All posts by Jon Hunter

Common Spirit or Battle Magic in WOD: Glorantha

Intro

For me back in the day the ubiquity of battle magic was something that made RQ and Glorantha significantly different and better than the other games of the time, and to keep the same look and feel  to the world it needs to keep its prominence, and see a world where magic is as common a response to a problem as technology is our world.

Keeping spirit/battle/folk magic front and centre needs to be key to any Gloranthan system, and this needs to be the case in the WOD storyteller mash up.

There has to my knowledge never been any link between spirit magic and runes within the game mechanic, there is a linkage between runes and spirit magic in the game world and it would be good if the game mechanic would reflect it.

I am aiming for a system where characters with high traits in runes associated with a particular spirit magic spell find it easier to cast and their spells are more potent when they do. Where characters without  associated runes can still use the sprit magic spells but their magic less powerful.

Base Spirit Magic Mechanic

The premise of the system is this

  • All characters have variable points in various runes( usually 1 to 5)
  • All characters have variable point in various battle magic spells (usually 1 to 5)
  • All spirit magic spells have a native rune associated with them
  • Casing any spirit magic spell costs a single quinessence point.

When casting a spirit magic spell the caster can choose to

  • Amplify his battle magic spell through a rune of his choice.
  • Use his knowledge of the spell only

If a character chooses to amplify his spell through the use of his runes, the following mechanic kicks in

  • A players dice pool is the sum of the traits in battle magic and the traits in the particular spell
  • The target difficulty of the roll for the spells effect is set by relevance of the rune chosen to the spell and the target effect or situation.
    • Difficulty 5 – Native rune
    • Difficulty 6 – High relevance
    • Difficulty 7 – Slight relevance
    • Difficulty 8 – Tenuous relevance
    • Difficulty 9 – No relevance
    • Difficulty 10 – Opposing Rune

If the character chooses not amplify the battle magic spell

  • The dice pool is the character trait level in the spell
  • The difficulty will be a standard 6

As with all WOD storyteller systems the number of dice rolled over the difficulty is the number of success on the test.

For Example  Jema the Chalana Arroy Healer has a trait of 3 in the spell heal and 2 in the life rune. If she choose not to amplify the spell with her Rune she would roll 3 dice with target numbers of 6, so a 2, 4, and 8 rolled mean she has one success.

However if she were to amplify the spell with her rune she would roll 5 dice with a target number of 5, meaning a 3,5,7,5,8 would give her 4 successes.

Ricca the Ernelda priestess has Heal 3 and Earth 4, if she were to amplify with her earth rune by channelling the healing power of the earth into her target she would have a dice pool of 7 and difficulty of 6 as it is a highly relevant rune in an appropriate situation.

Alric the shaman has Heal 2 and Spirit 5, he can amplify his heal through his spirit but it is only slightly relevant so he will have a dice pool of 7 but a difficulty of 7.

Shoga the Deathlord has Heal 2 and Death 5, if he was to try to amplify the heal spell through a death rune, the difficulty would be 10 due to opposing nature and he is as likely to damage his target as heal him.

Runes and Relevancy

The spell descriptions listed below all list native runes and runes with high relevance, however some guidance on other runes.

  • Elemental runes – Elemental runes are either native, highly relevant but only become relevant if the physical element is present and could be manipulated to the effect desired. More often they are neutral, but sometimes are opposed when opposing spells native to other elements.
  • Power Runes – Power runes are brought into play when associated to the effect being sought and tend to be highly relevant or opposing runes,
  • Form Runes – Form runes usually become slightly relevant when the target of the spell relates to the form.
  • Condition Runes – Condition Runes slightly relevant to lots of situations especially spirit, magic, infinity, luck and fate which can be used in most situations.

However these decisions should be taken by the storyteller in game time.

Effects of Spirit Spells

Spirit Magic in Glorantha has traditionally worked with one of  work with one of three game mechanics;

  • Buff – Bonuses are given to various skill checks and combat actions
  • Opposed Roll – An effect takes place on a third party if an opposed roll is won
  • Instant effect – Things just happen.

These three mechanics need to be considered in the new system.

Buffs

  • One spirit magic buff can be cast a round in addition to a characters main action.
  • A character maybe affected by different buffs at the same time, but not of similar types (defensive, offensive, anti magic, movement, stealth, communication, etc).
  • Each success made will be added to all rolls of a certain type for the duration of the scene.
  • The dice roll affected will be determined by the spell and can be found in the spell table.

Opposed Roll

  • These spells take an action to cast.
  • Opposed rolls are made when casting spells over targets who wish to resist. The Target will almost always resist with their willpower at a target of 6.
  • If a spell succeeds the amount successes of the caster over the defender determine the strength or length of the effect of the spell.

Instant Effect

  • These spells take an action to cast.
  • One success is enough for an complete success, extra success dive more detailed information

Hopefully this creates a spirit magic system that reflects the best of old Gloranthan RQ, works in the storytellers system and gives runes more an prominence in the system.

Spell Type Native Rune Associated Runes Effect & Notes
Abacus Eff Truth Mastery, Law Count of Items
Smith’s Boon Buff Fire Earth Extra dice to craft skill roles all for metal working
Babel Res Illusion Disorder, Man, Chaos Confuses targets language for round per success
Bandit’s Cloak Buff Illusion Darkness, Moon Extra dice to stealth rolls
Bearing Witness Buff Truth Mastery, Man Extra dice to questioning skills rolls
Beast Call Res Beast Communication, Mastery Summons target animal
Becalm Eff Harmony Man, Illusion, Life Allows subject to sleep peacefully, calms out all other mental effects one per success
Befuddle Res Illusion Illusion, Disorder, Moon, Chaos Confuses Subject for one round per success
Boon of last night Eff Darkness Illusion Creates circle of darkness
Bladesharp Buff Death Air, Movement Extra attack dice on slashing and impaling weapon rolls
Bludgeon Buff Death Darkness, Disorder, Earth Extra damage dice on crushing  weapons
Cauterise Buff Fire Life, Harmony Extra dice for healing skill rolls
Chill Eff Air Darkness, Undead Cools items and or people
Clear Path Eff Plant Movement, Fire Allows free movement through all undergrowth
Co-ordination Buff Movement Man, Air, Mastery, Extra dice on all dexterity based checks
Countermagic Buff Magic Spirit, Luck, Fate, Infinity Extra dice on WP resist again spells
Darkwall Eff Darkness Earth, Moon, Illusion Magical Darkness in a wall
Demoralise Res Man Man, Darkness, Disorder, Moon Reduces target dice poll by 1 per success on offensive actions
Detect X Eff Truth Magic , Spirit, Life, Man, law Detects stuff, one extra substance per level
Disruption Eff Disorder Death, Chaos, Air, Fire Damage equal to number of successes, no armour on rolls
Dispel Magic Eff Magic Spirit, Luck, Fate, Infinity, Disorder Removes on point of on-going magic effect per success
Dragon’s Breath Eff Dragon Dragonewt, Fire Fire attack of damage equal to success aggravated damage
Dullblade Res Harmony Disorder, Darkness Increase difficulty on target weapon wounding by one per success
Endurance Buff Man Earth, Life, Beast Extra dice on all non combat endurance checks
Entertainer’s Smile Buff Communication Man, Harmony, Illusion Extra dice on performance checks
Extinguish Eff Darkness Air, Earth Extinguishes fire
Fanaticism Buff Beast Man, Air, Disorder, Chaos Loose parry action, each success adds dice to weapon attack and parry
Farsee Buff Light Beast, Air, Man Increased vision and extra dice on visual perception
Fate Buff Fate Luck Boost or reduce next dice pool by number of successes
Firearrow Buff Fire Death, Disorder, Chaos First point makes damage aggravated, all others add one damage
Fireblade Buff Fire Death, Disorder, Chaos First point makes damage aggravated, all others add one damage
Glamour Buff Communication Man, Illusion Extra dice on all charisma rolls
Glue Eff Stasis Earth Fixed item in place, each point give 3 dice in resistance strength
Golden Tongue Buff Communication Man, Harmony Extra dice on all communication rolls
Heal Buff Life Man, Harmony Each success heals a health level
Ignite Eff Fire Air Sets something on fire
Iron hand Buff Beast Man, Death, Disorder, Chaos Extra dice on natural weapon attacks
Light Eff Light Fire Light
Lightwall Eff Light Fire Light wall
Lucky Buff Luck Reroll one dice per success on next failed test
Mason’s Boon Buff Earth Stasis Extra dice on all masonry craft skills
Mindspeech Eff Communication Truth, Air, Man Communicates with one person per success
Mobility Buff Movement Air, Beast Increases movement rate by var
Parry Buff Stasis Air, Death Extra dice on all parry roles
Pierce Buff Death Fire, Air Extra damage dice on all damage roles for impaling weapons
Protection Buff Stasis Earth Extra soak dice for each success
Push/Pull Effect Movement Air Moves stuff
Repair Effect Stasis Harmony fixes broken item
Second Sight Effect Spirit Spirit, Law magical aura of all creatures and items, allows invisible creatures to be seen
Shimmer Buff Air Illusion, Movement extra dice on all dodge and avoidance roles
Slow Res Stasis Man decreases movement of target
Speedart Buff Air death, Light, Fire extra to hit dice on missile rolls
Strength Buff Man Beast, Earth, Life extra dice on all strength rolls
Spirit Bane Buff Spirit Mastery Creates circle of protection from hostile spirits, success increases radius
Thunder’s Voice Buff Mastery Air, Communication Increases voice volume and extra dice to intimidation and leadership rolls per success
Understanding Buff Communication Man Extra dice on all language roles
Vigour Buff Earth Man, Life, Stasis, Beast Extra dice for stamina rolls
Warmth Effect Fire Fire, Light, man Keeps caster warm each magnitude adds extra person
Water Breath Effect Air Water, Life, Man Allows target to breath Under water

WOD:Glorantha – Character backgrounds

Character backgrounds in Glorantha is a very simple bit of rewrite. With no  significant system changes, just a selected, tweaked and sometimes re titled character backgrounds.

My Initial selection is as follows

  • Allies – Key NPC allies and walking plot devices
  • Artifact – Magical item or heirloom defined with GM
  • Contacts – Contacts for information and resources
  • Cult Status – Status within your cult
  • Destiny – The magnitude of the sense of fate that the character has upon him. The game effect extra floating bonus dice pool role per session, for any challenges relating to the characers sense of Destiny.
  • Family – Characters family connection to, the power and/or size of their family
  • Homestead – The ownership of land and home
  • Influence – The ability to influence society and people of power
  • Mentor – A useful and insightful mentor(s)
  • Past Lives – The ability to call on the ability perceptions and knowledge of those that have gone before. The game effect is floating dice pool per sessions where players  have no natural ability .
  • Resources -The ability gather money and use physical resources
  • Status – Your characters Status in his home culture
  • Witta/ Communal Spirit – Your characters spiritual connection to the community or group spirit, also contributes to the spirits power and abilities

Open to suggestions, additions and improverments

WOD:Glorantha – Character Sheet and Skills First Draft

OK the first thing any system needs is a character definition system and the classic storyteller system is good.

A focus on varied social and mental attributes(stats), as well as physical attributes is an appeal for a game with thoughtful players interested in characterisation. So no changes to the base attribute model.

  • Physical: – Strength, Stamina, Dexterity
  • Mental: – Intelligence, Wits, Perception
  • Social: – Charisma, Appearance, Manipulation

The RQ Pow stat will be tied into runes and virtues in this system. The Siz Stat will have to be assumed in strength and stamina, but its a trade off I am happy to get for perception, wits , appearance and manipulation.

Storyteller Sheet

Classic WOD abilities do not translate into Glorantha and we do need to look at a specific Gloranthan set of abilities. I started with a Mage the Sorcerers Crusade abilities list trimmed some out, added some  Werewolf abilities and then created and added some that I thought were Glorantha to cover the basic abilities set.

The aim was to cover 90% of the players skill requirement with these skill sets, ensure a Gloranthan feel, and push players towards the use of magic and cult.

  • Talents – Alertness, Artistic, Athletics, Awareness, Brawl, Dodge, Empathy, Expression, Intimidation, Subterfuge
  • Skills – Archery, Crafts, Etiquette, Leadership, Larceny, Mechanisms, Melee, Riding, Stealth, Survival
  • Knowledge – Academics, Culture, Investigation, Languages, Medicine, Myth, Politics, Divine Lore, Sorcerers Lore, Spirit Lore

I’m happy with the coverage and choice but if anyone can suggest better names than Divine Lore, Sorcerers Lore, Spirit Lore I would love some alternatives.

As the classic storyteller five dots in skills and abilities refer to the normal species maximum for a normal Human, I think Glorantha Heros can surpass what is expected as normal and have gone for an eight dots per attributes as a ceiling.

I am currently unaware of how I will manage access to stats over 5 dots, but the capacity needs to be there to determine the detail at a later date.

Runes, Virtues , Spirit Magic, Backgrounds will probably all change through the development process of the game mash up, but they do need their place on the first draft of the Character sheet.

I have also decide to keep nature and demeanour from the WOD system as they can be interesting in helping characters define themselves.

Please comment on coverage of skills, and potential names for the three magical lores or anything else you think maybe fun.

WOD:Glorantha Classic Storyteller System for Glorantha

Hi All,

I ran a really fun gloranthan game for a bunch of old friends who I used to play Whitewolf games with last night. I used the classic whitewolf storyteller WOD system because everyone knew it and it was quick dirty character gen and straight into gaming.

It worked well and as our style is more plot and character than crunch, the system didn’t get in the way. However it didn’t push the magic and the cult angle as strongly as I would of liked and at times I felt like it was ‘Cadfael’ the role playing game.

So my intent was to convert all characters into RQ2 or RQ3 and go with a native gloranthan system in the long run so I didn’t have to recreate gloranthan  magic and work out that Monster. However this morning a few things seemed flat on the old RQ3 character sheet, and for our style of play the Whitewolf core system may be a better starting point.

So i’m about to create a Gloranthan skin for the storyteller system, I thought id share this process in a few posts, so people can laugh at my trials tribulations, false starts and failures.

Ideas will be gratefully reviewed, constrictive criticism will be resisted and then assimilated when no one is looking, and debate is a fun part of the creative process.

Currently what I think we will get in the WOD system is;

  • Better characterisation around social and mental stats and skills
  • A built in character background system which is easily converted and developed
  • A flaws and merits system which
    • Aids character definition
    • Can be used to incorporate gifts and geases, rune touched and feats
    • Can be modified to reflect changes as runic affinities become stronger

What I will need to create or significantly change is;

  • Trim combat to make it fast, quick and deadly as Jeff suggested an Glorantha combat system should be.
  • Create a magic system(s) that reflect Gloranthan Runequest which is quick easy and simple with the classic WOD system
  • Look at how runes would work in the system
  • Look at how virtues would work in the system

So I will make at least one posts  covering each of these areas, some may need three of four attempts.

Tusk Riders in Balazar

Introduction

Recently upon the word of the Aid to the Lunar Minister of Provencal Security concerning Balazar and its domains, Uhtan (Warlord) Ravic Deadman has been promised silver and hunting and raiding rights across significant land in Balazar, if he would bring a warband to support the work of the Lunar Empire for 2 years

Uhtan Ravic Deadman has brought 5 rides of Tusk riders north in his Warband, he knows the promises made are unlikely to be kept, but has little interest in land rights or hunting grounds. What he wants is the ability to raid, fight, bully and steal with the backing of the Lunar authorities. He knows this contract will go wrong but wants to cause as much harm and make as much profit as much as possible before it does.

Each ride of warriors is independent and only Ravics brutal personality keeps them together as a warband. The different rides will most often raid and work independently, but come together to camp in their hastily built stockade in the southern West Plain. Gold is paid to Ravic on a per job basis from Halycon and the tuskers riders are often used to  support Barons Blackshields.

Ravic does not believe that any of the Balazarings can stand against his riders and there are few that can. Small bands and individual  tusk riders travel north from the stinking forest time to time to join what is considered to be a successful war band.

broken land pic

Uhtan Ravic Deadman

A grizzled old tusk ride of some 35 years of age, he was been fighting and raiding since the age of nine and is still alive where few of his comrades are. Ruthless, violent, cruel, cunning and vicious he is everything a tusk rider leader should be.

He has travelled all over dragon pass, deep into Prax,  and has been north into Balazar twice before. The Uhtan has successfully lead his ride for over ten years now, but has taken his current title only for the past two. However he found little difficulty in raising five rides for the war band and is considered a successful leader.

Despite his cruelness and demeanour, Ravic is an incredibly bright individual who can see subtleties in situations and anticipate what will happen in the future very well.  This makes him cautious and he makes decisions defensively and always assumes he will be double crossed in any given situation.

Ravic is a powerful servant  of the bloody tusk and has bound spirits in hands taken from a Chalana Arroy priestess, an Issaries priest and a Orlanthi warrior. He rides beast of a Tusker which has been awaken by Ravics allied spirit and is known simply as Gore.

The deadmen

Ravics personal ride are called the Deadmen and they decorate their armour with the bones of humans, and there tuskers with the bones of various mounts so they often look like undead at first glance. There are about 30 tusk riders in the pack. The Uhtan keeps his  4 lieutenants in competition and conflict with each other, but if someone gets powerful enough to be  thinking about a challenge they are killed or thrown out of the ride.

Blood Rain

A ride of 18 tusk riders who are well travelled through dragon pass and down into Kethelia, they are experienced warriors and  are a highly efficient and effective unit.  They have been working with Uhtan Ravic on and off for 2 years now and have a good understanding with him.

The rides Athan is Snape Longeye, a particularly sly individual, who is fond of the ambush and the sneak attack. The rides name comes from the habit of hanging their prisoners upside down, and draining their blood onto the celebrating warriors underneath

A notable figure as well as Snape is ‘Draco the Wild’ an up and coming tusk rider of 14 years, who fights with the vigour of youth and experience of a warriors twice his age. A few in the war band mark him for either great things or a dagger in the back.

The Ironfist

A ride of experienced mercenaries who are much travelled, the ride contains 12 Tusk Riders who are known to worship both Zorac Zoran and the Bloody Tusk. This is their first time working with Uhtan Ravic, but both have good reputations  and expect the arrangement to go well.

The ride is named after a mystic item which the rides Atan wears, this iron gauntlet grants the wearer the power to catch an opponent’s weapon in combat.

The current Atan is Frac the Black, who took the group over 2 seasons ago after challenging the previous Atan. He is a fearsome warriors with nothing subtle about him.

Deathbringers

The 8 tusk riders of this ride follow Atan ‘Raki the Cheetah’ a former Agimori from Prax who was captured and then survived tusk rider initiation over 10 years ago.

Due to Atan Raki  still feeling the needing to prove himself the Deathbringers are more intentionally cruel than other rides. They  also take more risks and have a much higher mortality rate. The surviving riders are very competent and ruthless warriors.

They have rode in Prax and the Stinking Forest previously and have only worked with Uhtan Ravic once before.

Ravagers

A ride of younger less experienced 16 tusk riders from the stinking forest, they are much less experienced and more arrogant than other riders. It is the first time they have followed Uhtan Ravic and he wouldn’t have taken them on if he could have got a more experience ride.

They are good time boys, who have only encountered battle on home turf with superior numbers to this point.  There Artan is a female tusk rider called Wispa who is a competent warrior but has to use  her powerful sexuality to control the ride.

Terms 

Ride – A permanent group of 5 to 35 Tusker Riders  who follow an Atan and have family lies or connections.

Warband – A collection of rides lead by an Uhtan or war leader, this group is only ever temporary in nature and its continued survival is dependent upon the strength of its leader, the opportunity and the current success of the campaign.

Atan – Ride Leader loyal to no one, whose cooperation is earned or bought by a Uhtan

Uhtan – A warband Leader

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.

New Trilus Orlanthi NPC’s

These three young hunters  along with numerous others were recruited by Lan and the other Balazaring Orlanthi to take part in raids on the lunar supply caravan moving through Elmswood. Where others saw this as a interesting and profitable distraction from daily life. Banvann and Talkori saw it as a potential life changing experience.

The next season travelled from there clan in Elmswood to Trilus and joined the cult of Orlanth, Lan and the other balazaring Orlanthi has headed south at that point, but they became acquainted with Torath and Pay Surney.

When the Orlanthi were looking for additional full time  recruits it was an easy choice for both parties to make. All three are wearing repurposed lunar peltast armour and equipment, with the addition of broadswords which have been acquired.

Plot uses:  Use these guys to pad out the Orlanthi group, they are quite green and inexperienced and can add a bit of humour to the group interactions. They all however have potential and seen as valuable by Torath and Pay

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Banvann Sacredheart – Balazaring, Orlanth Initiate, 22
Traits:  Impulsive, Optimistic, Extrovert, Honest

Banvann is probably one of the most energetic, enthusiastic, friendly, annoying and slightly dim people you will ever meet. He believes the best in most situations and rarely stops to think or doubt anything.

He is strong, good looking, fast and skilled, little has been difficult for him in life and as such he has developed a very uncomplicated and positive outlook. As such he makes an exceptional follower and someone who is usually easy to be round.

He feels privileged to be a follower of a warrior god and making his living with a sword and not as a hunter. Torath really liked Banvann, but he can grate on some of the other Orlanthi in the party.

Nature:                    Thrill seeker
Demeanour:          Reveller
Physical:                 Strength  3, Dexterity 4, Stamina 3
Mental :                   Intelligence 2, Wits 3, Perception 3
Social:                      Manipulation 2, Appearance 4, Charisma 4
Talents:                   Alertness 3, Athletics 2, Brawl 2, Dodge 2, Intimidation 2
Skills:                        Archery 3, Crafts 2 , Leadership 2, Melee 2, Riding 1, Stealth 2, Survival 3
Knowledge’s:        Culture 2, Medicine 3, Myth 1, Spirit Lore 1
Essence:                  3
Quintessence:      12
Willpower:             5
Runes:                     Air 3, Movement 2, Mastery 2, Death 2
Spirit Magic:         Bladesharp 2, Disruption 2, Mobility 2,Speedart, Shimmer 2
Higher Magic:      None
Virtues:                   Vigor 4, Trust 4, Generosity 4
Backgrounds:      Cult Status 1, Destiny 4, Family 2, Past Lives 2 Witta 1
Flaws & Merits:   None
Gear:                        2H  Spear 3pt, Broad Sword 3pt, Light Scale 3pt, Javelin 2pt

 

talkori2_pic


Talkori Sabletoe – Balazaring Orlanthi Initiate, 21
Traits: Aggressive, Suspicious, Brave, Curious

Talkori is Banvanns best friend and comrade in arms. He is more balanced in outlook than Banvann and sees the world as less forgiving place.

Talkori lost his brother in the raid on the Lunar Supply caravan and has had a passionate dislike of them since, however illogical that seems to others.  These feelings means that he actions and reactions around Lunars are watched by other members of the group.

Though he is keen to be seen as a warrior and not as a hunter he still has a love of dogs and has two stavas hunting dogs with him most of the time. He does not ride like most of the other but has developed the ability to run long distances which he can supplement with magic if required.

He has developed an unrequited infatuation with Andretta Wolfhelm which she uses to her advantage whenever she can get away with it, apart from that he gets on well with most of the other Orlanthi in the group.

Nature:                  Thrill seeker
Demeanour:         Follower
Physical:                 Strength  3, Dexterity 3, Stamina 3
Mental :                   Intelligence 2, Wits 2, Perception 4
Social:                      Manipulation 2, Appearance 3, 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, Investigation2 ,Medicine 2, Myth 2, Politics 1,Spirit Lore 1
Essence:                 2
Quintessence:     7
Willpower:            4
Runes:                     Air 2, Mastery 1, Death 2,
Spirit Magic:         Beast Call 2, Disruption 2, Mobility 2,Speedart, Bladesharp 2
Higher Magic:       None
Virtues:                   Vigor 3, Trust 4, Generosity 4
Backgrounds:       Cult Status 1, Family 2, Past Lives 3 Witta 2
Flaws & Merits:    Clear sighted (3pt),
Gear:                         2H  Spear 3pt, Broad Sword 3pt, Light Scale 3pt, Javelin 2pt

stefia3_pic


Stefia Icewalker – Balazaring Orlanth Initiate, 19
Traits: Stubborn, Emotional, Clever, Humorous

Stefia has spent her life trying to be noticed by Banvann and so far has not managed to be noticed in the way she wants to be. To Banvann she is his best friends younger sister, and things romantic have never crossed his mind.

Stefia has little interest in being a warrior or this strange foreign God but is tagging along to be with her brother and his best friend.  She is upset by the death of her older brother, but places the blame squarely on Lan who initiated the raid and not anyone else.

Strangely she has taken to this life well and is showing a natural aptitude for both the way of the warrior and the cult of Orlanth.

She has been given a Horse by Torath and loves it and thinks it is the best thing ever.  She has become a decent rider and often works as a messenger for Orlanthi.

Stefia Icewalker – Balazaring Orlanth Initiate, 19
Nature:                      Child
Demeanour:            Follower
 Physical:                  Strength  2, Dexterity 4, Stamina 3
Mental :                     Intelligence 2, Wits 3, Perception 3
Social:                        Manipulation 2, Appearance 4, Charisma 3
Talents:                      Alertness 3, Athletics 2, Brawl 2, Dodge 2, Empathy 2,Subterfuge 2
Skills:                          Archery 2, Crafts 2 , Melee 2, Ride 3, Stealth 3, Survival 3
Knowledge’s:          Culture 2, Investigation 2, Medicine 3, Myth 3, Spirit Lore 2
Essence:                    3
Quintessence:        9
Willpower:               4
Runes:                       Air 2, Life 2,  Movement 2
Spirit Magic:           Bladesharp 2, Disruption 2, Heal 3, Mobility 2, Speedart,
Higher Magic:         None
Virtues:                     Resilient 4, Trust 2, Compassion 3
Backgrounds:        Cult Status 1, Destiny, Family 2, Past Lives 2, Witta 2
Flaws & Merits:     Runetouched Air – Accompanied by gentle breeze. Daredevil
Gear:                          2H  Spear 3pt, Broad Sword 3pt, Light Scale 3pt, Bow 2pt

Solina Garhound and Company

Solina Garhound, Female Thief, late 20’s, Lanbril Cult member

Solina

Threat Level ****

Runes: Darkness, Life, Illusion

Traits: Sexy, Cautious, Patient, Greedy, Stubborn

A professional thief from Pavis region, she was expelled from Sun Country in mid-teens for various misdemeanours. Her style is theft via seduction and she  masquerades as a noble daughter of the Garhound clan from Pavis Country.

With fair skin brown hair with green eyes she is stunningly beautiful. Pleasant  light and fun company with a  good time mentality. Also she is completely and utterly amoral in most situations most of the time.

She followed Lan Stormson up from Prax. Employed by GimGim the Grim to retrieve the Windsword and  took a hefty advance. So she fears for her life if she returns without the sword. She has no real political or spiritual ideology to drive her forward.

When she arrived at swim here Lans wife Rahkal took an immediate dislike to her and threw her out of the community. She has since travelled to Trilus and Dykene, but does not know how to proceed with her quest at the moment. She is frustrated and is not used to failing at things she sets out to do.

She loves horses and is a natural rider and is currently travelling with two bodyguards.

Plot Uses: Will probably try to recruit the players to help her steal the Windsword, either knowingly or more probably as mindless dupes.

If not she will see the characters as possible marks and try to get close to relieve them of some of their more interesting possessions.

Gerak Garhound 27 Pavis, Lanbril Member

Threat Level ***

Runes: Darkness, Disorder, Man

Traits: Aggressive, Calm, Suspicious, Dour

Gerak grew up in Cheapside in Pavis and became a gang enforcer as an initial careers choice. He has known and worked with Solina for about five years, poses as her brother. Gerak has romantic feelings towards Solina but its unrequited and leads to some awkward moments.

His job is to work as her heavy which he can do reasonably well in an urban environment. He is not comfortable in the wilds. He is a competent fighter, but not a warrior. He is especially  fond of long knives and the gladius style shortswords.

Plot uses: Gerak has a short temper and is likely to pick a bar fight for no good reason

 ‘Dusty’ Rinan, 30 Pol Joni, Orlanth Initiate

Threat Level ***

Runes: Air, Movement, Beast

Traits: Stubborn, Brave, Adventurous, Dishonest

A praxian barbarian from the Pol Joni Clan, who signed on to be there scout,  guide and guard through the deserts of Prax. He is comfortable out in the wilds and is enjoying his time in Balazar.

He is not aware of what the details of their mission, but is wise enough to know the type of people he is travelling with and what kind of mission they are on.

Dusty is bored with a mercenary existence and  is looking for something a little bit more substantial in his life but he is unaware what that is at this moment. It may a more serious spirituality, a cause, a true love or just a plot of land.

Plot uses: Dusty is someone who could suddenly attach himself to the characters for various reasons and though he maybe unsightly and rough round the edges could become a useful friend.