All posts by Jon Hunter

Runequest Cults for Starting Players

In response to a request on basic roleplaying forums  here is  a quick guide to choosing a cult for new to Glorantha players.

These will by split by Culture

Orlanthi

The Orlanthi are a culture that worship Orlanth the Storm God and are usual clan or tribe based following chieftains and petty kings. They are an often violent , but loyal and freedom loving people.

They Can be found in the lands of Satar, Much of the Holy Country, Free Trash and Parts of Prax.

For an earth based equivalent think early european bronze age celts.

Cult Runes Worshipped By Notes Good for
Starting Character
Orlanth Air, Movement, Mastery Men, Warriors, Leaders Default male of God of culture Yes
Ernalda Earth, Fertility, Harmony Women Default womens God of culture No
Humakt Death, Truth Warriors, Mecenaries God of honourable warriors Yes
Issaries Communication, Trade Traders, Heralds, Travellers God of trade Yes
Lhankor Myh Truth, Law Sages, Scribes, Wise men God of knowldge Yes
Chalana Arroy Fertility, Harmony Healers Total pacifists Yes
Eurmal Illusion, Disorder Madmen, tricksters Many faceted and complex God difficult to play No
Vinga Air, Movement, Earth Warrior Women All have red hair Yes
Stormbull Death, Beast Chaos Fighters, Beserkers Consider uncooth and more than slightly deranged Yes
Elmal Light, Truth Warriors and horsemen Minor cult Yes
Banatar Earth, Fertility Farmers Minor cult No
Babeester Gor Earth Death Avengeing women Scary ass women, minor cult Yes
Heler Air, Water, Movement The obscure, sheperds God of rain, minor cult No
Odayla Movement Beast Hunters Minor cult Yes
Uleria Fertility, Infinty Temple prostitutes, Ladies of the night Temple prostitutes, ladies of the night, minor cult No
Yelmalio Sky, Truth Mercenary Soldiers Distinct subculture, Conservative Yes

WOD:Glorantha – Observations and Play testing Feedback

Ok I published quite a few posts defining an alternative system which I put together for a gaming group which was running my Griffin Mountain Campaign for we are now 6 session in and I thought id feedback on  how it’s worked in real life.

It’s a gloranthan version of the classic World of Darkness storyteller system. It was aimed at a group of players who most  of knew the storyteller system well.

It had the following aims;

  1. Be a recognisable and accessible system for the players
  2. Be a halfway house between Heroquests freeform and Runequests crunchy systems
  3. Reflect Glorantha values in the way the system operates as regards magic, combat and religion
  4. Enable a game focused heavily on character, plot, investigation and social interaction
  5. Combat doesn’t get bogged down in dice too many roles( main problem with storyteller system)
  6. Be a quick and easy conversion for me.

My thoughts on how this has worked so far.

Be a recognisable and accessible system for the players

This has worked and the players have spent time learning the setting and getting into the characters not trying to work a new gaming system out.  The system is close enough to classic storyteller for people not to notice any fundamental changes.

Be a halfway house between Heroquests, Freeform and Runequests crunchy systems

Again this has worked well, I find the characters well defined by the rules, some tactical nuances developing and skill roles very quick, flexible and efficient.

It is also given me the definition where i wanted it which a greater range of social and mental stats and skills.

Reflect Glorantha values in the way the system operates as regards magic, combat and religion

Took some time to get this into the campaign but it now feel Gloranthan as cult ties, runes and spirit magic are being used routinely by players.

The runes and spirit magic combination really works well and feels more Glorantha than RQ2 to me now.

Rune magic is to come but that will develop as the characters mature, and as I write up the system. However I plan to develop on from a couple of concept I really like from the RQ4 playtests, but I think it would be really off to write those up before RQ4 comes out.

Enable a game focused heavily on character, plot, investigation and social interaction

This was the main reason I went with a storyteller based system, as I found RQ’s structure didn’t lend itself to socially based games. Heroquest does but it’s just to freeform for me. Anyway this has worked like a treat we have social characters and skills, backgrounds and ties to communities.

It’s not heavy handed and players choices are not controlled by refs decided die rolls (pet hate of mine, – “it’s my character, you control every other fucker in the game world, I don’t care what you think I should do, this is my only vehicle for my contribution to the story, hands off it !!!!”  )

Relationships are roleplayed out and are not abstracted to a number which again is a big hit for me, but the characters have the stats, skills and positions to define and understand how people relate to them socially.

Combat doesn’t get bogged down in dice too many roles

Six session and two combats so this is not a combat heavy game, the first combat which was a one on one duel worked really really well.

Quick effective and deadly. Two minutes combat took 10 mins dice rolling first time round, and it had cut and thrust, riposte and counters the  feel of a good fight.

We created rules for two weapon fighting which have been a good compromise between what players and ref wanted (no extra multi attacks, more tactical flexibility).

The second was a larger scale affair of three shades attacking a campsite, this was slower, harder to run and difficult. The whole thing took about 30 mins and I found it stressful. The players didn’t seem to notice my stress and didn’t complain at all.

The combat needs more play testing and more practice and some tweaking I think.

However the  conclusion i’ve come to is this is not a system for a combat heavy game, if this your style of game this is not the system to use for it.

Be a quick and easy conversion for me.

This is where its fallen down, I compiled all of the house rules and mods i’ve written and compile just for the campaign system and come into one file and got 15,000 words. It’s been a much bigger job than I envisaged and the rune magic and cult write up is going to be heavy work too.

However so much has been done and its broadly working, so it’s pretty much becoming my vehicle of choice for running my style of Gloranthan games from now on.

Twisted Giants of the Elder Wilds

Two twisted giants write ups, well one and one that formed into something a little different in the write up;

Annis the One Eye

This 7 meter tall ‘Giant’ has only moved into the Elder Wilds region in the last 30 years. Originating from Near the Blue Moon plateau, something has drawn this beast towards the Elder Wilds.

His skin is made of rough armoured grey plates and most of the  time he walks on all fours placing his weight on the back of his forearms like a oversized Gorilla. His face sports one lidless eye and no other features, and the palms of his forearms contain two gaping mouths similar to those of Krashtkids.

He has the chaotic ability to discorporate and attack other giants in spirit combat, if he wins he forcers the giants spirit into his old body anda chaotic taint and he then starts the process of corruption upon the new body. The giants of giant land know this and are both hunting him but scared to confront him.

He is actually being drawn to chaos holy ground and plans to make ritual sacrifice there for more chaotic features .

He is escorted by a pack of broo who have decided to follow him since he has entered the Elder Wilds region. he finds them useful annoying but amusing at the same time and has tolerated them for the moment.

If Gon Orta hears of his whereabouts he will hire any group of heros powerful enough he comes across to track down and kill this abomination.

Annis is not actually a giant but a spirit of corruption which has been gifted with the ability to posses giants bodies. Killing its current host body will not destroy it but force it back to Spirit Plane where it will bid its time before it can return again.

Annis has a particular dislike for gentled giants and wishes to posses those more than any other.

Nature:  Corrupter
Demeanor:  Monster
Physical: Strength  9*, Dexterity 1, Stamina 11
Mental : Intelligence 3, Wits 4, Perception 4
Social:  Manipulation 3, Appearance 0, Charisma 1
Talents: Alertness 3, Athletics 1, Brawl 3*, Intimidation 3
Skills:  Melee 4*, Survival 2
Knowledge’s: Medicine 3, Myth 1, Spirit Lore 4
Essence: 2
Quintessence:7
Willpower:3
Runes: Chaos 6, Spirit 4, Movement 2
Spirit Magic: Spirit Block 4, Heal 3,
Higher Magic: 8pts from ; Corruption, Blessing of Chaos, Fear, Madness
Virtues: None
Backgrounds: Followers 3
Flaws & Merits: Extra health levels * 5, Natural Armour 4 pts, spirit combat attack

blue wood pic

Rasulan

Formerly a 10m giant, but is now very slowly shrinking and melting away. He was previously a Gentled Giants and a disciple of Gon Orta til about 30 years ago Granny Keeneyes lured him to festering isles and he was corrupted by her magics and the proximity of the chaos well at the bottom of the lagoon.

Has since taken the form of a shambling oozing giant humanoid mess, with Gorps like creatures coalescing on its torso and limbs and sliding off in its wake. He currently stands at 8 meters in height and is slowly loosing body mass.

If engaged in combat  he emits a vociferous odour and characters must make stamina roll to be able to approach to attack, he is also capable of launching Gorps as missile weapons 4 times a day, is capable of fully regenerating damage bit must ‘use’ of one its Gorp attacks to do so.

Rasulan is not a creature who has embraced chaos he has just been corrupted by it, he is not particularly evil or vicious, he knows that his nature is an affront to Glorantha, he is just not ready to end yet.

He  tries to find uninhabited regions to skulk off into to hide from all, but even in the Elder Wilds he cannot be far from everyone all the time. However when hunted, pressed or attacked he defends his megre life with a vicious rage that comes from deep within.

Hated by trolls who  call him ‘stink’ and actively hunt him, but he has so far killed 3 Zorak Zoran war parties which have tracked him  down. Since which point there has been a fair bit of hunting, but not a lot of finding going on.

Nature:  Survivor
Demeanor: Loner
Physical: Strength  8*, Dexterity 1, Stamina 8
Mental : Intelligence 2, Wits 1, Perception 3
Social:  Manipulation 1, Appearance 0, Charisma 1
Talents: Alertness 2, Athletics 1, Brawl 3*, Intimidation 4
Skills:  Missile 3, Melee 3*, Survival 2
Knowledge’s: Myth 1, Spirit Lore 1
Essence: 2
Quintessence: 6
Willpower: 6
Runes: Earth 1, Disorder 2, Man 1
Spirit Magic: Heal 2, Slow
Higher Magic: None
Virtues: None
Flaws & Merits: Extra health levels * 5, Throw/Create Gorp, Stink, Regeneration, Acid Touch

New Giants Encounters of the Elder Wilds

Three new wild giant encounters to add to the setting.

Ripper

Standing at 10 meters tall ripper is well over 100 years old. As name would suggest is a violent and angry giant. The has a known range in the more mountainous areas of the Bear Hills and Woods.  He wears little in the way of  clothing and but has taken the time to fashion a pine tree into a passable wooden sword.

He is well aware of Elves, trolls and humans in the proximity. Due to previous encounters with Zorac Zoran trolls who called him a chaos monster before attacking him. Ripper has developed a deep almost pathological dislike of Trolls.

The Elves and runners of Bear Hills have been known to antagonise Ripper and let him chase them into groups of nearby trolls, therefore using him as an unwitting ally. The outcome is invariably the same, a combat in which the trolls fair badly and Ripper will use a number of trollkin as missile weapons. A tactic which is rarely effective but that Ripper enjoys. However when he gets hold of larger trolls or other creatures, ripper will rip them asunder and hurl the remaining parts at their demoralised foes.

As such trolls, elves and humans avoid Rippers range as much as possible, leaving him to his own devices.

Ripper is also not the brightest of Giants, and for some reason he perceives humans as potential giants if they would only grow at a decent rate. He is usually fascinated by them, thought he encounters them rarely. However when he is annoyed, grumpy or hungry ( as he often is ) they can still be the subject of his ire, or appetite.

Rippers only friend is Bunscoto the Giant who will visit him every couple of years.

Nature:  Loner
Demeanor:  Survivor
Physical: Strength  14*, Dexterity 2, Stamina 12
Mental : Intelligence 1, Wits 2, Perception 3
Social:  Manipulation 1, Appearance 2, Charisma 1
Talents: Alertness 3, Athletics 2, Brawl 4*, Intimidation 4
Skills: Crafts 1, Melee 4*, Survival 2
Knowledge’s: Medicine 3, Myth 1, Spirit Lore 1
Essence: 2
Quintessence:7
Willpower:3
Runes: Earth 1, Disorder 2, Man 1
Spirit Magic: Slow, Heal 2
Higher Magic: None
Virtues: Vigor 4, Trust 1, Generosity 1
Backgrounds: None
Flaws & Merits: Acute smell, Extra health levels * 5
Gear: Large Wooden sword – 6 pts weapon

glacier pic

Kanbra Lizard Rider

At 6 meters a relatively young giant who enjoys the wild and solitude. He doesn’t care much for company people or civilizations, avoiding giant land and shunning troll and human civilization when he can.

Kanbra has set his goal of riding a thunder lizard. To this end he follows different packs of thunder lizards round the north plain. Often trying to mount one of them,  sometimes succeeding but never staying on for more than  a couple of minutes. Most of the thunder lizards on the north plain now know his scent and have become wary of him.

He is a young lithe and relatively dextrous giant with the range of motion and speed of movement which would not be uncommon in a human.  He like to climb, jump, run and otherwise amuse himself  with exercise.   Her has even develop camouflage skills and can hide himself in the wild in ways which would be surprising for a giant of his size.

The elves of the Eorling wilds watch him from afar amused by his antics, but view him as a potential threat to their forests.  As such they have dispatched a runner to act as his playmate and keep him away from the Aldyami Forests.

Nature: Daredevil
Demeanor:  Daredevil
Physical: Strength 8*, Dexterity 3, Stamina 8
Mental : Intelligence 2, Wits 2, Perception 2
Social: Manipulation 1, Appearance 3, Charisma 1
Talents: Alertness 3, Athletics 4, Brawl 3*, Intimidation 2
Skills: Crafts 2, Melee 3*, Stealth 2, Survival 2
Knowledge’s: Medicine 3, Myth 1, Spirit Lore 1
Essence: 2
Quintessence: 7
Willpower:  3
Runes:  Air 1, Disorder 1, Man 1
Spirit Magic: Co-ordination 2, Farsee
Higher Magic: None
Virtues: Vigor 4, Trust 2, Generosity 2
Backgrounds: Ally 1
Flaws & Merits: Acute smell, Extra health levels * 3
Gear: Furs – 1pt, Giant Club – 4pt

Kosa Tol

Kosa is an 8 meter tall giant who is one of the larger guardians of then Troll Temple complex at Blackspire Gorge.

Is part of the Trang tribe of trolls and a full initiate of Kygor Litor. He joined the tribe over 60 years ago and is a well known and well liked part of the tribe.

He wields a large metal spike club, and wears dinosaur hide armour made for him by the tribe. He rarely is called upon to fight and the threat of Kosa Tol is enough to settle many internal disputes or scare off most threats.

Kosa is loyal to the Great Old Mother and the leaders of the Trang tribe and very much sees the trolls as his people.  He is particularly friendly with a older troll priestess called Sur Mais and her family, it was Sur Mais who brought him into the tribe all those years ago.

A great fan of trollball who has been known to desert his post to go and watch a  game. He will talk for hours to anyone who will listen to him on the subject. Though he  is well known for being biased in favor of Trang teams and therefore isn’t allowed to referee the games.

Gon Orta has offered to teach him the wisdom and ways of the Great Giants and Kosa is considering the offer, but his tribe are not keen on him leaving for that long.

He visits the castle most years as the trolls use Kosa to clear the way through the snow for the first caravan into giant land every sea season. He gets on well with the other giants there and has little trouble following Gon Ortas rules.

Nature: Reveller
Demeanor:  Bravo
Physical: Strength 10*, Dexterity 2, Stamina 9
Mental : Intelligence 2, Wits 2, Perception 2
Social: Manipulation 1, Appearance 3, Charisma 2
Talents: Alertness 3, Athletics 1, Brawl 4*, Intimidation 4
Skills:  Melee 4*, Survival 1
Knowledge’s: Culture 2, Medicine 3, Myth 1, Spirit Lore 1
Essence: 2
Quintessence: 8
Willpower:  4
Runes:  Darkness 3, Disorder 1, Man 1
Spirit Magic: Co-ordination 2, Bludgeon 2, Darkwall, Heal 2
Higher Magic: None
Virtues: Vigor 3, Trust 3, Generosity 4
Backgrounds: Cult status 2, Status 2, Allies 2,
Flaws & Merits: Acute Smell,Extra health levels * 4
Gear: Dinosaur Armour – 4pt, Giant Maul – 5pt

*Note giants can only use there strength up to there melee skill for attack dice pool, so effective there dice pool is twice there melee stat. Full strength is used on damage dice pool.

Giants of the Elder Wilds

Authors Notes

The write up of the Giants and Giant land in the original Griffin mountain (pg199 in the reprint) is excellent , and this article is suggestion for the deepening of the background . There are a couple of places where I have deviated from, the Griffin Mountain original, and this is to attempt to bring the mythos up to date and in-line with current thinking as I found it inconsistent.

The only thing which I take issue with is concept that Gon Orta was 12 meters high in the first age, due to the YGMV(Your Glorantha may Vary) concept, in my games active maturing true giants are never less than 30 meters tall, True giants and common/young/wild giants are two distinctly different races.

go_pass

Summary

There are distinct groupings of active giants in the Elder Wilds and Eastern Rockwood mountains. The first is an organised grouping in Giantland  lead by Gon Orta, this group contain Gon Orta and a number of his closest associates.

The second cannot really be described as a formal grouping, they are a collection of individuals and loners. The wild giants who can be found in most places across the Elder Wilds, causing disorder and destruction either by intent or merely by trying to survive.

A much smaller third group of Giants are called twisted giants and though small in number, they are significant enough to be a cause for concern . First due to their size and then for the regularity at which these beast appear.  Almost always formerly wild giants which are mutated significantly by chaos.

True Giants

True giants are mythic beings who existed early in Godtime and are the compatriots of true Dragons and the Gods themselves, some being parents of the earliest of the Gods. Few of these beings are active in time. Gon Orta a very young and inexperienced true Giants is the only one his kind who is perceived as being currently active in this part of the world. And only a handful have been chronicled within time.

The 11 giants who by Myth and Legend form the  Big Giant Mountains, are all true giants. They are considered inactive by most, and the trolls who burrow in there mountains doubt they are giants at all. Younger common giants often claim ancestry from one of the Mountains but scholar cannot see how this is possible.

The giant cradles which have through time passed down the Zola Fel river are all the babies of true giants. Where these go and what they do after passing down the Zola Fel river has been un-documented, but there have been no well supported myths of adult true giants returning to Giant Land  within recorded time.

True giants are subject to a spiritual journey which they call the Inner Path, this starts with the journey down the Zola Fel and time with Magasta, but will continue through a True Giants life. When asked Gon Orta has explained it would be pointless to try to explain this path to a non giant, and even says common giants cannot comprehend it.

However true giants have a spiritual discipline called Gentling which changes the nature and the intellectual capabilities of common Giants.  This is the teaching of a much watered down and simplified version of the inner path.

Blueface the shaman has been known to say that the big giants are very real and only inactive on this plane. They are spiritual beings that mainly exists and act upon the hero plane at this moment in time. The mountains are only physical shadows of powerful spiritual entities which are active elsewhere.

Gentled Giants

A gentled Giant is a common or young giant who has been disciplined by a true giant for a number of decades and has had their natural associated with the disorder rune broken.  The only gentled giants within the Elder wilds are those who have been taught by Gon Orta.

Gentled Giants act in many ways like oversized humans due their main runic association now being man. They can worship human gods, join and form societies and groups without significant ranchor or strife.

There are a limited number of Gentled Giants within the Elder Wilds known giants are Boshbisil, Hen Cik, Sa Mita and  Bunscoto being the notable ones (all described in Griffin Mountain).

Gon Orta has a desire to mentor more of the Giants of Giantland but the process seems to require willing co operation from the Giant involved which isn’t always forthcoming.

Wild Giants

Most common or young Giants, still have their associations with the disorder rune and  roam the Elder Wilds alone or in small and temporary( for giants ) groups. They are aware and are in awe of Gon Orta, but really have little appetite to follow his rules for any other reasons than fear of the consequences. As such they tend to avoid his castle and have as little to do with him as possible.

They claim ancestry from true giants only because they have heard of Giants do that, and have no real concept on what their relationship with True giants actually is.

They are commonly found in Elder Wilds plains, mountains, non elven forests  and troll strongholds,  They are avoid elf forests and mostali Mountains.  They are highly destructive in nature, but some do seem to  be able to co-exist with and in troll society.

Wild Giant Write ups

  • Ripper
  • Kolsa ta
  • Kanbra Lizard Rider

Twisted Giants

There are a very small number of  giant have succumbed to the taint of chaos, every decade or so one of the Wild Giants seems to be completely consumed by Chaos and transforms itself into a chaotic horror. This are often hunted down by Gon Ortas giants or by the trolls but a few survive hiding out in the mountains or outer  reaches of the Elder Wilds. Occasionally raiding more populated lands.

Gon Orta is deeply concerned about this but currently has no understanding of how or why this is taking place. It is in fact Granny Keeneyes who when she can is luring giants to festering isle, to be corrupted with the lagoon.

Twisted  Giants who are currently known are;

  • Raslan the Melted One – 8 meters tall giant whose flesh seems to be melting and drops an throw gorps form his body.
  • Annis the One Eye – 7 meter giant, with one eye in his head, and very heavy armour plating.

Newtlings of the Elder Wilds

Summary

The Newtlings of the Elder Wilds are the most visible part of integrated culture of intelligent marine life across the upper tributaries of the Arcos River and the Elf Sea. This culture includes intelligent fish, a variety of water spirits and naiads. This is not a structured or unified community, but newtling are aware of  the variety subtleties of life in the river in a way that a human never could be.

They are rarely aggressive and are keen to cooperate when they can, however they don’t seem overly concerned by the monsters in the Elf Sea and Rivers of the region, and it is highly possible that some kind of accommodation between the two parties exists.

newtlings

History

Newtlings see themselves as the children and servants of the river spirits and their history is one and the same. Newtlings  have been present in the Elder wilds as long as rivers have been which goes back early into the Gods age.

In the first age newtlings of the Elder Wilds had a complex  and difficult relationship with the elves of the Elf Sea who did not fully understand the nature of waterborne  life and chose not to worship the spirits of the river.

They have never had a good relationship since. The two races rarely fight but  just choose to keep their distance from each other and do not interfere in each other’s business.

Trolls have always been enemies of the newtling for no reasons more complex that the newtlings  are seen as prey and their tails a delicacy by many of the Uz. Newtlings have always just retreated from troll areas of dominance and will continue to do so.

The absence of their cousins the Dragonewts in the Elder Wilds region leaves the newtlings with no natural allies in the region.

Historically Newtlings have seen humans  as the most cooperative and friendly of the major races in this area, having had broadly amicable relations and trading with local votanki tribes since the dawn. However as the Lunar Empire came into conflict with the denizens of the Oslir river and refugees fled over to or travelled the river Arcos, the local Newtlings have become very aware of this much more serious threat from humans.

Legends & Myth

Most newtlings see the River Gods and by inference themselves as the unknown and unappreciated saviours of the Elder Wilds. They are very aware that the Seronde river daily sacrifices herself to  send her waters to plug the hole in the world created near Festering Isle at great personal cost.

They know that the river of the damned flows upstream from the Serond to Festering Isle as the Lady of the River pours her waters into the breach to stop chaos swarming through. They feel other races and Gods ignore this sacrifice and fail to send to aid or help, and leave the Lady to fight this battle alone. They are often resentful  of this lack of appreciation of the river and its peoples.

They also believe the rivers to be peacemakers in the land, with the rivers creating barriers between warring races, tribes and factions.  They again see this as a role that stops the madness or pointless conflict which welcome chaos into the world. However newtlings are willing to engage in conflict if required but are generally passive preferring peaceful solutions to most problems.

Many newtling revere a water spirit called Assimar ‘woodbiter’, who mastered the magic which  controls the great monsters of the Elf Sea. Early in the second age Assimar set these creatures upon the ships of the elves for slights both real and imagined.  Within a generation the elves had stopped sailing on the seas and the rivers of the Elder Wilds.

The newtlings of the Arcos basin have prophesied of a hero or ‘Mendar’  to save them from the feared assaults from the Lunar Empire as it expands and to avoid the fate of newtlings of the Oslir River. Exacts facts are unclear and muddled apart from  the knowledge that the  ‘Mendar’ will not be a newtling and will a foreigner.

Distribution

Newtlings live in villages of 50 to 80 bachelor and adult newtlings, which will be looking after a similar number of younger newtlings. These villages will always be well protected by water, but most are land based in such places as underground caves, islands, bank sides.

These villages are found along all the major rivers of Balazar and the Elder Wilds, but not in Troll or Elven strongholds, the coast of the Elf Sea is an area of particular concentration of villages.

Bachelors may be found ranging some distance from villages but still tend to stay close to major bodies of water.

Key Groups

Some groups of newtling villages in an area form looses alliances there are for such groups worth note in the Elder Wilds region.

  • Kazzar Sha – A group of four villages on the south coast of the Elf Sea, they trade and cooperate well with the humans of the Tribe of Trilus.  There focus is towards the mouth of the Moronde river and they are particularly close with the Sea Otter clan
  • Khul Tan- Three villages whose historically were refugees from the Oslir river, they are based in the Elf Sea and the river close to soldier ferry, they are currently waging a guerrilla war against the Lunars and denying all humans in the area access to the river or the Elf Sea. They are lead by a Newtling claiming the title ‘Mendar’.
  • The deep ones – Two villages of newtlings lie deep under the Elf Sea who revere and commune with the spirit Assimar. They are adept in the control and manipulation of many of the larger creatures of the Elf Sea and use them to ensure the sea is free of interlopers
  • Healers of the wound – Three villages of newtlings exist close to mouth of the river of the damned and the Seronde river. They try to ensure that river of damned does not encroach into the Seronde river and that any chaos is kept at bay. The villages are suffering and newtling populations are low and dropping at the moment.

 

Key Personalities

  • Priestess of Seronde – An elderly adult newtling who will never been seen by other races, but much revered by all the River folk of the Arcos basin. She is based with the ‘Healers of the wound’ and oversees the containment of the river of the damned. She is a powerful shaman and has good relations with many of the significant river spirits of the upper Arcos basin.
  • Mendar – Is a young adolescent newtling who is leading a fight by the Khul Tan against the Lunar invaders.’ Mendar’ really wants to be the leader he claims but in his heart he knows he isn’t. Though charismatic within newtling circles he is not a warrior or strategic thinker and has been saved so far by the fact the Lunar Empire has not yet recognised that there is an uprising in the River.
  • Shazzam Knar – Never met by outsiders this entity can be contacted via newtling go betweens of the Kazzar Sha clan. He is a trader interested in river lore, magic, information  and services rendered. He can supply most things found within the Elf Sea and its tributaries, it said by some that he can even provide safe passage across the Elf Sea

Back To Balazar – Campaign Write Up Part 2

The Journey

The use of fast horses up the daughters road, and then following the good roads on the south bank of the Black Eel River made for quick safe travel.

Players discussions centred around what did they about their employer? why would a rebel sword lord of Humakt turn up at an obscure lunar outpost 12 years after his disappearance?, what was the link between the two? and if they were going to be eaten by dinosaurs?

They decided that their employer probably had given birth to a child of someone important and been paid off, they had no idea about where Krogat had been, but after  some thought they mused with the idea that their employer maybe Krogarts daughter.  Thinking back Eimar was able to pick out some hints of a Western Pelorian Orlanthi accent disguised under Xara’s very  polished lunar demeanour.

As regards the dinosaurs Reader informed them it was a serious possibility, the rest were not sure but they carried on anyway.

Arriving at Holay Fort their contact was waiting for them, some petty cash for expenses, 2 boxes of pigeons for messages, a new set of horses and some trail rations, all ready for them to leave next morning, someone was throwing money at this little venture.

Balazar was different, the road was barely a  game track. There was no sign of farms or herds, actually no sign of anything but trees, long grass and rolling hills really. In the day it seemed silent, though at night noises which are unusual for this city bred party kept them awake as they feared dinosaurs coming to eat them.

Two days into their trip towards Elkoi sitting adjacent to the path are large group of what the players assume to be locals. A larger group milling behind three older gentlemen sat waiting next to the trail.

They are hailed in stilted Pelorian and after  the local clan declare their allegiance to King Glyptus and  to the ‘Great Red Mother’. They address Vaughne  and say that they wish to make a complaint against the followers of the Great Red Mother. Vaughe just looks confused until Aelia steps forward.

It transpires that the ‘Great Wolf Clan’ has had its hunting grounds spoiled by ‘foul pig men’ who  claim to server both  King Glyptus and Red Goddess and are under the protection of the Empire.  The was also a  fight were one of the clans young braves was killed and has been subsequently eaten by the intruders.

The clan are demanding the King and the ‘Great Red Mother’ sort the issues out and make reparations to the tribe, as they are loyal and makes sure that there youngsters  pay proper homage and are not following the teachings of Namara. (players being players completely miss that plot element) .

Much smoothing of the Elders bruised egos is done, explanations are made that the characters don’t work for the king or directly for the ‘Great Red Mother’, but they will pass this important message on as soon as they arrive in Elkoi.

Just before dusk the players sense they are being tailed, they spot 3 young locals and hunting dogs  presumably from the Great Wolf Clan stalking them. After one poorly thrown javelin from the hunters, some bold intimidation from Vaughne and a couple of befuddle spells the potential fight is calmed down and youngsters sent on their way tails between their legs.

Arrival In Elkoi

The players arrive and Elkoi to be struck by  number of things its smell, its busyness contrasting to the surrounding lands, and the size of old citadel. Reader points out that it had to be that big to protect the locals from dinosaurs.

They approach the Lunar compound first, passing through the newly constructed gate to see a small courtyard, with recently constructed lunar temple and barrack blocks and army building filling the rest of it. The guards weren’t that bothered as they were obviously from Holay , had a quick check of them but told them to go across the compound as the garrison commander would want to see them.

A few minutes later they were ushered to see Euryptus the Bold. The short grizzled warrior starting to ask who they were? and why they were here? But the conversation quickly turned to events on the road in, and the story of imperial tusk riders eating the local tribesmen.

Much swearing happened ‘Von Enkorth’ whoever he may be, was a ‘no name tosspot of a meddler’, King Glyptus was ‘good for nothing useless lard arse of a king’, and the party were left feeling that Euryptus thought himself the only competent man in all of Balazar.

Even when asked about the temple Euryptus could only say he liked the old priest before she died.

‘Von Enkorth’ was sent for, and the conversation, Euryptus seemed to calm down and the questions focused back on the party.  They asked about Krogat and Euryptus claims to know nothing about such a person and says he has never been in Balazar.

“There are some foreign Orlanthi in Trilus, and there was a Humakti Duck thing, but he got slaughtered by trolls a few years aback. But no Humakti in Balazar since then, defiantly none in Elkio I would know. Anyway Krogart … you don’t mean the warrior for Aggar? Right bastard he was…..” The party were then assailed with old campaign stories from the  “Aggar campaign of 1608 or was it 1606?” … Euryptus was kept talking by the Eimar and confirmed a number of stories they had heard about Krogat already, and a few others from the campaign that seemed fanciful.

Euryptus wanted to know who their employers was who thought a Humakti was in Elkoi, but the party demurred to say, and after a while seemed to accept the fact.

A knock on the door ended the meeting as he was told that Von Enkorth was due, he wished them all the best, asked to be informed if they found a  Humakti Sword lord lurking in Elkoi out of sight, suggested they stay at the Kings inn in the main citadel, before warning to stay of trouble.

They left as an uptight young lunar gentleman dressed in black swaggered across the courtyard, with 4 mercenaries in to as bodyguards. The party looked at each other and said yeah he was right……

Off Panel – Lots happening

Halycon Von Enkorth has hired tusk riders as mercenaries and brought them to Elkoi lands, this is causing a major headache for Euryptus, and has reheated along lasting dispute between the two of them.

Euryptus is wanting lunar citizens and allies onside with him. Most of his interaction was an act to make that happen and maybe be recruitment them to him camp further down the line.

Euryptus has a good idea who Krogat may but has not told the party as he wants to see how they perform. He also tells Halycon of the characters questions to watch what happens and to see if his suspicions are confirmed.

WOD:Glorantha  Tests

Lots of social and research rolls going on and working fine. Battle magic system got some light testing and worked fine.

Runes in WOD:Glorantha

In different systems for Glorantha runes have done different things from having very little effect on the game, to being much more central. Rather than trying to recreate the Heroquest runes system or to try to pre-empt the new RQ rules system. I’m after trying to create something a little different  which contains some elements of the WOD vibe.

The big difference is that most high level runic associations removes something of a sentient beings humanity and freewill. The power comes with a price, which is that characters become less mundane and start to become embodiments of  impersonal  cosmic powers.

This is a theme which I think appears through gloranthan history and myth but has never been emphasised in a rules system to my knowledge.

What are runes

Runes are the basic definition of the elements, forces , forms and powers in existence which the comsos uses to understand and give structure to the process of creation, existence, destruction and rebirth

The common set known across Glorantha is not complete, and runes may exists which are additional or more detailed than too the current set. But these runes are the core elements which most beings can comprehend which determine the formation of the universe both seen and unseen.

runequest_runes

What runes do

In this system runes will do a number of things practically for a character.

Runes are the primary force of your magic

A characters runic association is the most powerful element of his magic, runes interface with all forms of gloranthan magic in different ways.

  • They amplify your common magic. – see common magic
  • They determine your divine connection for rune magic – see rune magic
  • They are the main tools of your sorcery – see sorcery

A character with limited runic connections will have very poor magical capabilities

Your runes determine how you defend against rune magic

For resisted rune magic spells the defender uses  a rune of his choice that he can justify to resist the magic. The storyteller then determines the relevance of the defending rune to set a target difficulty for the roll.

So to defend against a sever spirit death magic, with the life rune would be an opposing rune defence and the difficulty would be 5, to defend with movement is more of a stretch so difficulty would be 7’s, to defend with with harmony is a massive stretch so difficulties would be 9.

Your runes determine how you function on the hero plane

When taking actions within heroquests  upon the hero plane runes are the prime ability used to manipulate that aspect of reality. More details in the heroquesting rules.

Your runic association can shape and eventually consume your humanity

Runes are broad uncompromising concepts that shape reality in a very impersonal way, generating an association with them starts to mould and shape a characters persona as well as his abilities. For each point bought in a rune a character can purchase a merit or flaw associated with the rune. When characters become highly attuned to runes they start to lose their grip on their humanity.

For each level of runes gained ( with the exception the  man rune. ) over  five a player must lose one dot in one of his a virtues.

When total virtues drop below 6 characters start to loose social stats as well as virtues when purchasing  higher level runic associations (over 5).

What runes don’t do

There are things which runes do in other Gloranthan systems, but they won’t in this one.

Runes don’t augment you skills

Runes are used to manipulate your magical not your non magical skills. Common of spirit magic is what usually used to improve skills and your runes are used to boost that magic. However runes cannot be harnessed to boost skills without the use of a particular form of magic.

Though a rules deviation from Heroquest rules, I think it only reflects a subtle change of mechanics in systems which sees runes being one step removed in a more detailed system. In my opinion HQ runes were used to augment magic skills, and wrapped RQ battle magic in as a part of the runic association.

Runes don’t define your character

With the exception of the Man Rune,  runes are external powers which affect your character, but do not define them.  Runes are powers that shape a person destiny externally not internally. Attaining the highly levels of runic power erodes persons humanity it does not define it.

This is a deviation from standard Heroquest rules, but the introduces the concept of runes being dangerous and magical power corrupting the hero’s personality .

Back to Balazar Campaign Report – Part 1

I decide i’d like to talk through the campaign that currently running as it happens. It is of interest because it test runs the setting, the NPC’s and the WOD:Glorantha system. I have a few sessions to write up, but here are the first parts;

The Party

Five  years ago they would have the street gang of West Market in Fillichet. Now they have grown up and life has moved on, well it has for most of them . As a group they are hired help or ‘fixers’ sorting out issues for merchants  in and around the West Market.

The party members are;

Eimar is a confidence girl, communicator, investigator and tease. Specialising  in information and  negotiation. Rarely deep in trouble but never really out of it either.

Isolde moves around the edge of organised crime in West Market, can get stuff cheap. Can sell stuff fast, no questions asked. Knows the right people to get a dirty job done on the quiet. Want some someone tailed, and item ‘recovered’  she can usually sort you out.

‘Reader’ or Bayan spends much of his time studying in the Irripi Ontor temple, he has found himself book learning and more serious religion. A more thoughtful and cultured man in than in his earlier days, he is still uncompromising when blades are drawn.

Aelia was deemed to be moon touched. The priestesses of Deezola have her in as part of a mentorship group looking for the next generation of priests . She still keeps touch with her old comrades, and has plenty of free time as her mentor Princess Anderida is a very busy lady.

Vaughne is just  around to protect his friends and their employers interests. He isn’t particularly vicious or interested in any real agenda. Just don’t threaten or hurt his friends or he will have to stop you. Oh and by the ways he is as strong as an ox.

The last one never grew up. When was 14 the gang were liberating a few minor items from a caravan when he fell off the back of one wagon under the oxen and wheels of the next. He watches over his friends , does them favours, finds them stuff, keeps them together remembering the good days before the others had  to grow up. Death isn’t the most pleasant experience  but neither is it all bad.

The Hiring

The party receives a  message from a young runner ( boy not plant ), that Lady Xara from Xaras Spices would like them to attend her establishment tomorrow morning at 10:00am for business proposition which may be of interest to them.

The players jumped into research and from contacts about the market they were quickly able to establish that;

  • Xara was new to the market taking ownership of the property late last year
  • She is strikingly beautiful and has an eye for elegance in Kralori style which is in vogue at the moment.
  • She has significant wealth, but is not consider the best of traders
  • She has some contacts in the royal and temple district

Eimar was able to contact some friends from the royal district who were able to provide further interesting information.

  • Xara was well known in the royal district 2 or 3 years ago where she was working as courtesan
  • She was friendly with a number of young men from noble and royal houses.
  • She disappeared about 12 months previously
  • She reappeared significantly richer and immediately headed over the west market where she set herself up in a less conspicuous line of business.

Armed with this information the party arrive at the establishment and are shown into a plush reception room, decked out in what they may assumed to be a Kralori style, they are offered spiced teas and wait for their host to arrive.

The host arrived looking as stunning and stylish as  was suggested, looking to be in her mid 20’s. The party perceived a number of detection spell being cast from behind the paper door in an adjoining room.

” I am seeking people who are loyal without being blind. Trustable without being scrupulous. Subtle without being deceitful. Can handle themselves without being excessively violent and have no spiritual fanaticism  or ideological axe to grind. I have been led to believe you fit the bill, am I right?”

Eimar agreed before Ailea could speak.

“The matter I wish to discuss, is delicate. I will need to know your interest is genuine and I would have your assurance of confidentiality?”

Reader nods.

“If this is not the case there will be consequences.”

The whole party agree.

” I wish you to find a man for me. By divination I believe I have his location which is a distance but not excessive. What I require is a group of people to go the location, find the man, establish some details of his situation without alerting him and then contact me. The rate will be a standard 7L day rate per head , with bonuses for successful information returned, legitimate reasonable expenses, I believe this first stage should take 3 weeks”

The party confirm their agreement.

“The man’s name is Krogat, he is described as a bear of man who was bearded, which must be grey by now. He will be in his late 50’s. He is Humakti Warrior and Sword Lord and to all intents and purposes he is not known to be a subtle man. My information tells me he has arrived in Elkoi in Balazar in the last few seasons.”

Ailea asks her interest in this Krogat.

” My interest is not your concern, neither is it anyone else’s. I ask that you keep my interest in this matter out of common knowledge.”

Eimar watches Xara closely reading her mood and intent. She quickly understand that Xara is emotionally involved in this mission and that it means a great deal to her, though she is trying to cover it up.

Reader is the only member of the group who has heard of Balazar or Elkoi, he informs the group of a primitive land to the east well off all trade routes, which is full of nothing but dinosaurs, dogs and primitive hunters.

Horses will be provide to meet her ‘factor’ at Holay Fort, who is arranging passage to Elkoi for them.  After a little haggling on price they agree to leave early the next morning.

Reader immediately heads to the library to see if there is anything known about Krogat. Research picks up his was one of Leaders of the Aggar rebellion of 1607. However he was an interesting chap about whom this was written in a Orlanthi text about the uprising.

” Krogat the True was born under Bear Mountain in Western Aggar some 58 years ago. He became a prominent clan warrior and well known sword thane, and worshiper of Humakt.

He was a giant of man, standing at over six foot four inches in height, and burly and heavy set. He was fierce in battle, honourable in life and a doting father of 3 girls.

He was well known for his Bravery and Honour, often sitting on clan and even tribal rings for a season or two.

In 1606 the region rose in just rebellion against its Lunar overlords, Krogat was one of the leaders of the uprising, though he fought hard and viciously against the Empire, he retained his honour. He would not fight against women and thus he escorted a number of priestess of the Empire safely to the City of 10,000 magicians.

However his foe was not as honourable, as the tribes arrayed themselves against the imperial army and their Sun Dome allies near Angry Lake, Broo’s poured out of Dorastor and raided the homesteads and farms of the tribes, the slaughter was immense.

Like many Krogart left the uprising to return to defend the villages and farmsteads from the attack from Dorastor”

Krogat disappears from written history at that point.

With this information the party prepare to head to Elkoi in the morning.

Next Instalment – The Journey & Arrival

In the Background Notes  

All background plot has not come to flight yet so i’m not going to publish spoilers

System Testing

The system worked great for character definition, Players were able to use the system to build and describe the characters that they wanted to play. Most knew the WOD storyteller system well , and time was only taken up with Gloranthan tweaks.

 

Tusk Riders in Balazar: How to use them.

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

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

descent pic

Background Principles

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

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

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

For example,

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

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

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

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

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

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

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

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

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

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