The last of this series for at least a while, a note which should be reasonably obvious but for repeatable encounters most will require some minor changes of details between incarnations.
41. Fight Club – Repeatable, Anywhere
The players will first encounter the body of a hunting dog, which was wounded by sling shots , and then crushed by a large club. Then 20 yards later the body of a trollkin pierced by a javelin and throat ripped by what looks like a dog bite.
Over the next 1/2 mile they find bodies of 2 more dogs , a hunter and 3 trollkin. A good tracking roll will allow the player to confirm that Balazaring hunters fought a skirmishing retreat against a party of trolls & trollkin.
Eventually there players will come to a clearing where the hunters made there last stand, 4 hunters lie with their heads caved in by a large maul or club, 3 more hunting dogs and 3 trollkin also lie dead in the clearing.
All the corpses look about 2 days old. A successful tracking roll will show a party of two dark trolls and 3 trollkin left the site after the fight.
42. Disused Dwarf Workings – unique, mountains
High in the mountains if one of the players makes a spot check they will see a cave which has odd regular lines in its opening. Upon further examination it leads to a cut stone corridor of dwarven design with 3 disused barrack rooms leading off it. Continue reading Balazaring Encounters & Happenings – Part 5
Hopefully these will maintain a nice flavour of Balazar. For the repeating encounters in all posts change the details and the form for each version of the encounter.
31. Brass Horseman – unique, plains
The players encounter a bronze statue of a horseman placed on plinth in the middle of open plains. The rider holds and lance aloft and is his style is pentian. He has a royal and regal demeanour. Two herds of horses can be seen in close proximity to the statue.
Any players riding horse will notice that his horse suddenly seems more alert and to not be affected by any of the fatigue of the days travel. In fact close proximity to the statue will remove all feelings of fatigue from any horse mounted or not.
The statue is of Sheng Seleris. Anyone seeking to damage to the statue will get a deep sense of foreboding as they approach it, this increases and they have to make a power(willpower ) role between every blow, a failed roll means they will run away till they drop from exhaustion.
Continue reading Balazaring Encounters & Happenings – Part 4
Shamans and other spirit magicians have ability to bind minor spell spirits ( or shard spirits ) into small delicate items in such a way that when used, broken or otherwise triggered the spirit will then cast an effect onto the being that caused triggered the effect, the spirit is then released afterward the effect, and the item is no longer magical in nature.
Shamans will use these to give limited magical aid to groups from the tribe or clan who need extra magical support in a task, but cannot be accompanied by a shaman, priest or other specialist magic weaver.
Usually this is for positive effects such as buffing spells (bladesharp, mobility, protection, etc) or positive effects (such as healing or dispel magic). However, some shamans will bind more offensive spirits (disruption, befuddle, demoralise) etc into items which an enemy can be tricked or persuaded into triggering.
Continue reading Spirit Charms in Glorantha & Runequest
Part of the art of telling a good story or creating a good setting is writing interesting , believable and entertaining NPC’s. Hopefully characters that will make you players laugh, angry, engender compassion, utterly bewilder and will occasionally make them cringe.
Hopefully this article will give some techniques that both adds depth to the characters but also speeds up the process of generating interesting NPC’s. I’m specifically looking at NPC’s in the Glorantha setting, However most of these concepts will transpose for most characters on most mediums.
I aim to create NPC’s who are
- Individual – There are things about each NPC which are unique and each adds to the flavour of the world
- Believable – The NPC’s must fit with the setting and hold to its internal dynamics
- Generate Plot – They should be active and things should be happening round them.
- Entertain – Their involvement should add to session by adding tension, humour, frustration, relief
- Invoke an emotional response – Players should want to have an opinion about an NPC, love, hate , respect, protect, admire, etc
OK let’s get on with it.
Continue reading Creating Interesting & Believable NPC’s in Glorantha
My last article I pulled a number of techniques I used together to make suggested methodology in quickly creating more interesting NPC’s. I thought I would try apply the methodology as whole and writing it up as a case study.
Naskia, one of the characters from the Cyriels prostitutes post had mentioned her father who could become an noteworthy NPC in the some of the scenarios hooks. I also had no idea who he was beyond a generic trilian citadel guard. So good place to try out a full methodology.
This process took me about 15 minutes form very bare outline to a comprehensive set of notes and a feel I had defined the Character, the actual write up took a little longer, but unless you’re looking to publish the NPC that is unneeded.
Continue reading Gloranthan Quick NPC Definition Walkthrough
Cyrile Endalkar is a lunar Merchant operating out of Elkoi, and probably the richest man in Balazar. He has extensive operations both in a out of the region. Below are links to all the material produced about him so far.
Continue reading Cyriel Endelkar – Summary
Cyriel Endelkar – Human, Lunar citizen, Priest of Etyries
Cyriel is rich, connected, greedy, a close friend of King Glyptus, occasional lover of the Queen and probably the richest man in Balazar.
A lean and charismatic man in his late forties, with salt and pepper hair and beard. Has a very well defined and proper posture and moves gracefully. His manners are exquisite, his accent refined , his discourse educated and this is all but wasted on most people in Balazar.
His manner is brusque with servants menials and lower spending clients but will turn the charm on with potential clients he perceives are willing to spend a considerable amount.
Continue reading Cyriel Endelkar
Character write ups for Cyriels merchants and apprentices.
Vestan Imtherman – Merchant, Imtherian Male 28, Etyries Initiate
Vestan is Young brown haired and bearded trader, tall thin and lean hailing from Imther. He first worked a Cyriels Imther depot and has proved himself mildly competent.
He is a good trader but also a coward and scared of fighting men, therefore he used mainly in the trading house and not on Cyriels Military contracts. He is also bullied by and sacred of Cyriel. Vestans attitude to conflict is to avoid at any opportunity.
Has a good knowledge of furs and pelts, and is adept at working with the Balazaring hunters. He has an interest in mystical and shamanic items and good relationships with a few of the local shamans, he will often have a small handful of Shamanic charms available for sale.
Continue reading Cyriel’s Traders Character Write Ups
Following are write ups of Cyriels Guards. A warning some of the later guards do include some very dark personal horror themes around rape, it its going to disturb you don’t read on.
Karvann Trueface – Chief Enforcer, Balazaring Male 37, Initiate of Seven Mothers
Karvann is Cyriels Chief Enforcer and has worked for him for 6 years now. He is responsible for co-ordinating and hiring the guards for the caravans, compound security and ensuring slaves don’t escape. He is efficient and well respected by Cyriel and the other warriors in the Citadel.
Before working for Cyriel he used to be one of King Glyptus citadel warriors , but has come to Cyriel for the money and because he couldn’t stomach the Kings family any longer.
Continue reading Cyriel’s – Guards and Mercenaries – Character Details
The final characters in the series describing Cyriel Endalkar and his entourage. This section looks over the major characters who work on his whorehouse.
It is a little grim and its tones based on the film ‘The whistleblower’. It is intended to shock, be difficult, and provoke thought. If that is not why you and your players game I would politely suggest passing this over.
A synopsis is that Warda has persuaded Cyriel to ditch his traditional girls, and use slaves from his own stock or specifically bought for the whorehouse. Dashin who Guards the girls is also a follower of Thed and is also abusing them and using the trauma to spread passion spirits of rape around the citadel.
Stats will be added at a later date.
Continue reading Cyriels Prostitutes