All posts by Jon Hunter

Trilus Updated Lightbringers

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

They are broadly speaking as follows;

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

So now the current Lightbringer residents of Trilus are;

Pay and Toraths Orlanthi Group

Native Orlanthi

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

Chalana Arroy

Issaries

  • Djimm Mith Pg 47

Lan Stormson

Stormkhan, Favoured of Orlanth, Balazaring Warrior and Chief of Men

Runes: Air, Movement, Death

Traits: Proud, Aggressive, Impulsive, Deep, Conflicted

Tall and wiry warrior, with long scraggly brown hair and unkempt beard, he wear iron chain over furs and leather, he rides a Praxian Bison, and is usually escorted by group of praxian Bullmen from the Bison tribe. He is a man in his late 20’s who is living life fully,  but who seems to be driven to achieve, to risk, to fight and to kill.

He is the current wielder of the Windsword.

Ten years ago he was just one of a number of young Votanki hunters who were part of the Redrock Clan. Today he is much travelled, a leader of men, the wielder of the Windsword, Heroquester, the killer of chaos, a hammer against the Lunars and is unfulfilled still striving and pushing for something that evades him.

Upon meeting Lan mist people are impressed with him and want to impress him. he has an energy and dynamism  that people find engaging, but after spending time with him the shine wears off and he just seems very self absorbed.  He strives to be great and as such often wounds many close to him.

He loves dogs and hunting which he considers a joy, he loves women and has made many bad choices in that area of his life. He dreadful husband to Rahkal his wife and a poor father to his three children. He loves them deeply but has not the emotional capacity to consistently express that in any meaningful way.

He is touched by Orlanth, and is a clear manifestation of what is good and what is challenging about the god.  As a younger man his only desire was to become a windlord. However when  his wife became one before him, he turned to the cult of Stormbull instead. Surprisingly he has never been afflicted by the cults spirit of reprisal.

Lan is currently trying to form a permanent community in the Dangerground close to Swim Here which comprises of warriors seeking a Lord, Orlanthi farmers who have travelled up from Pavis country on the promise of freedom and farming land, Bison riders from Prax who are checking out this green land to see if a larger group could prosper here and Balazaring hunters  who are drawn to his rising star.

He is finding it hard but old friends from the Redrock tribe and allies from elsewhere are drifting back to him, and as a community something is coming together.

Lan has a poor view of baboons and has put a price of a wheel on the head of every baboon brought to him, and 50 Wheels for Gareeki Chaz’s head.

Nature: Architect
Demeanour: Bravo
Physical: Strength 4, Dexterity 6, Stamina 5
Mental: Intelligence 4, Wits 5, Perception 5
Social: Manipulation 3, Appearance 4, Charisma 5
Talents: Alertness 5, Artistic 2, Athletics 5, Brawl 4, Dodge 5, Empathy 3, Expression 2, Intimidation 5, Streetwise 4, Subterfuge 4, Sense Chaos 5
Skills: Archery 5, Commerce 2, Crafts 2,Etiquette 2, Leadership 4,Melee 6, Riding 5, Stealth 5, Survival 4
Knowledge’s: Academics 2, Culture 4 ,Investigation 2, Languages 3, Medicine 3,Myth  5, Politics 4, Divine Lore 5, Spirit Lore 2
Essence 6
Quintessence: 34
Willpower: 7
Runes: Air 6, Movement 5, Beast 4, Death 5, Mastery 4, Eternal Battle 4
Spirit Magic: Bladesharp 4, Healing 4, Disruption 3, Speedart 2, Shimmer 4, Mobility 4, Farsee, fanaticism 2
Rune Magic: Pact Stormbull 9pt; Beserker, Summon/Dismiss Air Elemental, Face Chaos, Shield
Pact Orlanth 15pt; Bless Woad, Flight. Lightning, Shield, Wind Words, Wind Warp, Summon Air Elemental,  Increase/Decrease Wind, Dismiss Air Elemental, Detect Honor
Virtues: Vigor 5, Trust 4, Generosity 4
Backgrounds: Allies 4, Artifact 5, Contacts 3, Cult Status 5, Destiny 5, Dogs 3, Family 4, Homestead 4, Influence 5, Mount 4, Ransom 5, Resources 5, Status 3, Witta 4
Flaws & Merits Favoured By Orlanth -6pt merit,  Compulsive Speech -2pt flaw, Gall – 2pt merit,  Intolerance baboons – 1pt flaw, Killer Instinct – 5pt merit,
Equipment: Bison -with allied spirit,  Partial Iron Plate Armor & Furs – 6pt, Windsword ** Special** see below, Lance 4pt, Medium Round Iron Shield -3pt, 3*javelins – 3pt
Spirits: Trouble: Allied Spirit
Essence: 3 Quintessence:8 Runes:  Beast 1, Air 2, Spirit 2 
Spirit Magic: Spirit Block 4, Countermagic 4, Dispel Magic 4
Krugor the Axe: Ancestor
Essence: 2 Quintessence:6 Death 2, Earth 2 
Spirit Magic: Strength 3, Vigor 3
Windsword Iron Broadsword 4pt ( 5pt vs. chaos)
Guardian Spirit: Essence:5 Quintessence:12 Runes:Air 5, Law 5
Pact: 17 Summon/Dismiss Air Elemental, Flight, Extension, Impede Chaos, Face Chaos
Power Storage: 11

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

Plot Uses

  • If you running a Lunar based campaign this guys should be you key adversary, he will fighting killing ambushing and raiding Lunars at every opportunity and causing others to do so.
  • If you are running  a Balazaring hunters campaign this guy and his actions will make interesting political ripples which players will need to ally with , negotiate round or oppose.
  • If your campaign is Yelmalian based he will be a difficult customer and potential foe.
  • If your campaign is Orlanthi based he will be a rival, a friend or an employer.

Redrock Clan – An Introduction

Eight years ago the remnants of the Redrock clan travelled down through the Elder Wilds and into Balazar. They were really only a handful of young hunters and warriors and their families who were the survivors of a inter clan conflict on the borders of the Redlands.

Quickly taking to the worship of Orlanth the Redrock clan the preceded to tear up Balazar for the next 2 years, they  approached  there new faith with a zeal and an energy that put their foreign Orlanthi mentors to shame.

They killed the Ogre spy Gondol Holst, cleared out Festering Isle, stormed Griffin Mountain, fought the Lunars and recovered the Windsword. Then most of the clan went south to learn more about the ways of Orlanth, but things went wrong at the border and the clan separated.

In the last few seasons members of the clan have returned to Balazar with allies and followers and seem to be congregating out on the borders of the Elder Wilds. Currently most members of the clan are congregating with there followers at swim here back under the leadership of Lan.

The known adults of the Redrock clan are;

The Redrock clan are sometimes known as the Balazaring Orlanthi, others do belong to this grouping the leading lights and core members are the Redrock clan.

Those Balazarings of an older generation will be aware that a clan known of the Redfox clan whose leader Rauis worshipped Orlanth, were exiled from Dykene tribal lands and disappeared into the Elder Wilds some 12 years before  the Redrock Clan moved into Balazar. It is very likely that the two groups are closely related if not the same.

Broos of Balazar and the Elder Wilds

Summary

The broos of the Elder Wilds differ from those found in more civilized parts of Glorantha due to differences in the breeding choices made by local broo’s.  The first is that there is a lot less human stock within local area leading to the broos being more bestial than usual.

The other is that the lack of domesticated animals means that the animals stock of broo within the Elder wilds is much more varied, goats and sheep are still present but are less significant as bison, elk, all kinds of deer, hyena or even rabbits make up the lineage of many of the broos of the Elder wilds.

The broos are also surrounded by enemies on all sides, none of the elder races or the local humans wishes to treat with them in any way. This has two effects the first that they are even more aggressive and more hostile to outsiders  than others, the second is that they are a little more likely to co operate with their own kind than normal.

Broos have been in the Elder Wilds since the dawn. Most are descendants of broos who were part of the devils army that crossed Balazar in the great darkness. Others are the descendants of humans who have been corrupted by the Chaos rift at Festering Isle.

On more than one occasion in history Balazarings have cleared Festering Isle of chaos, only to find the guards they left at the site have become foully mutated servants of chaos not a season later.  It has also been noted that the clans which dwell at Festering Isle seem to accumulate a greater range and strength of chaotic characteristics than those normally expected.

Within balazar Broos have become stronger in periods of conflict between the Elder Races, their numbers have waned in periods of structure peace.

Two historical events allowed for a particular spike of Chaos activity within the Elder wilds,

The first was the conflicts end of the Arkat stories created great devastation and voids that chaos creatures managed to fill. It took 3 or 4 generations after that point that broos and chaos numbers returned to a normal level.

The second was only a couple of centuries ago when a particularly virile Broo by the name of Happy Jack impregnated thousands of herd beasts over a 30 year period, this brought a large increase in broo populations and made the Dangerground incredibly dangerous for the next 70 years.

Elves, Troll and the Tribe of Dykene raged specific campaigns against the broos through this period and it was and Uzko hunter by the name of Nahum Longchuck who eventually killed happy Jack.

Legends & Myth

All of the Broos of the Elder Wilds know of Festering Isle and have a good idea that is situated on the river of the Damned and the location of the river. However access to it jealously guarded by the strongest leaders and gangs in the Elder Wilds.

It is seen as the centre of  broo power in the area and is often fought over by the  gangs. When other chaos creatures take possession of the island broos will fight hard to regain it.

Cacodemon is much more important and prevalent in legends in the Elder Wilds than anywhere else. He is the most notable chaos entity who left permanent marks upon the region, which means the worship of Cacodemon  to a certain extent challenges the worship of Thed within the broo population of the Elder Wilds.

The Chaos Holy Ground is a well know site in the Elder Wilds which is known to broos, orgres, chaos, trolls, humans and elves.  It is where a wounded Cacodemon fell to the ground and cursed it with his blood.

However a secret known only to the worshippers of Cacodemon is a place called the cave where Cacodemon crawled to recover from his wounds. It is a place and safety and sanctuary for chaos, deep magics of concealment  and wardings are in action and strangely for  Cacodemon by tradition  it is a place of peace.

The final legend is of the broo vampire of Gork hills, this story has done the rounds like many of the other stories of the vampires of Gork Hills. There were stories for a good 100 years regarding a Broo vampire in the Gork Hills but new stories seemed to have ceased about 200 years ago. Though other vampire stories relating to Gork Hills have continued since.

Distribution

broos2

The broos of the Elder wilds dwell in the spaces left by the major races, and in small clusters around the Chaos sites of the elder wilds.

This means they dwell round the river of the damned as a central location, but also across the danger ground, the north plain, Nandwood, the Redlands borders  and some of the foothills of the Rockwood Mountains.  They tend to avoid aldyrami woods, troll hills and human populated portions of Balazar as being too dangerous for permanent residence, however they often travel into such areas for raiding.

Key Groups

Broos gangs do not tend to be large organised or stable due to their nature, but a number of the more notable and long standing gangs of the Elder Wilds are;

  • Half Horns – A prominent larger raiding group, much travelled across Balazar and other human lands. They are worshippers of Thed and have a wide mix of animals types represented. They have been the broo gang who have been controlling festering isle for most of the last 10 years.
  • The Damned – River of the damned based broo gang with, newtling, aquatic and frog broos, these broos have lots of unusual chaotic features. They usually ally with key festering isles broos of any particular time. These broos mainly worship Malia and monster of the river. They are in conflict with Lady Seronde the river spirit.
  • The Muthas – A cacodemon worshipping band of broos who raid across the North Plain and into the Redlands. They are known to be willing to act as guides for ogres searching for the Chaos Holy ground found in the wilds.
  • Mad Dogs -A gang of vicious and violent hyena based Thed worshipping Broos, who raid across the dangerground and occasionally into Balazar proper. Brother Dog hates this gang with a passion and hunters will seek this gang out whenever they can.
  • Blood Monkeys – The blood monkeys are a band of Cacodemon worshipping broos who stay close to the chaos holy ground and try to hire themselves out as guards and mercenaries to any chaos priests trying to use the site. They also are very keen on taking sentient captives which they can trade with the priests, usually for magic.
  • Bison Boys – A group of large broos from bison stock who wander the north plain without any real purpose or goal. They are not the brightest of creatures, and recently after meeting one have decided they are minotaur’s not broos.  They have historically worshipped Thed, but have now appointed a confused minotaur called Mantan as there gang leader, but he is as much as mascot and prisoner as a leader.
  • The Scarred Hand – A group of incredibly old and powerful broos who operate out of the cave. Some are over 200 years old and incredibly powerful as a result. They all worship Cacodemon.

They are unknown to humans , elves or trolls and only a legend amongst the broos and chaos of the Elder Wilds. They are cautious and wily and will sneak out in ones and twos take sentient victims captive.

Key Leaders

Leadership amongst the broos is a fluid thing, however a number of Leaders have been in place long enough to be notable.

  • Gargood Halfhorn

The leader of the half horns and notable broo raider. He has progressed since stated in Griffin Mountain, he has gained 2 or 3 new chaotic features and is a Runelord of Thed.

  • Kassa Mad Dog

Leader of the Mad Dogs and a prodigious tracker. Kass ensures that his gang is always on the move and hard to find.

  • Tibirus the Dragon

A sable headed broo and leader of the Blood Monkeys. Tibirus positions himself as the ranking talon of Cacodemon in the Elder Wilds. He is somewhat reasonable and willing to deal and negotiate for a broo.

  • Farahic Puskin

This newt headed broo is the Leading shaman of Malia in the Elder wilds area, does not have his own gang but works with and for numerous broo gangs when he feels the need.  He haunts the lands around the river of the damned.

  • Niza the Black

This 200 year old broo is a Talon of Cacodemon and guardian of The Cave. Very few know of its of his existence and he wishes to keep it that way. He runs his pack with a rod of iron and great discipline as he demands the Cave be kept secret.

NPC’s – Lightson Of Yelmalio and Wife

Kalason Flameheart, 34 Year Old Male, Lightson of Yelmalio
Threat Level *****
Traits: Optimistic, Patient, Energetic, Pious, Leader
Runes:  Fire, Truth, Movement

Kalason is a Balazaring warrior come good. Initially from the  Sun Lizard clan of Elkoi Tribe, he left Balazar when he was 18 to Join the warriors of the Sun Dome temple.

He has spent the last 16’s years as a templar at Sun Dome Temple at  Ever New Glory and done so with distinction rising to rank of lightson.

He is currently on assignment from the temple and has been sent to find out what he can about King Skilfils Giant Vrock Hawks.

King Skilfil is in a difficult position he does not want to share the information with his hawks with anyone, but neither does he want to deny his cult. He also likes Kalason and wants to recruit him into his citadel Guard.

For  the moment he has told Kalason he needs to earn his trust and has left him to work at the temple of Yelmalio in Dykene.

Kalason enjoys being back in Balazar, loves to hunt and owns a pack of hunting dogs. He has geases of only love an earth worshipper and never eat meat so he does find the diet very limiting.

standing stones pic
Oraine  Starlight, Sun Dome Wife and  Ernalda Initiate
Threat Level **
Traits: Aggressive, Clever, Humorous, Dry Cutting Wit
Runes: Earth, Life, Truth

Oraine is not the usual ‘Sun Dome Wife’, is very well read and has a keen mind. Raised the daughter of a priestess of Ernalda, she has been educated  from an early age, and loves philosophical debate.

She loves her husband dearly, was drawn to his unconventional nature and energy wildness. However originally coming from the New Glory Sun Dome temple complex she finds the Yelmalio temple in Dykene terminally boring and she doesn’t want to be in Balazar any longer than she has to be.

The only balazaring she really likes is  Starnia of the rest she says ‘they are all a bit dull and backwater’.

She is of the opinion that he husband has been sent on a fool’s errand, and thinks chances of success are low to none. She also wants to return to civilisation so she can start family in what she would think is a safe environment.

She has seen the need of an earth priestess in Balazar, but isn’t admitting anything to herself or anyone else. That is a calling she would not want and would do anything to avoid, but sometimes the gods are fickle.

Plot Uses;

These guys are not loaded with extra plot, they are colour characters, who may become good friends with your PC’s.  There are possible long story arks for these as NPC’s, but initially they are for colour and light interaction.

Baboons of the Elder Wilds

Summary
The Baboons we speak of here are not the primates that we know but larger creatures with the same levels of intelligence as humans. They have full language, magic, the abilities use tools and to worship their own Gods.

Usually native to Prax Baboons are not native to the Elder Wilds, but are imports which have prospered within the environment.

There are currently about 4,000 baboons within the Elder Wilds. These exist in about 70 family troops, but also a  good 30% mostly younger males are either alone or working in much smaller groups.

There has historically been no social structure other than the troop, but two or three leaders of larger troops are now trying to exert their influence over a number of troops.

Though they have no particular enemies with the Elder Wilds. They also have no particular friends either and will often skirmish with other races over territory and hunting rights. Recently the balazaring Orlanthi have put a price on the head of all baboons.

History
Baboons are not native to the Elder wilds but migrated here at some point early in the third age. they were not brought her by a  third party, or driven here by famine or catastrophe.

One praxian troop alpha by the name of Kageerki Ka , received a vision from the Great Monkey about a land of plenty and bounty where he should lead his people to. He was mocked and ridiculed by the other baboons of Prax, but he lead his troop north through the wastes on the path he had been shown.

Eventually passing through Gon Ortas pass and into the Elder Wilds, where he found his vision to be true.

All the baboon troops in the Elder Wilds descend from the Kageerki Ka and his troop, they initially hunted on the plain just to west of Troll Hills originally without problem, but as their numbers grew so did the friction with the trolls and after a short brief and bloody fight, the surviving baboons moved west.

Choosing to live in the woods next to the major rivers whenever possible the baboons have been happy to live on the edges of the northern plain and the Dangerground since.

Legends & Myth
The great myth of the baboon race is the Great Monkey Kingdom. However it is seen very differently by the Baboons of the Elder Wilds compared to those of Prax. In Prax the Kingdom is perceived as something which has past and was destroyed and the baboon waits for it to return.

In the Elder Wilds they see the Great Monkey Kingdom as something to come, a future promise where Baboons will have a place and a role that no one can deny. Where the injustices of Elf, Troll and Human will be no more and baboon justice will make all things right.  They also believe that every baboon should be working to make this dream a reality though many differ in how.

There are three traditions working within the Elder Wilds baboons which players many encounter;

  • Enforcers – They believe that great baboon kingdom should be introduced by force and see it as a place where baboons will rule over the other races, by force. They tend to believe that the Great Monkey kingdom is for the benefit of baboons and the other races should be servitors to them.
  • The faithful – These wait for the Monkey Messiah who will come and establish the great Monkey kingdom, it is a baboons responsibility to prepare for this by worship.
  • Mystics – They believe that the great monkey kingdom is a mystical state of being , and the monkey kingdom is within you, and that if baboons are able to grasp hold of this truth, they will be free and able to enjoy being rulers of their own destiny.

Disagreements between these groups can be bitters and the enforcers have been known to be violent with the other groups

Distribution
baboons troop distribution
Most of baboon troops can be found in the woods along the rivers Seronde and  Malara, in the Dangerground or across the North Plain. A smaller number can be found in Balazar proper or closer to the troll hills in the Elder Wilds. They tend to avoid elvish and troll strongholds.

Smaller parties of young males can be found much further afield and can be found causing trouble anywhere  in Balazar or the Elder Wilds.

Key Groups
There are a number of notable troops within the Elder Wilds which are worth noting;

Badhead Troop  – A very vicious and violent troop who hunt towards the north of the Dangerground.  They consider themselves to be alpha troops within the area, and are trying to bring other troops under their control. They also have a great dislike of humans and will drive them away from their hunting grounds with violence.

Silverface  Troop – The largest troop of baboons  hunting in the woods near Malaras river, they are not as violent as the Badhead troop, but are still trying to create a network of troops, and more dominate structure.

Blacktooth Troop – A troops that still hunts near the troll hills, They have reached accommodation with some of the local trolls and are worshippers of Argan Argar and Zong the Hunter.

Monkeyface troop– this troops hunts in the same lands as the Balazarings on the east of plains, they have developed the ability co-exists with the local humans and have friendly relations with a number of clans

Key Leaders
The four most noted baboon leaders are;

Gareeki Chaz – Alpha of the Badhead troop and strong believer in the cause of the great Monkey kingdom. He is vicious and deceitful individual who malevolent to anyone who is not in his troop and not of immediate use. Most baboons in the elder wilds are in fear or awe of him.

Iaecha Khan – Alpha of the Silverface troop and strong rival or Gareeki Chaz, he is nowhere near as treacherous as Gareeki, but is larger and more physical. His troops tends to control monkey springs through darks season.

Kemka Argan – Alpha of the Blacktooth Troop, Kemka comes across as weaker alpha, but he uses his position near the grave of  Kageerki Ka to spend a lot of time in communion with the Great Ancestor, he is much for mystical and magically orientated than his rivals.

Farikki – Most notable shaman of the baboons in the Elder Wilds and personal enemy of Gareeki Chaz, he makes his home at the footstool .

Notable Locations
There are three sites of interest to baboons with the elder wilds;

Grave of the Kageerki Ka – A mound to the west of troll hills houses the body of Kageerki Ka, which is protected from harm by the Blacktooth Troop. Most troops will try to visit the site once every 7 years to pay respect to the revered ancestor.

The footstool – This ruined Ziggurat whose origins are unknown, but it predates the EWF, has developed a significance in the mythos of the Baboons of the Elder wilds, They believe it is the reason they were led here and will be the foundation upon which the great Monkey Kingdom will be built in years to come.  It is placed in the woods to the north of Seronde river

Monkey Springs – In the middle of the north plain, there are warm spring that bubble up to form a tributary of the Malaring river, these hot springs attract baboons all year round, but especially in dark and storm seasons many will troops congregate  here to keep warm in the cold weather.

The Tribe of Trilus

The tribe of Trilus throughout its history has usually been the largest and most successful of the three tribes of Balazar.  Its clans are spread across the West Plain and northern woods, along the side of the Elf Sea and down both banks of the Dwerrow River.

Currently the hunters are happy and clans which have previously been distant are becoming more involved in the politics of the tribe.  This is because the current King Yalaring Monsterslayer is a hunter who took the crown as a part of a popular revolt against the previous dynasty, his reign is so far short but mostly popular.

Trilus hunting lands

History of Trilus

Notable dates in the history of the tribe;

1100 Balazar dies, his brothers refuse to accept Trilus rightful place as successor. The first 5 clans (Red Sable, Barking Deer, Brown Boar, Silver hawk and Thunder Lizard ) declare allegiance to Trilus, and the tribe is formed.

1101 Traitor clans declare for  Elkoi and Dykene, the other tribes are formed.

1102 The casting of lots vindicates Trilus, who gains the larger citadel renaming it after himself.

1140 Death of King Trilus

1163 First succession War

1167 Blueface enacts the Rite of the Ancestors successfully for the first time in 400 years

1250 Refugees and 4 clans ( Great Bison, Black boar, Thunder Rabbit and  Ragged Crow ) join the tribe when giants pull down the Citadel at Dykene

1251 Battle of High Bridge – A strong Dykene war band tries to cross the bridge and are repulse by a Trilus war band.

1273 – 1278 Trilus Elkoi War – Long War

1276 Trilus Occupies Elkoi for a year, ended by the uprising of light in which Yelmalians push the tribe out.

1300 Orlanthi refugees arrive from war to the west, many capable warriors who join citadel guard

1311 Aggari Dynasty take over after Altadi falls in battle, rule well for almost 100 years. Orlanthi worship established in Trilus.

1362 Vostor Great Axe leads a Trilus war band on the side of Tarsh in the Battle of Falling Hills, returns victorious and richer.

1375 Pentian host passes through Balazar, King Vostor pays significant tribute and homage to Sheng Seleris to save the citadel, however there is much suffering in the clans.

1380 Blueface calls a shamans conclave at Flinthill, denounces foreign gods and kings and preaches isolation from the outside world.

1402 Aggari dynasty ends and Orlanthi worship ends in Trilus, Period of isolation begins for Trilus

1458 – 1471 Internal clan wars caused by Ganari the Mad, some claim he worshipped chaos.

1564 Refugees and clans join the tribe following the fall of Elkoi to the Lunars

1570 -1571 Lunar war,  a series of ambushes and skirmishes which are ended by the Treaty of Lookhill

1609 Stavac Uprising brings Yalaring to the Throne of Trilus

1611 No pigs edict bars pigs from the citadel of Trilus.

Dynasties of Trilus

Trilus Dynasty 1100 – 1140
Trilus ruled well for 40 years before passing on his body entombed in an unknown place. Takzar was ruling well like his father , until killed by his Jealous brother, Vazaar.  Vazaar ruled so badly it started the first succession war which he lost to Morari.

  • Trilus 1100 – 1140 Dies of natural causes
  • Tazkar Goodson 1140 – 1157 Murdered by his younger brother
  • Vazaar Badson 1157 – 1163 Usurped and killed by Morari

Red Sable Dynasty 1163 – 1280
The period of the red sable dynasty was a time of relative peace and prosperity for the tribe of Trilus. Only Karzars rule was deemed to be poor and that was ended by the dynasty itself.

However when Vorori the black died in battle leaving a 9 year old son as king, the dynasty was at risk.

  • Morari Strongarm 1163 -1202 Natural death succeed by Son
  • Karzar the Cruel 1202 – 1213 usurped by brother Morani
  • Morani the Fair 1213 – 1232 natural death succeed by Son
  • Verger the Wise 1232 – 1268 natural death succeed by Son
  • Vorori the Black 1268 – 1278 Dies in battle
  • Ganzar the young 1279 – 1280 Child King Murdered

Black Wolf Dynasty 1280 – 1311
Wulgar was of the grey wolf clan, but its name got changed when Wulgar seized the citadel of Trilus, killed the boy king and installed himself as King. This created uproar with the tribe who refused to accept him. It was only after he died and Wulani his brother took the throne did things settle down. The dynasty ended when King Altandi died in battle without leaving  a legitimate heir.

  • Wulgar Blackwolf 1280 -1283 died of a fever, succeeded by brother
  • Wulani the Peacemaker 1284 – 1296 natural death succeed by Son
  • Vozar Brightspear 1296 – 1304 died in battle succeed by Son
  • Altandi Warface1304 – 1311 died in battle

Aggari Dynasty 1311 – 1402
The Aggari Dynasty are from the stock of Aggari refugees , Ovardul and compatriots were serving in the citadel guard when the king died in battle and quickly moved to secure the throne. The clans did not complain overly and the Aggari Dynasty became one of the stronger Trilus Dynasties, With Vostor becoming Trilus second most famous King. The invasion of Sheng Seleris  in 1375 and the subsequent conclave which Blueface called really saw the end of the dynasty, but it still rolled on another 20 years

  • Ovardul the Usurper 1311 -1338 died of natural causes succeed by Son
  • Bordol Wiseman 1338 -1357 died of natural causes succeed by Son
  • Vostor Greataxe 1358 – 1389 died of a fever succeed by Son
  • Balani Running Deer 1389 – 1402 died whilst hunting

Barking Deer Dynasty 1402 -1468
The Barking Deer dynasty is a time of relative peace and isolation for the tribe of Trilus. The reign of King Ganani is possibly the most difficult time for the tribe. He ruled in a way to cause fraction and division amongst the clans and he created a civil war. Some believe he was corrupted by chaos.

  • Altori 1402 – 1412 died of natural causes succeed by Son
  • Altzar 1412 – 1433 died of natural causes succeed by Son
  • Balash 1433 – 1446 died of natural causes succeed by brother
  • Balazar the Lesser 1446 – 1454 died of causes succeeded by son
  • Ganani the Mad 1454 – 1468 dethroned in 1468, died in battle 1470

Blighted Years 1468 – 1471
3 years of internal fighting no clear king, Until Yaklani the Bear killed Ganani and then took the throne for himself.

Grey Fox Dynasty 1471 – 1532
The most notable event of the Grey Fox Dynasty is the reign of Queen Pelska the only queen of Trilus.

  • Yalarni The Bear 1471 – 1489 died of natural causes succeed by daughter
  • Queen Pelska the Proud – 1489 -1512 died of natural causes succeeded by son
  • Yalori Twosticks 1512 -1529 killed by broos in ambush
  • Vilic the fool 1529 -1532 Usurped and killed by the captain of his guard

Gadaringer Dynasty 1532 – 1606
A violent and unpopular dynasty named after its longest serving King. All the Kings came from the Brown Boar clan, but the clan joined the Stavac uprising with the other clans to remove the dynasty.

  • Morvann the Dread 1532 – 1548 died of natural causes succeed by brother
  • Ganvann Bloodyfist 1548 -1551 usurped and murdered by his son
  • Gadaringer the Great 1551 -1602 died of natural causes succeed by Grandson
  • Feobald the Cleanser 1602 – 1609 usurped and killed by Yalaring Monsterslayer

Current Dynasty 1609+
Yalaring was proclaimed king by mutual consent after being one of the leaders  of the Stavac uprising

  • Yalaring Monster slayer 1609 to present

Tribal lands

Most of the clans of Trilus hunt in the following regions of Balazar

  • The West Plain
  • Split Hills
  • Oakwood
  • Elmwood East of the Morande river
  • The southern Coast of the Elf sea
  • Dwerrow River

There are a smaller number of clans in the following regions

  • East plains
  • Ronswood
  • Elmswood North West of the Morande river

Trilus

Clans of Trilus

There are currently 92 clans associated with the tribe of Trilus. This makes by far the largest tribe currently.  Over 60 of these are closely associated with the King and citadel and another 30 only really play lip service to being part of the tribe.

Notable Clans are;

Red Sable Clan – On of the first 5 clans of Trilus and the first clan to have a dynasty. They hunt across the west plain. They are still a strong and noble clan and always have been faithful to the tribe.

Black Wolf Clan – They were called Grey Wolf clan, until Wulgar killed Ganzar the young, and have called the black wolves since. They are a troublesome, violent clan who hunt in Elmswood west of moraks mound.

Barking Deer –  An original clan and a dynasty clan. They are a strong clan, but left the tribe during the reign of Gadaringer Dynasty, they joined in the Stavac uprising and have rejoined the tribe since. A conservative clan who value the opinions of shamans highly. They hunt on the borders of Oakwood on the east side of the Dwerror River.

Grey Fox – A smaller clan who grew in significance when Yalarni the Bear slew Ganani to claim kingship, the dynasty was relatively short lived but changed the profile of the clan. They hunt in north west Elmwood close to border with soldier ferry. In Gadaringer years this was useful as the clan fled into Imther more than once. The clan is very much back and involved the life of the tribe now Yalaring is King.

Brown Boar – An old and mighty clan who were one of the first, who hunt in Oakwood close to the Citadel of Trilus. The Gadaringer Dynasty came from this clan, but the clan is shamed by them and their actions. The clan is still acting as if performing penance for the dynasties actions.

Silver Hawk – An original clan and the clan of the current King Yalaring. the clan has historical moved hunting grounds often by has always been a loyal member of the tribe.

Thunder Lizard – One of the original five clans of Trilus, they have hunted across the West Plain for the last 400 years they are large and powerful clan. They have spawned 4 or 5 other clans in their time. They have never had a dynasty but often are seen as kingmakers.

Winter Bison- Lead by Koslar Strongarm a good friend of King Yalaring. This Oakwood clan are in favour at the moment and are some of the kings strongest supporters. The tribe has not had much significance before but is growing as it benefits from the King favour.

Running men – Lead buy Vulric Longrunner the running men have recently joined the tribe after they have left the tribe of Dykene. They are a plains clan who hunt on the East Plain close to High Bridge. Vulric is a skilled politician and he uses his clans change of allegiance for as many practical benefits as possible.

Sea Otter ClanAn old established clan who were tied in by marriage to the Gadaringer Dynasty, These fishermen are also pearl traders and the richest of the Trilus clans.  They also on good terms with King Yalaring and are keen to keep things that way.

Notable figures of the Tribe of Trilus

The tribe of Trilus has numbers of notable tribe members

King Yalaring – Current King of Trilus and former hunter, and young and vigorous man, who is very loyal to his family.

Ogolorph Windshaper – King Yalarings younger brother and a master hunter in his own right.

Willarna Oakbrow – Master hunters and a challengers for Great Hunter. She hunts out of the citadel at Trilus but is not part of the Silver hawk clan

Kolsar Strongarm Elder of the Winter Bison clan and a large intimidating figure, one King Yalarings strongest allies in the clans.  A popular figures who was also one of the heroes of the Stavas uprising.

Vulric Longrunner – Charismatic and popular hunter, who has recently changed his allegiance from Dykene, Chieftain of the Running Men, is both a skilled politician and  a man of some Hubris.

Yotzar DemonbreathMature chief of the Thunder lizard clan, he is vastly experienced as a clan leader and doesn’t get overly excited about anything any more.  He is a calming influence on the tribe and someone Yalaring will turn to for advice. His name does not come from any mythic or magical powers but it is a holdover from the time when he told the clan that Skunk could be good eating.

Kolmor the Reaver – The head of the Blackwood clan who in reality are little more than bandits raiding their neighbours, whether they be part of the tribe or not.  However they are strangely loyal to the King and if directed can be useful allies

Karazar OneEye – Shaman of the Red Sable Clan who has strong connection to both the ancestors of his clan and the tribe. One of the best people to talk to if you want to research the history of the Trilus clan. He is faithful to his people but quite mercenary with outsiders and can charge a lot for his services to foreigners.

Balvani Heavyfoot –  A portly man who is by all regards a very bad hunter, but a powerful shaman who dwells at Turtle landing and has strong connections with the spirits of Dwerrow river. He is part of no clan but most of the clans in the area interact with him in a positive manner.  He is a happy man who seems to like all, and is very helpful to those who bring him large supplies of interesting food.

Mythic  Items

There are number of items which are part of Mythos  of the tribe of Trilus. The locations of none are currently known.

  • Vostors Axe – The great axe that Vostor Wielded at the battle of Falling Hills, it was last reported in the reign of Morvan the Dread
  • Cloak of Yalarni – Cloak of the King Yalarni the bear which has the legendary power to change the wearer into a bear.
  • Seal of Sheng Seleris – The royal seal of Sheng Seleris gifted to the King of Trilus upon the his tribute and his declaration of loyalty, gives the owner magical power of leadership, authority and fear.
  • Vazaars Dagger – The Dagger Vazaar used to murder his older brother, has the ability to cut through armour like butter.
  • Yaloris Twosticks – Strangely this items is actually a magical pouch, which is full of up to 10 new minted EWF silvers every day

Guttuz War Parties

Culture:  Mixed

Cults:  Zorac Zoran, Kyger Litor, Zong

Found: Bear Woods, Bear Hills

The Guttuz tribe is on permanent war footing at the moment, they are fighting the  Aldyami of Bear Woods, and pushing deeper into the woodlands. This fight is also bringing them into conflict with Balazaring hunters of the area, and some of the chaos emanating from festering isle. Also there is also some internal conflict with some clans unhappy with the new tribal leadership.

As a result of this most encounters with  the Guttuz will be predominantly violent.  Encounters can take a number of different forms.

Undead Raiders

The Guttuz are sending parties of animated undead into enemy territory with orders to destroy all non troll sentiment life they can find. They tend to comprise of a  small number of troll zombies and a larger number of skeletons which could be trollkin or human.

They will not negotiate, talk, use tactics, or ambush in anyway. They will just walk towards the party or other targets and try to kill them .

It is very possible that any corpses found in the troll side of the bear woods will be  reanimated at some point.

  Small Party Large Party
Dark Troll Zombie 1d4 – 1 2d2
Great troll Zombie 1d4 -3 1d3 – 1
Human skeleton 1d6 -2 1d6 -2
Trollkin Skeleton 2d4 2d4 + 4

Trollkin Raiders

Trollkin raiding parties are also being sent out, primarily to skirmish and kill, but also to set fires in the woods and engage in other acts of guerrilla warfare.

The skirmishing groups main targets are lone elves, runners, Balazaring women and children. They are trying to avoid conflict with groups warriors and inflict damage on more vulnerable targets.

The raiding parties will always be encountered at night, they will send scouts out before them and will usually know of the players first. Groups that seem weak or unprepared will be viable targets, stronger well guarded groups will be avoided, thought is possible night guards will spot the trollkin scouts as they leave the area.

If there were to attack the trollkin would skirmish concentrating most of their fire on one target till it goes down. Then they move onto the next target.

  Trollkin Raiders
Superior Trollkin Leader 1
Trollkin Raiders 1d3 + 1
Trollkin Hunters 2d4 + 2
Watch Beetle 1d4 -1

Full War party

A full war party is a full gang of trollkin skirmishes with a group of trolls attached to it. They have been drilled in certain styles of fighting, and will use the same tactic in most situations. This group is mainly local hunters organised into a raiding party with one or two more civilised Zorak Zoran followers leader the party.

The Tribe will send a full war party out against a known target usually identified by trollkin raiders. Their targets will almost always groups of warriors of full communities of either humans or elves.

However they will be very happy to fight any random players they happen to stumble upon. The only exception this may be a troll party, but that may still turn into a fight.

The party travels with 3 trollkin scouts out front, and one to the rear. When combat is initiated the trollkin skirmish line will engage for 2 or 3 rounds with the trolls and zombies hidden out of site. They will then break and run back towards the group of trolls hoping the enemy will give chase.

At that point the trolls and zombies will charge( or stumble) into a hopefully disorganised enemy. If the opposition does not give chase the trolls will charge anyway. Finally the remaining trollkin return in flanking positions from which they attack with missiles or close for the kill.

This will be a very dangerous combat encounter for most parties and should be used scarcely because of such. Allowing the players to retreat early is always an option, or it the players are going down a counter attack by elves or hunters who have been tracking the war party may make for a longer game.

  War Party
Dark Troll Zorak Zoran Warriors 1
Dark Troll Raiders 1d3
Dark Troll Hunters 1d4
Great Troll Raiders 1d3-2
Great Troll Hunters 1d4-2
Great Troll Zombie 1d4 -2
Dark Troll Zombie 1d6 -2
Superior Trollkin Leader 1d3
Trollkin Raiders 1d3 + 1
Trollkin Hunters 2d4 + 2
Watch Beetle 1d4 -1

Troll Trader – Encounter

Culture: Barbarian

Cults: Argan Argar

Found: Troll lands, Troll Hunting lands, Open Hunting Lands, Giant Land

Local traders can sometime be found travelling out from the central areas of the troll hills or trade with wild and hunters clans, or set up trade between Gork Hills and Troll hills.

This is not a large trade caravan which will pass through between Dragori Inkarth and troll hills or but  a lone trader and a handful of trollkin guards trying to turn a profit by taking goods from the central troll lands to the outer reaches of the Elder Wilds.

Wares will usually be metal items, pottery items, textiles and more exotic troll foodstuffs, these would be usually traded for furs, ivories, charms and interesting items clans may have picked up.

The trader will seek to avoid all contact with none trolls unless he can be sure they are friendly, as risks will far outweigh any potential profit opportunities.

If encountered at night players will usually encounter a lone scout first who will spot the players, and report back and lead the caravan away from the party. Unless one of the extreme scenarios below is in play.

If the players encounter the trader in the day he will be sleeping in cover with one of the trollkin on watch. If the players are spotted depends very much on the trollkins diligence and skill.

If the players get close to the trader he will never initiate combat, but try to negotiate and talk his way out of any situation. If attacked the trollkin guards will engage and he will attempt to escape to the best of his abilities.

If you want to force a more meaningful encounter between the trader and the players these extreme scenarios will make the Trader interact with the players;

  • Trader is fleeing from foe and needs help (trolls, baboons, elves, humans, chaos )
  • Trader is badly injured and trollkin approach party to heal him however they don’t speak any human tongues
  • Trader is lost and needs directions, will send trollkin to approach the players before he does.
  • Trader is currently being attacked and trapped in a defensive position by Wild animals, chaos, trolls, elves, or baboons, the players may help or ignore.
  • The Trader has an item worthless for trolls which he thinks is highly valuable to the players and needs to approach them to sell.
  • The Traders pack beetles have died and he needs help moving his goods.

Stats

 
Troll Merchant 1
Raider Trollkin 1d3
Hunter Trollkin 1d8 -2
Worker labourer 1d4 +2
Pack Beetles 1d3 + 1
Guard Beetles 1d6 -2

Troll Wild Clan

Culture: Wild

Cults: Zong the Hunter, Kygor Lytor

Found: Troll Lands, Troll Hunting Grounds

Most troll wild clans are nomadic the same as the Balazarings Hunters. It is not rare to find primitive troll clans travelling outside traditional troll hunting grounds but in times of scarcity it can happen all too often.  They will not choose to enter into elf, dwarf or humans strongholds, but may often be found in neutral areas such as the North Plain, or the Dangerground.

cliff_pic

They will usually have set up temporary camp in caves, gullies or in thick forest with little direct sunlight. Lookouts are usually posted, but in daylight hours it would be possible for the careful party to discover the trolls before the troll are alerted to them.

A clan will include dark troll hunters, some warriors, trollkin, mothers and troll children, and will always be led by rune level leaders usually of Zong or Kyger Lytor. The clan may be stationary and settled somewhere or on the move to new hunting grounds.

This will not  be entirety of the clan, but the core of the clan when there are numbers of hunting and gathering groups separate from the main group.

The priority for the clan will be to keep the characters away from the mothers and children, and they will become desperate and immediately violent if they think either is under threat. However if the party is not posing a threat, a weak clan will not seek a pointless fight, a weak and hungry clan may.

This can create some interesting opportunities for dialogue and trade, troll hunting clans are interested to news regarding prey and dangers( elves, dwarves, chaos and rival trolls tribes ), they will be interested in metal tools and weapons. They may also be interested in threatening the party into providing them a service such as dealing with a chaos threat, raiding local rivals or seeking directions to safe hunting grounds.

In combat there first response will be to form a perimeter between the party and mothers and children and fight a retreat. Once the mothers and children are a safe distance away they will then send a war party after the characters, either to chase them away or to finish them off.

RQ Encounter Generator

 

Small Clan Medium Clan Large Clan
Dark Troll War Leader 0 1 1
Dark Troll Spiritual Leader 0 – 1  1 1 -3
Dark Troll Hunter Leader 1 1 -2 2 -4
Dark Troll Mothers 5 -10 10 – 14 12 – 22
Dark Troll Raiders 0-2 0 -4 1 -4
Great Troll Raiders 0 0 – 2 0 -4
Dark Troll Hunters 4 – 8 6 – 14 10 -22
Great Troll Hunters 0 -1 0 – 2 1 – 5
Raider Trollkin 2 -4 2 – 6 4 – 12
Hunter Trollkin 11 -24 16 – 32 12 – 36
Worthless Trollkin 6 -16 8 – 18 10 -22