense, and information to a party of adventurers. They are also well connected in Trilus, with the Redrock clan and across Balazar.

Domio

Human Balzaring, Male 32, Initiate of Orlanth

Unnerving, Insightful, Obtuse, Smart, Distant

A slight build and quiet demeanour, mask an intensity, quirkiness and restlessness in manner, that mean many people find Domios company disconcerting. He draws the eyes and holds the attention of those in his company, but he does not put them at ease.

A deep thinker, who is creative in his solutions to many issues and engages in intense bursts of creative energy before again settling into the background. Highly intelligent Domio enjoys bemusing and confusing other people, as his brain jumps quickly from one subject to another, he will happily embarrass the pretentious or ill informed. When comfortable and engaged he is charming, warm. articulate, funny and can unleash a devastating but good humoured wit. But those moods can be short lived.

His opinions are sought after by many Torath, King Yalaring, Lan, and Quintas have all sought his views, critique and  guidance on various issues.  He sees himself as a realist and his opinions are at odds with the Orlanthi virtue of honour, often advocating practical solutions others will see as dishonourable or immoral.

He is haunted by the amount of death he has seen and the amount he has dealt. Though understanding the violent nature of the world, he now seeks to avoid placing himself in violent situations when he can, but as a weapons master this can be difficult. He has no cause or dreams beyond raising his family in peace and prosperity, he is cautious of men with causes to kill and die for.

When in a situation he finds too uncomfortable or dangerous he will withdraw, without word, explanation or warning, heeding not social expectations. It then may be many hours or days before he seeks the company of others.

Though he has spent many years living in the wilds and is an accomplished hunter and woodsmen,  Domio now prefers life within the citadel and ventures out in the wilds rarely.

 Characteristics

STR 14   CON  14 SIZ 12    INT 18   DEX 16

CHA 13 POW 17 Hit Points:15     Move: 8

DEX SR: 1 SIZ SR: 2

Runes & Passions: Air 77%, Darkness 67%, Movement 84%, Illusion 63%, Devotion (Orlanth) 64%, Love (Family) 88%, Patience 89%. Illumination 14%, Hate Chaos 73%

Rune Points & Spells : 7 Orlanth – Dark Walk, Divination, Flight, Heal Wound, Lightning, Shield, Wind Words.

Spirit Magic: Befuddle, Disruption, Healing 4, Bladesharp 4, Silence

Magic Points: 17 + 9 + 6

Damage Bonus: +1D4

Spirit Combat Damage: 1D6+3 

Weapon%DamageSRPts
Broadsword96%1D8+1+1D4512
Medium Shield76%1D6+1612
Javelin106%1D1028
Dagger88%1D476

Armour: Usually none , but owns Heavy Scale Hauberk,(5pt), Light Plate Vambraces & Greaves (5pt), Closed Helm (5pt)  .

Skills: Animal Lore 72%, Battle 59%, Climb 55%, Dodge 87%, Hide 88%, Homeland Lore Balazar 78%,, Insight (Human) 86%, Meditate 74%, Move Quietly 87%, Jump 67%, Listen 84%, Peaceful Cut 76%, Orate 74%, Ride 82%, Scan 94%, Sleight 78%, Spirit Combat 79%, Survival 74%, Track 86%  

Languages: Balazaring 74%, Tradetalk 48%, Satarite 24%, Stormspeech 48%

Magic: Power Storage Crystals POW 9, POW 6. The following spirit charms: Detect Life, Detect Enemy, Demoralise, Hide Scent, Knockdown


Katalin

Human Balzaring, Female 31, Initiate of Orlanth & Hearth Mother

Independent, Wise, Nurturing, Sharp Tongued, Judgemental

Though warm, loud, friendly and gregarious with her friends, Katalin will be guarded and distant with strangers on their first meeting. She will be polite but will examine them to determine both are a threat and are worth my attention. 

She is the daughter of Rauel the former chief of the Redrock clan ,older sister of Rahkal and the Matron of the Redrock Clan. She is very defensive of her sister and her children, as well as being  maternal over all of the Redrock Clan. Holding a dislike for Lan for his treatment of her sister and his children. Her decision to remain in Trilus was for the safety of her children, she misses her sister and the rest of the clan and wishes they had not joined Lan in what she sees as a dangerous and unnecessary misadventure out in the wilds.

Though she has had 4 children Katalin maintains the toned physique of a warrior and much of the beauty of her youth. She sheares delicate features with her sister, but her eyes carry a gravity weariness which speaks of weight, responsibility and pain.

Through the myths and legends she has learned many stories of the cult of Ernelda and would be interested in worshipping the earth mother, but there are no priests to teach her and no cult to join in Balazar.

Characteristics

STR 12   CON  15 SIZ 11    INT 15   DEX 16

CHA 16 POW 16 Hit Points:15            Move: 8

DEX SR: 1 SIZ SR: 2

Runes & Passions: Air 77%, Earth 67%, Movement 71%, Life 63%, Devotion (Orlanth) 64%, Love (Family) 88%, Hate Chaos 76%, Hate Trolls 73%

Rune Points & Spells : 6 Orlanth – Analyze Magic,Heal Wound, Mist Cloud, Restore Health, Shield, Wind Words

Spirit Magic: Awaken, Befuddle, Detect Life, Dispel Magic 4, Disruption, Fireblade, Protection 3

Magic Points: 16 + 12 + 8

Weapon%DamageSRPts
Shortsword86%1D6+1512
Medium Shield76%1D6+1612
Comp  Bow93%1D8+128
Dagger78%1D476

Armour: Usually none , but owns Light Scale Hauberk,(4pt), Light Plate Vambraces & Greaves (5pt), Open Helm (5pt)  .

Skills: Animal Lore, Dodge 76%, First Aid, Ride 87%, Hide, Insight Human 78%, Listen 78%, Manage Household 73%, Move Quietly 67%, Plant Lore 65%, Survival 64%, Scan 84%,  Spirit Combat 56%, Track 62%, Treat Disease 45%

Languages: Balazaring 82%, Tradetalk 44%, Satarite 16%, Stormspeech 41%

Magic: Power Storage Crystals POW 12, POW 8. Matrix of Healing 6 in silver broach. The following spirit charms: Bear Pain X 2, Countermagic 4, Farsee, Mobility, Second Sight

Compatriots of King Yalaring Monsterslayer

Just over 15 years(10 years ago in the Griffin Mountain Campaign as written) ago King Yalaring Monster Slayer was an upstart adventurer making his name across Balazar. Like most with a group of compatriots, friends and hangers on.

These people were key figures Yalarings campaign when he usurped the Gadaringer dynasty and formed his inner circle.

What happened to Yalaring is well known , but his friends and compatriots have had different fates, Some still live in Trilus others will visit from time to time. Let me introduce them;


Karani Bluestone
Head of the Citadel Guard, Initiate of Foundchild

Karani was King Yalaring’s closest friend when they were growing up and remains so.  Born a balazaring hunter in the Impala clan he is a small and wiry man, who is competent in battle but by no means the greatest of warriors . However he is brave, tenacious and absolutely ruthless. Continue reading Compatriots of King Yalaring Monsterslayer

Balazaring Encounters & Happenings – Part 1

After Clint Hills brilliant posts on the big rubble (see here) I have risen to challenge and started to create some miscellaneous encounters and plot hooks with a Balazar feel. I also did first come across these kind of encounters in Griffin Mountain many years ago.

The following are ideas for one off colour encounters or maybe hook and starting points for a whole story or campaign theme. I would suggest not rolling using random dice rolls in gaming session to select but perusing the ideas and choosing what would work for your group, or using these ideas just to spark your own.

I have intentionally left many loose ends and unexplained details to allow some creativity from both players and GM.

1. The Lost Child – Repeatable, Balazar
A small Balazaring human child can be found alone, crying and wandering in the wilds. The child is about 2 years old and understands the Balazaring tongue but is not able to speak yet. Continue reading Balazaring Encounters & Happenings – Part 1

Balazaring Encounters & Happenings – Part 2

The next set of miscellaneous encounters which may be found in Balazar numbers 11 -20.

11. Lost Pack Beetle – Repeatable, Anywhere
A tired , drained but fully laden pack beetle of a troll merchant is mooching and hiding in a shaded corner. It’s owner or guards are nowhere to be seen. If approached it will attempt to ram players, knock them over and run  away. However if chased it will soon tire as its in an exhausted state.

There are a large range of troll goods which are mainly disgusting,  but may include something useful or appealing to for humans.

Continue reading Balazaring Encounters & Happenings – Part 2

Balazaring Encounters & Happenings – Part 3

The next 10 miscellaneous encounters for Balazar;

21. A Localised Frost – Repeating, Anywhere
A heavy and unseasonal frost falls in the night. Characters wake numerous times in the night with teeth chattering, and the sounds of distressed animals calling out in the night. Even in the night the whiteness of the frost can be seen spreading. Those who watch carefully maybe able to see white figures floating through the night, the frost emanating from there silhouettes.

The players will gain no power or recover from any wounds that night, they will have to make a constitution (or stamina) role to not be significantly fatigued for the next day.

The next morning the frost covers a area with a radius of a couple of miles. The players will also discover a wild animal standing still which has been frozen completely solid, with a terrified look upon its face.

22. High Falls – Once, Anywhere
The players find a beautiful waterfall where a stream plunges 60 foot into a deep pool, behind the waterfall is a cave which is secluded and dry apart from it the rainiest of seasons. Continue reading Balazaring Encounters & Happenings – Part 3

WOD:Glorantha – Balazaring Character Archetypes

Seeing as I have got the character definition a system just about started I thought id start to stat a few things up with as a test, below are the archetypes for the Balazar region.

These are quick stats for generic people you may meet and a nice place to start from if you are building more fully rounded NPC’s. I will fill out a few more types later in other posts but here some balazaring archetypes top start with.

From this point on all NPC’s and encounters will defined by WOD:Glorantha and maybe links to RQ6 encounter generator and any subsequent incarnations.

Archetype –  Balazaring Hunter, Foundchild initiate

Nature:                  Varied
Demeanour:        Predator/Traditionalist/Wanderer/Survivor
Physical:               Strength  2, Dexterity 3, Stamina 3
Mental :                 Intelligence 2, Wits 2, Perception 3
Social:                     Manipulation 2, Appearance 2, Charisma 2
Talents:                  Alertness 3, Athletics 2, Brawl 2, Dodge 2,
Skills:                      Archery 3, Crafts 2 , Melee 2, Stealth 2, Survival 3
Knowledge’s:      Culture 2, Medicine 3, Myth 1, Spirit Lore 1
Essence:                 2
Quintessence:     7
Willpower:            3
Runes:                    Fire 1, Death 2, Harmony 2,
Spirit Magic:        Beast Call 2, Disruption 2, Mobility 2,Speedart
Rune Magic:        Pact foundchild 4
Virtues:                  Vigor 3, Trust 3, Generosity 3
Backgrounds:     Cult Status 1,  Dogs 2, Family 2, Destiny or Past Lives 2, Witta 2
Flaws & Merits:  None
Gear:                       2H Spear 3pt, Hand Axe 2pt, 1 pt furs

Archetype –  Balazaring Raider, Foundchild initiate

Nature:                 Varied
Demeanour:       Predator/Traditionalist/Wanderer/Survivor
Physical:               Strength  3, Dexterity 3, Stamina 3
Mental :                 Intelligence 2, Wits 2, Perception 3
Social:                    Manipulation 2, Appearance 2, Charisma 2
Talents:                 Alertness 3, Athletics 2, Brawl 3, Dodge 3,
Skills:                     Archery 3, Crafts 2 , Melee 3, Stealth 2, Survival 3
Knowledge’s:     Culture 2, Medicine 2, Myth 2, Spirit Lore 1
Essence:                2
Quintessence:    7
Willpower:            4
Runes:                    Air 1, Death 2, Harmony2,
Spirit Magic:        Beast Call 2, Disruption 2, Mobility 2,Speedart, Bladesharp 2
Rune Magic:        Pact foundchild 4
Virtues:                  Vigor 4, Trust 3, Generosity 3
Backgrounds:     Cult Status 1, Dogs 2, Destiny, Family 2, Past Lives 2 Witta 2
Flaws & Merits:  None
Gear:                       2H spear 3pt, Hand Axe 2pt, Heavy Furs or leathers 2pt

Archetype –  Balazaring Gatherer, Hearth Mother Initiate

Nature:
Demeanour:         Traditionalist/Wanderer/Follower/Survivor
 Physical:               Strength  2, Dexterity 2, Stamina 3
Mental :                  Intelligence 2, Wits 3, Perception 3
Social:                     Manipulation 2, Appearance 2, Charisma 2
Talents:                  Alertness 3, Athletics 2, Brawl 2, Dodge 2,
Skills:                      Archery 2, Crafts 3 , Melee 2, Stealth 2, Survival 3
Knowledge’s:      Culture 2, Medicine 3, Myth 3, Spirit Lore 2
Essence:                 2
Quintessence:     7
Willpower:            3
Runes:                    Fire 2, Life 2, Man
Spirit Magic:        Beast Call 2, Disruption 2, Mobility 2,Speedart, Bladesharp 2
Rune Magic:         Pact Hearth Mother 4
Virtues:                  Resilient 3, Trust 3, Compassion 3
Backgrounds:     Cult Status 1, Destiny, Family 2, Past Lives 2 Witta 2
Flaws & Merits:   None
Gear:                        2pt spear, 2pt knife, 1 pt furs or leathers.

Archetype –  Balazaring Citadel Warrior, Yelamlio Initiate
Nature:                  Varied
Demeanour:        Bravo/Cavalier/Traditionalist/Preditor/Survivor
Physical:               Strength  3, Dexterity 3, Stamina 3
Mental :                 Intelligence 2, Wits 2, Perception 3
Social:                    Manipulation 2, Appearance 2, Charisma 2
Talents:                  Alertness 2, Athletics 2, Brawl 3, Dodge 3,
Skills:                      Archery 3, Crafts 2 , Melee 3, Stealth 2, Survival 2
Knowledge’s:      Culture 2, Medicine 2, Myth 2, Spirit Lore 1
Essence:                 2
Quintessence:     7
Willpower:            4
Runes:                    Fire 2, Death 2,  Truth 1,
Spirit Magic:        Protection 2, Disruption 2,Speedart,  Bladesharp 2
Rune Magic:         Pact Yelmalio 3
Virtues:                   Vigor 4, Trust 3, Generosity 3
Backgrounds:      Cult Status 2, Destiny, Past Lives 2, Status 1, Witta 2
Flaws & Merits:   Geas -Never trust a foreigner,
Gear:                        2h Long spear 3pt, Battle Axe 3pt, 3pt Light Scale, Medium shield 1pt

Archetype –  Balazaring Pig Farmer, Yelmalio lay member
Nature:
Demeanour:         Follower/Curmudgeon/Traditionalist
Physical:                Strength  2, Dexterity 2, Stamina 2
Mental :                  Intelligence 2, Wits 2, Perception 2
Social:                     Manipulation 2, Appearance 2, Charisma 2
Talents:                  Alertness 2, Athletics 2, Brawl 2, Dodge 2,
Skills:                      Animal Care 3, Crafts 2 , Commerce 2, Melee 1
Knowledge’s:      Culture 2, Medicine 2, Myth 1, Divine Lore 1
Essence:                 1
Quintessence:     4
Willpower:            3
Runes:                    Fire 1, Truth 1, Life 1,
Spirit Magic:         Endurance,  Heal, Becalm
Rune Magic:          None
Virtues:                   Vigor 2, Trust 4, Generosity 4
Backgrounds:       Cult Status 1, Family 2,  Property 1, Status 2, Witta 2
Flaws & Merits:   None
War Gear:               Knife 1pt,  Club 1pt, leathers 1pt

Archetype –  Balazaring Crafter, Yelmalio lay member
Nature:                    Varied
Demeanour:          Architect/Follower/Perfectionist /Traditionalist
Physical:                 Strength  2, Dexterity 2, Stamina 2
Mental :                    Intelligence 2, Wits 3, Perception 2
Social:                       Manipulation 2, Appearance 2, Charisma 2
Talents:                    Alertness 2, Athletics 2, Brawl 2, Dodge 2,
Skills:                        Crafts 4 , Commerce 2, Melee 1
Knowledge’s:        Culture 2, Medicine 2, Myth 1, Divine Lore 1
Essence:                  2
Quintessence:      7
Willpower:             3
Runes:                      Fire 2, Truth 2, Mastery
Spirit Magic:         Endurance,  Crafters boon, Glue, Repair
Rune Magic:          None
Virtues:                   Vigor 3, Trust 3, Generosity 3
Backgrounds:       Cult Status 1, Family 2, Influence 1, Status 2, Witta 2
Flaws & Merits:    None
War Gear:                1H Short Spear 2pt, knife 1pt leathers 1pt

Tasha Yarick,

Hearthmother Initiate, 17
Runes: Fire, Illusion, Communication
Threat Level **
Traits: Disarming smile, Calm, Brave, Dependable, Suspicious

A young Elkoi balazaring clanswoman , who is the Orlanthi balazarings Thrax’s Halfface main informer and contact in Elkoi.

Her mother  was killed some 6 years ago by Lunar soldiers on ’R & R’. She now works as a tavern girl in the Kings Inn in at Elkoi and has done for the past 2 years.

Thrax encountered her when she said she wanted to she wanted to join Orlanth and fight Lunars, which was never  going to be a good fit. He claims he will connect her with his friends her when ‘she has done this job for him’, but it is never likely to happen.

Tasha has no combat capacity but she has been taught to read and write some Lunar by Thrax. He thinks highly of her, and says she ‘has balls bigger than any mans’. He however struggles to know he will probably get her killed

She has  developed a love of gambling and sometimes can be found dicing with the soldiers in her leisure hours. She has a good understanding of what is going on in Elkoi and is sometime cocky and shows off to much what she knows.

Plot uses: Thrax will be the main employer in plots with Tasha, they could include the following

  • Players must meet to her to collect information or interesting items.
  • Players must ‘deal with’ someone who suspects her without arousing further suspicion
  • She is possible target of a rescue mission after being captured,
  • or a possible example of the dreadful cost of conflict and a follow up revenge mission.

If you have Lunar characters try a find the spy mission, then the decision of do you hand a defenceless 17 year old girl over to be tortured and die.

Thrax Halfface

Balazaring Adventurer and Scout, Lates 20’s
Runes: Air, Illusion, Movement
Traits: Bitter, Calm, Perceptive, Decisive, Generous

Two things are striking  when a person meets Thrax, the first is the mask he wears over half of his face and the acid burn marks visible underneath it and the second is his refusal to wear cult markings of any sort.

As regards his cult affiliations this is not  a matter he comments on, but he was known to be one of the Balazaring Orlanthi at some point in the recent past. he is a member of Redock clan and is working hard to help Lan establish a community at Swim Here.

His demeanour comes across a man who is in control, highly efficient, aware, friendly but highly dangerous if he decides to be.  Usually when people get to know him Thrax is positive, generous and funny, not many people see that side of him quickly. However sometimes his mood turn darker and he becomes a bitter man you seems to  feel that he has been cheated in life, or that he has done something to deserve a dark fate.

He dresses well and looks more like a rich tarshite warrior than a votanki hunter.  Often he goes my moniker of Anthon of Dykene, especially when travelling around Elkoi.

Thrax and Lan were close friends through there teenager years, and comrades in arms as young men. Thrax is a both a competent hunter and proficient warrior. However after the windsword was found they became more distant and some unspoken tension lies between them.

As well as being a competent warrior, Thrax is the scout and information master for the Redcock clan and for Lan in particular. He has a spy and information network which covers most of the major centres of Balazar and spends a lot of days in the saddle travelling between contacts.

He trades information with Torath and Pay as a matter of course, is open with King Yalaring when it suits both parties and occasionally deals with  Dykene and the Yelmalio temple through Starnia.

He often will hire people for little jobs where he gives little information about himself or the larger picture, people who perform well get brought into his circles. He has become a skilled herbalists who is very skilled in the use of poisons and antidotes.

Secrets:

When they came down from the North Thrax had a young wife called Marka, she like the rest of them was a survivor of a massacre and a refugee. Where others recovered Marka never did. She became disturbed and distant, seeking after answers where there were none.  She changed, during the Festering Isle quest it became apparent that the change was significant. She had embraced chaos*.

She left them and there were many discussions in the clan of whether she should be caught or killed, healed through magic or death. Thrax did what he felt he must and sort her out and pleaded with her to turn away from her bitterness and finding healing. She appeared to accept and kissed him. Her saliva burnt his mouth. She spat in his left eye and burnt it out. She licked all of one side of his face scaring it and she left him burned and tortured alone in wilderness.

Since that point Thrax felt no love for Gods, no trust in them. He acknowledges them but refuses to worship them.

He still seeks his ex wife for reasons and plans he does not know or understand. She is out there somewhere in the wilderness.

Thrax’s is other secret is that whilst Lan and Rahkal were apart, he had a ongoing relationship with Rahkal and feels deeply for her. This has never  spoken about by any of the three since Lan and Rahkal connected, but is an unspoken truth that all are aware of.  Also most people close to the three of them know and make a point of never mentioning it publically.

It is very possible if Lan was to seriously mistreat Rahkal feelings would be expressed and a fight would ensue.

*Ref note it is very possible that Marka is a new incarnation of Granny Keeneyes.

Nature: Plotter
Demeanour: Manipulator
Physical: Strength 4, Dexterity 6, Stamina 5
Mental: Intelligence 5 , Wits 6, Perception 5
Social: Manipulation 5,  Appearance 0, Charisma 5
Talents: Alertness 4, Artistic 2, Athletics 5, Brawl 5, Dodge 5, Empathy 4, Intimidation 4, Streetwise 5, Subterfuge 5
Skills: Archery 4,Commerce 2,Crafts 2,Etiquette 4,Leadership 4,Mechanisms 2,Melee 5, Riding 4, Stealth 5, Survival 4
Knowledge’s: Academics 3,Culture 4,Investigation 5,Languages 4,Medicine 4, Myth 3, Politics 5, Divine Lore 2, Spirit Lore 3
Essence 6
Quintessence: 27
Willpower: 8
Runes: Air 5, Movement 6, Illusion 4, Disorder 3, Death 3
Spirit Magic: Befuddle 4, Bladesharp 4, Healing 4, Babel 3, Shimmer 4. Mobility 2, Countermagic 3, Disruption 3
Rune Magic: None
Virtues: Vigor 5, Trust 3, Generosity 4
Backgrounds: Allies 4, Artefact 3, Contacts 6, Destiny 4, Dogs 3, Influence 4, Mount 4, Ransom 5, Resources 4, Status 3, Witta 3
Flaws & Merits Curiosity (2pt Flaw), Cynical Nature (2pt flaw), Disfigured (2pt Flaw),Daredevil (3pt Merit), Hared Trolls – 2pt Flaw
Equipment: Quality Cavalry Horse, Fine Clothes, 3* Javelins -3pt, Iron Headed Battle Axe – 4pt, Kopis -3pt, Numbers of spirit charms, a range of poisons and antidotes.

For RQ players there is a post on how to understand and convert these stats on the fly.

Chalana Arroy Healers of Trilus

Dushi has four disciples working with her at the lightbringer hall in Trilus, they all live at the hall and have been or are full time apprentices. Cela and Wiliska have now finished their apprenticeship period. But Yanka and Inari are still  apprentices.

The lightbringers hall currently heals all comers, it takes limited payment in food, animals furs and local trade goods, this is supplemented with a grant from King Yalaring and various other donations. The use of powerful rune Magics may require extra  payment and negotiation .

All the healers are well known to the local tribes and have the requisite protection afforded to them by order of King Yalaring.

cela_pic

Cela Calming Heart –  Balazaring Chalana Arroy Initiate, 23
Runes: Earth, Life, Harmony
Threat Level **
Traits: Calm, Patient, Diligent, Curious     

Cela is a physically delicate but emotionally strong young woman, she has been training and working with Dushi Sone for six years now.

Cela is due to undergo the rites which will make her an acolyte of Chalana Arroy at the next opportunity. She has been Dushi’s best student to date, and Dushi hopes she will be able to take her work over after she passes on.   

She is from the Blood Viper clan and has a long standing and delicate association with Garnst the Chaos Tracker. They are the closest each other has to family and she is one of the very few who know his full story. She is able to reach inside and touch his soul like no one else can. This connection has remained neither one thing nor another for as number of years now and is starting to concern her.

Cela gets on very well with two apprentices but Wiliska believes she should be Dushis right hand woman, so there is some friction between the two of them          


Wiliska Pineneedle – Balazaring Chalana Arroy Initiate, 24
Runes: Fire, Life, Harmony
Threat Level **
Traits: Honest, Pleasant, Passive, Dull

Wiliska has been with Dushi longer than any of the other current initiates feels she should be Dushis right hand woman, is jealous of Cela.  She is the younger daughter of a citadel guard.

She is faithful but does not take the initiative in things. Dushy sees here as a faithful servant to the temple and someone who will be important for years to come but not a potential leader or replacement.

She is a great cook and enjoys doing most of the cooking in the Lightbringers hall,  she is very keen on good  diet and believes most grains and breads are bad for the body. Thus she cooks mainly with meats and vegetables and fruits.

She also organises the practical issues of cleaning and repairs around the Lightbringers hall. The truth is the place would not function without her, but she lacks the spark of character to catch Dushis eye.


Yanka Redberry – Balazaring Chalana Arroy Apprentice 19
Runes: Earth, Life, Harmony
Threat Level *
Traits: Impulsive, friendly, humorous, selfish

Yanka is a young friendly redhead, with slight frame and pleasant manner. She is the daughter of a pig farmer, grew up in Trilus.

She is a social climber and party girl, who enjoys a drink at the stuck pig. She is friendly with a number of the Kings citadel guards and enjoys the male attention.

Dushi is disappointed with the attitude she shows to her family who she virtually ignores as she feels she is now above them. Both Dushi and Cela are trying to reign her behaviour in a little both in terms of her family and the her friendships with the guards..

However she is a very effective healer  and powerful magician with a strong natural tie to the life rune, Dushi has high hopes for her.


Inari Wrinkled Nose – Balazaring Chalana Arroy Apprentice 17
Runes: Fire, Life, Truth
Threat Level *
Traits: Introvert, stubborn, brilliant, clever

A quiet girl diligent in her studies who has learned to read some of Dushi’s books, and is gaining a wider range of knowledge because of it.

She has developed a friendships with both Quintas and Eleanor, and visits Quintas house often. She borrows books and talks in depth  philosophically with Quintas and as such is on the process of becoming illuminated without being aware.

Due to the close friendship with Eleanor, Eleanor has shared large parts of  her back-story and Inari hasn’ t told too many of the other healers yet.

Plot uses:

These are really colour characters but may be used to create ways in to plots with Quintas, Elenaor or Garnst or to introduce smaller character sub plots and complications. Such as

  • Two citadel warriors start a vicious fight over Yanka which she had encouraged, PC’s have to calm it down and then decide who inform about it.
  • Wiliska walks out on the cult in a sulk and players are sent to persuade her to return.
  • Yanka publicly embarrasses her father in the stuck pig tavern with, players witnessing and can respond how they wish.
  • PC’s asked to escort junior healer to her clan, all kinds of stuff could happen on route.
  • Drunk Citadel Warrior hits on Inari in the stuck pig, he refuses to get that she is not interested , a scuffle then  breaks out when Quintas intervenes and is knocked to the floor.
  • Cela develops a friendship with a PC, who will then have to deal with a slightly unhinged Garnst as a consequence.

Trilus Updated Lightbringers

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

They are broadly speaking as follows;

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

So now the current Lightbringer residents of Trilus are;

Pay and Toraths Orlanthi Group

Native Orlanthi

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

Chalana Arroy

Issaries

  • Djimm Mith Pg 47