All posts by Jon Hunter

Troll Priest

Culture:  Civilized

Cults:  Kigor Litor, Xiola Umbar, Argan Argar, Gorakiki

Found: Troll Lands

In the Elder wilds a troll priest is almost always a  member of one of the civilized clans, wild and hunter clans tend to have their spiritual needs met by shamans.

A troll priest found outside of the major troll centres will usually be on cult business. This could be a simple as visiting a clan to resolve an issue, declare a judgement on a inter clan matter or be on a spiritual, pastoral or practical quest for their cult.

A priest will be interested in outsiders, she will want to know who they are, why they are here, what they want and what that means for her God. Responses will depend very much on the nature of the priests God, the nature of the players and the responses of the players.  Troll priest tend to be subtle for trolls so combat then dinner is not always the first option to a chance encounter.

If the priest decides that dialogue is the best course of action, one her acolytes or attendants will be sent to be her mouthpiece and as she will not  want to communicate directly with outsiders. Anyone who approaches to speak with her directly will be warned and then moved away by her guards. The exception to this is when she thinks the players are very dangerous, and then she will communicate herself.

If non troll players bore her she will send them away or tell her troll guards to kill them, however if she find them interesting or intriguing she will want to learn what she can from them, or just be entertained by their strange ways.

If the players manage to convince her that their business is both in her interest and interesting, she will invite them to join her if she is visiting a local clan, and she will use them both to confuse the clan and as a status symbol.

If her businesses is elsewhere she will involve the players in a way that suits her if she can, acting as guides, messengers, go betweens or foot soldiers.  She will be careful not risk a cult quest, but if her God has provided the players as her resource she will be very happy to use it.

There are limited numbers of Troll priests in Balazar, and these are Gods they worship;

  • Kyger Litor – Common
  • Xiola Umbar – Uncommon
  • Argan Agar – Very Rare
  • Gorakiki – Very Rare

Stats

  Small Party Large Party
Troll Priest 1 1
Dark Troll Acolytes 1d4 -2 1d2 + 1
Dark Troll Attendants 1d3 1d4+ 1
Dark Troll Guards 1d3 2d3
Trollkin Servants 2d4 2d4 + 2
Trollkin Guards 2d4 2d4 + 2

Troll Encounters – Clan Patrol

Culture:  Barbarian and some Hunter Clans

Cults: Zorak Zoran, Kygor Lytor, Zong

Found: Troll Lands

Many trolls clans patrol their lands, these tend to be the larger more civilized clans. Patrols are more usual when a threat is anticipated, but some clans patrol more regularly out of habit.

A patrol will be usually be led by a mid-level dark troll warrior, who will usually be supported by a number of warrior caste trollkin, dependent on clan strength and threat level they may also be supported by more dark or great troll warriors, or dark troll militia. Most patrol leaders will be worshippers of Zorak Zoran or Kygor Litor.

A Patrol will usually try to drive a party away from the clan village or stronghold. If the party looks too strong for the patrol the will shadow the party and send for reinforcements from the Clan. Only if a party appears weak will try and all-out assault.

Dialogue with Patrols will be limited to continued demands that the party leaves the clan lands, the patrol will in no circumstances give permission for the players to cross clan lands until a more senior leader comes from the Clan village.

If the trolls encounter the players resting at night they will launch a night raid unless they are obviously out matched. Upon receiving serious casualties they will flee, If all the dark trolls are put down, all the trollkin will flee.

Tactics will usually be the trollkin using missiles out of the darkness , and after some damage has been done the dark trolls charge from hidden positions to close with the enemy from the front with the trollkin then coming in to flank what opponents are left standing.

Culture:  Civilized

Cults: Kygor Lytor, Zorak Zoran, Zong

Found: Troll Lands

Stats

  Weak Patrol Strong Patrol
Dark Troll Raiders 1 1 -2
Great Troll Raiders 0-1 0 – 1
Dark Troll Hunters 0 -2 0 -4
Great Troll Hunters 0- 1 0 – 1
Raider Trollkin 2 -4 3 – 6
Hunter Trollkin 2- 4 3 – 6

Troll Raiding Party

A troll raiding party armed for war and out for a purpose such as, Raiding Elves, Raiding another troll tribe, hunting down Chaos or targeting other groups it knows are in the area.

The cult mix of the trolls will depend on tribe and clan. Followers of Zorak Zoran will be over represented in most war parties.

They may see the adventurers as a threat to be avoided, victim’s to be taken advantage of, a resource to use or as possible source of intelligence. It will be a rare situation where the players are the planned target of the raid.

Humans with large amount of metal weapons and armour will be treated with caution, and are unlikely to be the source of a full frontal assault without good reason. The presence of Elves, Dwarves, people who look like chaos or other traditional troll enemies within the party will greatly increase the chance of the encounter turning violent quickly.

Most raiding parties will constitute a rune leader or two, over 6 experienced dark or great troll warriors, with an equal number of Trollkin scouts and skirmishes. Larger war parties heading towards Elf or Dwarf territory may be 4 or 5 times the size.

Most Elder Wilds trolls will be using stone and flint weapons, and using hides and leather armour. Some more advanced clans from the central Troll Hills area can send raiding parties out with some metal armour and weapons.

Most daytime encounters will be encountering a resting troll group, there scouts becoming aware of  the players  group and then talking, defending, scouting or negotiating as need. Even if the trolls are hostile, they will prefer to talk in the light and fight in the darkness.

Darkness encounters will be nastier with raided campsites, hostage taking before any negotiations, or abductions with grim and grisly warnings left to be found in the morning.

A fully committed surprise night raid from these guys would probably mark the end of all but the most powerful parties.  So unless the party have brought that kind of attack on themselves I suggest using this encounter for threat, skirmish, hostage taking, bribes and tense negotiation, even when it may not be the most obvious and direct course of action.

Small Parties – These will be raiding locally with a specific foe which is close to the geographic location they are encountered in likely to be trollkin mobs, other trolls, baboon troop, minor chaos, humans Votanki or Balazarings dependent on location or elves if near elf forests.

These are likely to be most passive with players unless they have good reason not to be, as even a  successful fight could very much weaken them for their planned raid

Medium Raiding Parties – These groups can travel long distances sometimes for a specific goal sometimes juts to raid and pillage an area. This means they could very troublesome for the players as they could very well be seen as fair game.

Due to the size of the group I would suggest it makes a better game if the players see them before they see the players. Then the players can decide if they want to attack, retreat, negotiate, mislead or distract the war party.

Large Raiding Parties – This is a large group which is only usually brought together for a specific raid at a specific target. They will be disciplined are unlikely to attack then players out of hand.

Usual targets for a group of this size would be a reasonable sized community be they troll, human, baboon, elf or mostali. Also significant chaos threats could merit this response.

Trolls could interact with the players and try to use them as dupes, information sources, bait, allies or lunch.

Culture: Wild, Hunter or Barbarian

Cults: Zorak Zoran, Kygor Lytor, Zong,  Ancestor worship

Found: Anywhere

Stats:

 

Small Party Medium Party Large Party
Dark Troll War Leader 0 1 1
Dark Troll Spiritual Leader 0 1d3 -2 1
Dark Troll Hunter Leader 1 1d4 – 2 1d4 -1
Dark Troll Raiders 1d3 – 1 1d3 + 1 2d4
Great Troll Raiders 1d4 – 2 1d4 -1 1d6 -2
Dark Troll Hunters 1d3 + 1 1d4 + 2 2d4
Great Troll Hunters 1d3 – 2 1d4 -2 1d4 -1
Raider Trollkin 1d6 – 3 1d6 2d6
Hunter Trollkin 1d8 – 2 2d4 2d6
Worthless Trollkin 1d6 – 3 1d10 – 4 3d6 -8

Blue Moon Caravan

Every other year just after sacred time out of the Blue Moon Plateau a long slow troll caravan winds its way south, with imperial escort through the Arcos Valley. The escort leaves as the caravan wheels east through the lands of  Andarkon, and into the Troll Hills. Pausing at to trade for a weekor two. Before  moving on to trade at Gon Ortas castle, and then on south of the mountains to the Castle of Lead and  eventually to the Shadow Plateau at the beginning of Dark Season.

Then the next year starting after the sacred time the caravan returns on the opposite route, returning to the Blue Moon plateau at a similar time of year.  This ritual travel and trade has been going on for over 200 years without break. The a caravan is sacred to Argan Argar and acts a major temple to the God.  It is less well known that the caravan is also sacred to Anilla and acts as a minor temple to the blue moon.

The caravan is huge often upwards of 50 pack beetles ,  60 trolls and 200 Trollkin in addition to any slaves which are being traded. However few humans are that aware of its presence of that even exists. Night travel, well worn paths and well protected stops mean that the caravan does not usually  encounter significant numbers of non trolls.

Outside of the Lunar Empire the caravan does everything it can do to avoid human contact. However through Satar and the Holy Country, the caravan supplements itself with human Guards whose job it is to guard in the daytime and persuade interested parties to stay away.

It is without doubt the well as being a very import trade route for Troll Goods.  With goods and magic flowing freely between the different trolls civilisations. Also it allows for good cultural communications between the different troll strongholds, with Emissary Nakor Tol representing the trolls of the Blue Moon, but happy to pass messages and communications between troll communities.

However one of the major effects of the caravan has been to allows the  Lunars Empire to set up a Blue Moon spy networks in lands south of the mountains. Even as we speak they have a Blue Moon temple hidden within the Shadow Plateau.

Usual Caravan Composition

  • 5 dark troll dignitaries
  • 10 superior trollkin attendants
  • 15 dark troll merchants
  • 20 superior trollkin attendants
  • 4 dark troll scouts
  • 10 trollkin scouts
  • 20 troll guards
  • 60 trollkin guards
  • 12 dark troll drovers
  • 40 trollkin drovers assistants
  • 6 dark troll task masters
  • 6 great troll labourers
  • 80 trollkin labourers
  • 30 riding beetles
  • 60 pack beetles
  • 20 guard beetles

Effects in the Elder Wilds

As the caravan moves through into the north plains troll wild hunters will wait for them with offerings of food, pelts, bones, charms, slaves and exotic animals parts. Hoping to trade for tools, foreign foods and troll rotgut.  Trading will happen as the caravan stops at the end of a nights travel. The wild clan will stay with the caravan over night and guard the caravan till dusk falls.

The size of the caravan disturbs native creatures and makes hunting harder as they move through the north plain.

The caravan will set up more permanent markets for a week each at the Creeping Place and Black Spire Gorge.  There is generally an increase in internal trade within Troll Hills prior to and after these markets, as people try to trade up to better trade goods, or new goods filter down through the clans.

Insects and slaves are the major products the caravan wants to pick up in the Elder Wilds. They always take more trollkin than they need to Gon Ortas Castle as he is always willing to buy then to  free them in return for magic items.

Hunters congregate more so than usual at these places. A local holy day is called as the caravans passes by the 7 Sons of Zorg and at arrives Black Spire Chasm due to the rare congregation of trolls.

Inter tribal tension may flare due to the Trang and Gara Tol tribes guarding there rights to hold the markets jealousy. Especially from the Gork tribe who rightly feel they are intentionally cut out of the markets .

Personalities

The caravan has a number of well interesting personalities not all of them are well known; however it is a collection of a number of very powerful trolls.

 Mol Deka, Has been leading this caravan for over 20 years now and this is her 18th trip. She rides a large Krang Beetle, tends to be haughty with everyone below her status, and that is most people as she is the High Priest of Argan Argar.

She loves to trade for magic, and insists on doing most of that trading herself, however she refuses to trade with Cragspider any more as she feels she has been  cheated in the past

She is considered a highly fertile troll as she has four dark troll sons within the convoy. She swears by the effects of the Black Plinth and often uses it on her way through the Elder Wilds.

Gar Maddas, a lifelong friend of  Mol, and an acolyte of Argan Argar. Gar works as Mols more subtle and approachable assistant, she is busy and efficient and makes the caravan tick along nicely.  She is a chatty troll, who will talk for hours about nothing whilst she is busy with other jobs. Gar Maddas is an excellent trader in her own right and is the caravan specialist in slaves.

Nakor Tol – Priest of Anilla and entitled the Voice of Blue Moon. Though a wise and powerful priestess in her own right. Nakor Tol can be possessed by her Mistress Tetha Garo, High priestess of Anilla and a Mistress Race Troll, where ever she is in Glorantha. Very few know of this ability on only rulers and high priestesses of various domains have ever seen this happen.

Nakor is very capable of speaking for the Blue Moon Plateau herself and is a powerful advocate of persuading troll leaders not opposing the Lunar Empire just yet, and seeing where fate takes us.

Rerra Shabba A highly beautiful female troll Priestess of Anilla, she is also fully illuminated and a full Priestess of the Seven Mothers. She is considered a mystic and uses the caravan to spread her ideas to select individuals and show the magical powers of the moon.

She is charming, educated, well spoken, she is carried in a curtained sedan carried by two great trolls at any time, it is considered a crime punishable by death to approach her without being summoned.

Taska, Tik Tok, Fark Ark are3 highly trained dark troll bodyguards, illuminated initiates of Annilla, and Yanafal Tarnis, and weapon masters. They are charged with the protection of Nakor Tol and Rerra Shabba with their lives.

Tak Gotta,  Experienced Runelord of Argan Argar, Tak commands the Guards on the Caravan, he is new to the position  and this is only his second trip south. He is a famous heroquester from the Blue Moon Plateau and  as such as remarkable perception skills, and owns a mace that creates darkness every time it strikes an opponent.   Tak is highly efficient and very organised for a troll, the caravan guard works in a similar level of discipline to a human military unit.

Kaba Yak, a young Priest of Argan Argar and the Son of Mol Deka. Kaba travels with the caravan as far as the hidden greens and then takes  a small party to trade with the trolls of Pavis. Most of the troll in his caravan are hired at Black Spire Gorge as not to reduce the original Caravan. Kaba then meets the main caravan at Gon Ortas castle as it travels north again. Kaba is obsessed with rubble relics and has started to explore the rubble to find his own

Tebba Moran, He appears to be an old troll drover of little significance, but Tebba is one of the Lunar Empires most important spymasters. He is a Priest of Annilla and a highly experienced operator. He uses the movement of the caravan to coordinate a number of spy networks which were once outside the empire.  The leaders of the caravan know there is a ranking lunar agent in the caravan, but are not certain who.  He has a team of 5 Anilla agents and assassins hidden within the Caravan

Jonsta Cameron, A Esrolian and Runelord Argan Argar, whose job it is to have the human guards waiting at the border of Dragorri Inkarth . He likes to employee Argan Argar worshipper when he can, but he prefers trustable people to troll friends. So over the years has employed a good number of Humakti to Guard the caravan.

The Blind Guide, Every time the caravan passes from north to south a dark troll hunter from the Elder Wilds will blind himself and guide the Caravan through the Elder Wilds to their destination of Gon Ortas castle. This is to show the powerlessness of light and triumph of darkness. The troll is then rewarded and heavily gifted at Gon Ortas castle, but his eyes are never restored

The Mute Teller, Every time the caravan passes from  south to north, a dark trolls slave has his tongue removed. He is then sent to communicate to the tribes that the caravan is coming and where it will be at any one time. This is done  do show how powerful communication and language is. When the caravan reaches the north plain a hunt is called and the troll is hunted and killed by the troll hunters of the Elder Wilds.

Journey South

  • Blue Moon Plateau – Harmony Week Sea Season
  • Creeping Place – Illusion Week Sea Season
  • Black Spire Gorge – Truth Week Sea Season
  • Gon Ortas Castle – Disorder Week Fire Season
  • Castle of Lead – Movement Week Fire Season
  • Troll Woods – Fertility Week Earth Season
  • Shadow Plateau -Illusion Week Earth Season

Journey North

  • Shadow Plateau – Harmony Week Sea Season
  • Troll Woods -Fertility Week Sea Season
  • Castle of Lead – Disorder Week Fire Season
  • Gon Ortas Castle – Movement Week Fire Season
  • Black Spire Gorge – Illusion Week Fire Season
  • Creeping Place – Truth Week Fire Season

Troll Hunting Party – Encounter

A Troll hunting party out hunting for food, usually with specific prey in mind. They will not usually be looking for combat with a well-armed and organised group. However if the hunting expedition has not gone well a weak or vulnerable pc group may be seen as viable prey.

These groups are usually from more primitive troll clans, and will have basic stone and wooden equipment.

Most troll hunters worship Zong the Hunter which is to all intents and purposes works as a troll incarnation of Foundchild.

These groups will usually comprise of between 3 and 6 dark trolls, with anywhere between 4 and 12 hunter Trollkin. Great trolls tend to be used only in hunting parties where Thunder Lizards and larger animals are the prey. When there added strength and bulk is useful, and there belligerent directness can be mitigated. Hunting parties may be accompanied by pack beetles to carry the prey home.

A good proportion of long range parties will be led by an experienced hunter who is often a master hunter and of rune level.

Small parties will be short range parties hunting close to the central clan base after a variety of small game.

Medium parties will be longer range parties hunting outside the immediate  area of the clan.

Large parties are after specific large game such as woolly rhinos or thunder lizards, or are planning to hunt in known dangerous grounds.

If encountered at night they will be hunting, alert and will probably be aware of the characters first. If encountered in the daytime they will be sleeping and resting with a guard or two as lookout.

When engaging with intelligent foes, hunters will also try to flank and hit the weakest members of the group first, striking with missiles from multiple angles.  They will then strike from unexpected directions at pace, keeping the party off guard and disorientated. If needs be they will skirmish and follow a party for a long distance only fighting when they have the advantage,  only when they feel the party is weak and they have an overwhelming advantage will they close in for the kill.

If obviously outclassed or losing a fight these hunters have no compunction in cutting their losses and running, or negotiating an end to the fight. They will not want to leave injured dark troll members of the party to die, and will be willing to sacrifice trollkin to save themselves if at all possible.

Culture: Wild or Hunter

Cults: Zong, Kygor Litor, Ancestor Worship

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

Stats At:

  Small Medium Large
Dark Troll hunter Leader 0 – 1 1 1
Dark Troll Hunter 1 – 4 2 – 5 4 – 8
Hunter Trollkin 3 – 6 4 -8 4 – 12
Worthless Trollkin 1 – 3 2 – 4 2 – 8
Pack Beetle 1 2-3 2-6

Running Deer Clan – Votanki

Clan Name:  Running Deer

Clan Hearth: Caves and lean to in the forest. Have moved from traditional clan hearth in the past year.

Hearth Location:  Close to where the Seronde meets the Arcos river, on the south bank in the Dangerground. 

Hunting Grounds: North East Dangerground

Clan Spirit:  Running Deer – move fast, evade, perception

Population:  312 people  94 Men,  102 women , 116 Children,  54 hearths              

Tribe: Independent Votanki

river picSummary:

The Running Deer clan are an Independent Votanki Clan, traditional hunters but also with boatmen who could fish and cross the Seronde river. They have sheltered but good hunting lands, in their history they have seldom been put under significant pressure, and there independent nature suits them as the citadels are far too far away to be any use.

The clan successful defended itself against giant 25 years ago and this story has been retold just about every night since that point. However recent history is not as good.

The clan has lost its hunting lands to the north of the Seronde, due arrival or horse nomads recently in that area. The nomads captured two full hunting parties and party of gatherers  on the north shore, and these clan members have not been seen since.

Also two Baboon troops have moved into the area and clan has been feuding with them unsuccessfully and where driven out of the clans traditional hearth just before dark season last year.

The clan has also been hit by disease and has been hit by disease and in total has lost over 30% of the clans population in the last 2 years

Quirks and Traits:

Like most Votanki clans the running deer clan is very conservative

They are also a nervous people on the most but get very animated and agitated on the subject of giants.

The Clan is known for eating and coking with garlic onions which are found in this area

People:

Gavani Leatherskin – Clan Chief – Who is moving into his dotage he was a great clan leader once, but has been past his prime for 10 years now, he is desperate for his son to follow in his footsteps.

Takandi Kindheart – Gavanis son a Goodman and respectable hunter who  wants to follow his father’s footsteps, but is  a wise and peaceable man who most can see would be wrong leader for the clan at this point.

Natia Talltree – The wife of Gavanis who desperate to wife of the clan chief for the power and prestige that brings. She is tall and has striking good looks but is a harsh pushy woman with few friends, her husband regrets marrying her.

Agata Ten Tricks – A strong  charismatic leader, who has picked up the warriors mantle after the death of her husband last year, she has shown herself to be fine warrior and has saved the clan from significant defeats on more than one occasion. Conservative members of the clan do not like the role which she has taken, but see no alternatives at the moment.

Wilska Five Eyes A young apprentice shaman, whose mentor died and she has now been left to fulfil the clans needs. She is too young and inexperienced, and as far as she is concerned  not ready for the job. She is a close friend of Agata who encourages her whenever possible.

Vomor Shouts too Much -A good hunters, but one of life’s malcontents. Vomor is constantly complaining in these troubled times, he means no harm but he is destabilising the clan.

Morozar Riversnake – An older man, who has a  connection with Seronde and is the clans best boatman, he usually ferries people from one side of the Seronde to the other when needed. he is also a keen fisherman.

waterfall3_pic

Clans Relationships

The running deer  have the following relationships with clans

Allies;  None

Friends;   Snow Owl(Votanki),

Conflict;  Badhead Troop (baboon),  Bloodclaw troop(baboon)

Plot Hooks & Ideas

The campaign plot for characters from the clan is a save the clan, and place it on a stable footing

Monkey Fight – The clan is attacked by two troops of baboons do all you can to defend it and drive the baboons off, with minimal casualties.

Monkey Puzzle – The players are asked to stage a deception to set the two Baboon troops fighting each other, and this take the pressure off the clan.

No man left behind – Agata wants her younger brother back, defy the elders and the players go off to Polaris to find out who bought the prisoners and then rescue them from nearby a  rice farm. However this needs to be done with no common language. Throw in an encounter with a small group of horse nomads on the way back.

Cat Fight – Natia accuses Agata of disobeying the clan elders in the rescue attempt for the slaves, and wants her thrown out of the clan. the players must intervene.

Unexpected Guests – 12 Praxian Bison riders show up in the clans lands offering to pay the clan 5 silvers per head for each Baboon they help kill.  This is against the clans traditions of isolation but would be very helpful in the current situation. The players need to investigate and weigh in on the argument, and then negotiate a price more useful than silver. Research and conversation will suggest than these guys are followers of Lan Stormson, who has set up camp at swim here.

Monkey Hunt – Raiding both baboon troops with the bison riders.

Home Sweet Home – A raid to push the Badhead clan out of the clan hearth which is caves with a pile of stones, which look they were placed by a giant rather than fell naturally. If it is too easy have them counter struck by the remains of the blood claw clan

Meet the neighbours  – The players must cross the Seronde a create a dialogue with the Horse riders to negotiate safe passage and  hunting rights on the clans old hunting grounds.

Chaos in Balazar & the Elder Wilds;

A summary of a study by Bluebird ,Grey Lord of Lankhor Myh

My Lord this text is a summary of what to my knowledge is the most complete and accurate study of the extent of Chaos which lies within the Elder Wilds, its history and probable extrapolations into the nature of what else we may find.

As requested I have interviewed as many living experts as I can on the subject, referred to my previous studies on the subject and spent time in the Lankhor Myh temple in Pavis referencing the best documents they have on the subject.

Origins

Balazar is not a hotbed of chaotic activity. However there are permanent chaos scars and sites within this land which have been a constant presence since the dawn.

stones_cover

The Balazarings have very few surviving specific myths which relate to the pre dawn, however there are some detailed stories  from the trolls which relate to the period which have been written down by the Sages of Llankor Myh in Esrolia.

In those stories in Godtime before the dawn after the unity battle in which the devils horde was repelled for the first time. The hordes of chaos moved though the Elder Wilds as they moved towards Generts Garden. It would seem for the most part the trolls that inhabited the Elder Wilds fell back and avoided the chaos horde for the most part but its seems as if some minor battles were fought.

Two documented instances which seem to have had ongoing consequences for the region are;

Firstly that a chaos creature not well documented before similar to a colossal Gorp which had been badly injured at the unity battle succumbed to its wounds and died, its body started to eat away at the very substance of the earth burning a hole in reality. The Seronde River sent a tributary to wash it away and heal the Land, but troll legends say it was corrupted as it washed the last of the body away.

It would seem sensible to equate these legends with the existence of both Festering Isle and the River of the Damned and would give good explanation to some of the current behaviours we have documented from within the area. These being

  • The frequent restoration of Chaos to the site throughout recorded history
  • The large supply of Gorps locally
  • The emanation of chaos beings from the site as a matter of local legends amongst all races through the last ages.

Secondly that after battle a wounded Cacodemon fell and bled profusely upon the earth cursing the earth marking it with chaos and changing its nature. This would seem to strongly correlate with the site with Gondor Holst’s had referred to as the chaos holy ground.

However it would seem that the site has been magically structured, enhanced and protected from that point in time. This would suggest that intelligent chaotic beings of significant magical power and have been in operation in the Elder Wilds since the dawn.

There are no other instances from the troll stories of the pre dawn that we can correlate to any other activity which has been documented since or  witnessed by any of sources. However there are some items documented which may present hidden threats.

First troll myths refer to a number of the Devils horde that tried to burrow under or through the Rockwood mountains and were caught in combat with trolls underground.  We have no corresponding myths that to relate to them breaking out of the other side. Therefore we have to be aware that some may still be under the Rockwoods.

Second troll and Votanki myths tell of other chaos creatures wounded and falling on the march away from unity battle. It is possible that other sites, caves or cairns contain the taint, ancestors or the physical presence of these creatures. No evidence has been gathered which could correlate to this, but it should not be ruled out as it has been experienced in other regions.

Thirdly is a claim made in one troll legend that ,it was Genert himself cursed the “Ten Good Giants” into mountains because they stood aside and let the chaos hordes into his land. This both frightening , weakly supported and highly speculative, but if true would have incredibly far reaching consequences.

There is one strongly supported story of Chaos gaining a significant presence in Balazar and the Elder Wilds since the dawn is that of the infamous Vampire of Gork’s hills.

Each local culture has stories relating to it going back to EWF period and beyond, the stories are confused and would seem that vampire has been apparently destroyed many times only to come back in different forms.

We have at least one troll version of the vampire, several Votanki vampire stories at different times, there is a pentian version of the legend, the best documented story which relates to the EWF period and where he is a civilized human vampire, and there is even a story in which the vampire of the Gorks hills is a broo.

So we have many versions of similar vampire myths with different description vampires all of which are killed only to often reappear a generation or two later.

This can only lead us to one of two theories if a significant number of the myths are based upon some kind of reality;

The first is that vampire of Gorks hills is a vampire of  considerable age and strength who can move between bodies and wishes to have bodies of different races, but is of limited power so that he can be defeated by reasonably modest hero’s of the relevant age and culture.

I would deem this very unlikely for two reasons, the first is that this patterns of existence matches nothing which has been documented yet in terms of  vampires behaviour or capabilities, the second is that I think it is highly unlikely that a vampire 1000 years of age would be as fragile as some of these legends suggest.

The second is that these vampires were individual vampires of limited age and power. Each distinct in there undeath and final demise. This would suggest either an item, place or being in the Gork Hills which attracts or creates these creatures.

The fact that most of these vampires are from local stock and race suggest they would be more likely created than attracted . The lack of any physical castle of Vivamort discovered or documented with the area despite their rumours to the contrary, suggests a  place is unlikely.

A possible resolution this theory may also provide an answer to the question of who has magically strengthen , altered and structured the magic at the chaos Holy Ground. Which interestingly now  has a functionality which could be described as vampiric.

greenlight pic

If asked to suggest a single solution to the riddle of the vampire of Gorks Hills, I could put forward this theory.  That there is no record of evidence or any story of any interaction with the most powerful of the vampires of Gorks Hills.  The vampire which have been encountered are younger less powerful vampires, who serve the Vampire of Gorks Hills, who remains a powerful figure who is never seen.

As regards origins I believe that he predates the EWF period and can see no reason why such a being would come to the Elder Wilds since the dawn. Though Vivamort himself cannot be placed with the devil on his march through the Elder Wilds, a number of his most powerful followers can be.

It has been speculated by some of the most educated minds on the subject that older more powerful vampires need to feed not from peoples lifeforce, but from other vampires who have already consumed and processed the life force of others.

I think we should be prepared for the source of the vampire of Gorks Hills Myths to be much older, more diabolical and a deep secret than any may dare to fear.

Up until recently there is no documented or oral evidence of any significant new chaos incursion into Balazar or the Elder Wilds.

The final source of chaos in the Elder Wilds is the Lunar Empire. Though they have not stationed chaos troops within the confines of Balazar yet. We do know that there priest consorted with Gondor Holst and directed him to Chaos holy ground. Elkoi is within the lunar provinces so it is very possible that it may receive a visit from the Crimson bat

Current Threats

As far as quantifying  threats from and abilities to strike against Chaos in the Elder Wilds and Balazar regions we can make the following conclusions;

Festering Isle is a wound in Glorantha herself and will continue to let chaos seep into the Elder Wilds unless it closed. It will also attract creatures of chaos to it, and increase the chaotic mutations of those chaotic creatures that spend long there.

We could expect to see any of the following chaos manifestations emanating from the area dragonsnails, giant gorp, indefinable chaos monsters, walktapi and corrupted animals.

We should expect it to attract organised groups of  broo, scorpion men and ogres. It also does act as a holy site for the primordial worship of Chaos.

The only course of action to seek to close it would be to Heroquest to gain the knowledge to find out what we must do to close it, no living being to my mind would have that knowledge. It would then probably require further dangerous heroquests to heal the wound.

The chaos holy ground will continue to attract powerful priests of chaos from outside the area who would seek to use it for their own ends. I would draw special attention to the activities of the Lunar empire who have  documented knowledge of the site and have directed chaos priests there already.

It would not be remiss to expect any and all priests of chaos seeking to make pilgrimages to the site, and such it should be watched often  and its location guarded as much as possible.

Also if the  vampire of Gorks hills become active again I would suggest he may make use of the site, in creating the power to aid the creation of new vampires.

On the matter of the Vampire of Gorks hills do not be surprised if a vampire reappears in the region as it has been the pattern for the last few hundred years, but be very aware that there may be a more powerful figure lying in the background.

if a new vampire was to appear I would suggesting quickly against it, as it will be a young vampire which has not attained significant power as yet.

As regards lesser threats it is always possible we may encounter other small pockets of chaos which are not as significant as the ones mentioned,  and we should bear in mind the possibility of some of the more obscure threats without committing valuable resources to countering them.

Written Sources

  • From Wonderhome to the Castle of Lead,  a pre history of the Uz.  Unta the Devout – 1248
  • Legends of the Unity Battle – Rajesh of Esrolia, 2nd Age
  • Wounds of Glorantha – Volume III – Unknown Author – 1542
  • A summary of Chaos sites within southern Peloria – Bluebird, Esrolia 1611
  • Vivamort collected myths and Legends – From the Pavis Rubble

Living Sources

  • Torath Manover
  • Garnst ‘the chaostracker’
  • Lan Stormson
  • Blueface
  • Gerag Midem

Mystic Sources

  • The Lady Seronde

Troll Encounter – Elder Wilds Troll Shaman

Culture: Primitive

Cults: Kygor Litor, Ancestor Worship, Local Darkness Spirits

Found: Troll lands, Troll hunting lands

Stats: http://ouropa.planeetta.com/rq_tools/enemygen/enemy_template/4306/

If there are no obvious trolls enemies present. A dark troll shaman will step out of the darkness and start making declarations to the party.  The spirits have given her insights into what the players are doing and why.

If the party are on business which darkness spirits would be troubled by she will warn of doom and threaten curses on them if they don’t turn back. If she feels the party is experienced enough not to be influenced by such direct tactics she will seek to distract the party from its business with random portents, false prophecies, misleading quests, tales of tempting treasures and other urgent distractions.

She is prepared and has summoned spirits which can come to her aid immediately if combat ensues, however they will usually be out of sight in the darkness unless she feels he needs the visual effects of spirits moving round her, in whatever circumstances he will never show more than half of the spirits he has summoned.

If the party are on business which the spirit’s of darkness will approve of such as Hunting chaos, she will speak blessings, positive omens, pass information and may gift the  party with tokens that will help get them through troll lands with minimal of trouble.

a stream runs through troll hills
a stream runs through troll hills

If the party are not doing anything darkness spirits would be concerned with one way or the other. The shaman is will be trying to involve the party in her business which could be any of the following favours or quests which trolls may find hard to do,

  • Deliver a message to Blueface the shaman
  • Deliver a challenge to Blueface the shaman
  • Deliver a message to Gon Orta
  • Deal with a chaos threat immediately, or go fetch a Zorak Zoran war party to do so
  • Deliver an item (cursed ) to the elves
  • Deliver an item (cursed ) to the dwarves
  • Give the shaman safe passage to a spiritual site in Human Populated Balazar
  • Deliver a message(insult) to the Yelmalio temple in Dykene

She is not used to having to pay people to tasks and will declare that the spirits demand it, and there will be undefined dire consequences for all if it is not done immediately. This may or may not be true. If needs be she has magic trinkets, spells and future favours to offer in payment if she decides her needs require using them, but only if threats have not worked.

If the party contain obvious or known troll foes, they will be attacked in the night by a coordinated raid of ghosts, shades and other darkness spirits, but the shaman will never show herself.

This encounter should be most fun played through as a contest of wits and cunning as opposed to a combat, players need to be smart and astute or the shaman could waste an awful lot of their time and resources.

*note unsure about the stats on the Generator but its a good place to start

Balazarings and their Dogs

by Quintas von Ortlas
The mythic relationship between Foundchild and Brother Dog is a mythic one replayed through Balazar in thousands of places every day. It is one that civilized men such as us cannot fully understand and am I left unsure if I want to.

Why do I say this? because to most Balazarings the clear and obvious distinction between human and dog is somewhat blurred. To a civilized mind a dog is an asset, a pet, a tool, a servant or even a  friend. But to most Balazarings a dog is family, and to a dog a balazaring is part of its pack.

Birch wood in Balazar
Birch wood in Balazar

I am always tempted to view the humans as masters and the dogs as pets in a hierarchical relationship which is not one of equals. This would be foreign a foreign concept to most Balazarings and their dog companions. Though they would not use these words to them the relationship is a mutually symbiotic partnership of equals.

To both parties their very existence in unthinkable without the other, to their mind they are Kin, they are a substantial and permanent part of each others social structures for generation upon generation. A balazaring separated from his dogs is just as lost as an Orlanthi separated from his sheep  clan.

Both parties gain significantly from the relationship;

For the Balazaring he gains speed and  physical attributes which as a human do not posses, they has his security increased by guard dogs, he gains the ability to track quickly by scent, he can access burrows and other places which as a human he cannot and magical effect of a larger social grouping means that dogs contribute to the spiritual power and capability of his clan.

For the dog he gains insight and intelligence he cannot possess, he gains shelter and access to heat sources, he part of a much larger social unit than he could otherwise be part of, his social unit is much better lead than an exclusive dog pack would be, and he gains access to magical effects which otherwise would be alien to him.

Before coming to Balazar I had been informed that Balazarings had two types of dogs, this information is not incorrect but it is highly simplistic, and upon experience I would describe it as three broad different functions of dogs, with certain distinctions and a mix of breed for each function.

Most Balazaring clans will have a good mix of different types and breeds of dogs, but the balance will change to meet the traditions, spiritual dynamics, hunting styles and needs of the clan. It is worth noting that the Dogs of Saird and the dogs of Balazar are distinctly different in breed and the breeds rarely get on and tend to fight.

Mountain valley
Mountain valley

Hunting Dogs

The most common use of dogs by Balazarings is for hunting. Hunting dogs spend most of their time with the male hunters and little time with the women and children.

Hunting with dogs  can take a number of forms and there is great variation in differing breeds capabilities and sizes of dog.

Tracking Dogs – The most common use of dog is for scent tracking prey, these come in two distinct types, there are pack tracking dogs where a pack will scent track its prey whilst making large amounts of noise and panicking the prey before running it down. The ubiquitous Stavac is most often used for this style of hunting.

However for a stealthy pursuit Balazarings are more prone to  use one or two larger Pachu who have a better sense of smell but who cannot maintain speed over longer distances for a chase, these dogs tend to be used only for the tracking and the hunter tends to make the kill.

Chasing Dogs – The Stavac is often used a very functional pack dog for chasing down herds an running one or two animals into trouble, however do not have the explosive pace needed to bring down faster animals or the size or bravery to tackle larger beast such as bison.

For these tasks Balazarings tend to use either the larger Tiplav for a high speed pursuit and to hamstring and pull down faster prey.  Or the bulkier Mistro which is not as fast but is more effective against large slow prey animals.

Retrievers For hunters who use bows or slings to bring down small game, there are a number of dogs which are used as retrieving dogs. The Stavac is common choice but the best retrieving dog is the Kausta, because of its quiet nature,  intelligence and soft mouth

Game Flushing Dogs – The Stavac excels when used as a pack to flush and herd animals towards pits, nets or hunters line of fire. No other breed of dog comes close and this is probably why they are so common in Balazar

Underground Dogs –  Some clans use dogs to chase smaller animals out or their dens and burrows, these dogs tend to be small squat and pugnacious, the most famous of these breeds is the Ruzno which could take on a fair sized badger.

Guard Dogs

Guard dogs spend most of their time guarding over the women and children of the clan, either at the hearth of when they are out gathering food.

The Mistro breed is often used for the combative element of the task, however a smaller less aggressive breed called the Ucho is used due to its significantly better hearing and general awareness. Also the Stavac is often used because of their ubiquitous nature and they are apparently very good with children.

Very few groups of gatherers will leave the clan hearth without at least 3 or 4 dogs as guards

Fighting dogs

There are not many fighting dogs within each balazaring clan and most usually belong to the Chieftans hearth, they are used in raids and to hunt dangerous animals such as bears, wolves and mountain tigers.

Balazaring Breeds

Brudny – A very large shaggy white haired breed of dog, used for fighting. Its size, reach and speed make it an awkward opponent

Kausta – A quiet natured small to medium sized long haired thin yellow dog, with long ears and pointed face

Mistro – A large strong athletic dog similar to a large German shepherd.  Very loyal to their pack but can be aggressive with outsiders.

Pachu- Large thin longhaired brown dogs with a slight frame and ungainly gate, but have an excellent sense of smell, and are the best scent trackers in Balazar.

Ruzno – Small Squat vicious dog, with short black fur with brown markings and a pug nose. With strong jaws neck and shoulders.

Stavac – Most common Balazaring dog, it is medium sized hunting dog with short brown fur with white markings. It has a pointed nose and a sleek body. It is a bright energetic dog used for a number of different roles and is very loyal to its family.

Tesak – A shorthaired brown and back large muscular dog with wide shoulders and no tail, with a squat face and powerful jaws

Tiplav – Large strong sleek black running dog who is an excellent stag hunter, they are extremely fast over short distances, but big enough to pull a stag down, if not finish it off.

Ucho – A medium sized dog in a range of shades of brown and black, with strong upright ears , this breed has a excellent sense of hearing and is probably the most complex audible communicator with a wide range of meaningful howls, whines and noises.

Please note that from bitters experience that offering to buy a Balazarings dog often is highly rude and is likely to cause a fight. Also the offer of a new pup is a great complement and is only usually made to clan mates and very close trusted friends.

Trollkin Encounters of the Elder Wilds

When I played through Griffin Mountain all those years ago, I got fed up of continually being kicked about by the same Zorak Zoran war party.

We must of encountered them at least 5 or 6 times and things never went well. However we did not  encounter another single living troll in over 50 sessions. I hated them with a passion.

So to give some variation here are another bunch of Troll encounters specially created for the Elder wilds, There will be a few post but I will start off with the Trollkin, I will also try to link to RQ6 Encounter Generator for stats for these groups also.

Trollkin Gatherers

This is a large group of 12 -20 trollkin gathers these will be unarmed and petrified of the characters, at least one will run to the nearest large groups of dark trolls or warrior trollkin for aid. It is possible that the clan is over the next rise or up to 2 hours walk away.

Trollkin gathers usually belong to Wild or Hunter clans if any and are armed with stone, bone and wooden weapons if any.

There are usually 2 or 3 warrior trollkin with the group, who are there to keep the other trollkin from running off, and would not be expected to challenge a group of warriors.

It is possible that some trollkin may use the players appearance as an excuse to jump the warrior trollkin and run off, or worse still ask the players for aid or to seek to join the players party

Culture:  Primitive

Cults:  Zong, None

Found: Troll Lands, Troll hunting lands, Open Hunting Lands

RQ Encounter Generator:

  Small Medium Large
Dark Troll Hunters 0 0 -1 1 -2
Raider Trollkin 1 2 4
Hunter Trollkin 1 2 -4 4 – 8
Worthless Trollkin 4 – 12 8 -20 16 – 30

 

Wild Trollkin Mob

A mob of between 8 and 50 Feral Trollkin who have escaped there troll overlords and a swarming over whatever part of the Elder Wilds they are in.  These mobs are common on the edges of troll home lands, and can range far before meeting a predictable end.

They have little understanding of where they are and where they are going, they just know they don’t want to back to where they came from. They are nomadic not staying in any place very long, always on the move fearing being recaptured by their troll overlords. They may or may not be led by an escaped superior trollkin.

When encountering a party they will usually scatter and then regroup and if hungry track the party for some time, eventually gaining the courage to raid the campsite, running through and stealing anything they can whilst most players are sleeping.

They will not go back for the wounded, or the captured and it is every trollkin for them self.

If the opportunity arises they will try to isolate and mob attack a weaker member of the party. Only extreme hunger or fear will force them to try a direct swarm attack on a group of trained warriors.

They will be equipped with little more than sticks and rocks, and most will have no magic.

Culture:  Primitive

Cults:  None, Xiola Umbar

Found: Troll Lands, Troll hunting lands, Open Hunting lands, anywhere else.

RQ Encounter Generator:

  Small Medium Large
Raider Trollkin 0 0 -2 0 -4
Hunter Trollkin 0 -2 0 – 4  0 -8
Worthless Trollkin 4 – 12 8 -20 16 – 38

Superior Trollkin Runners

Found: Troll Lands, Troll hunting lands, Open Hunting lands, anywhere else

A lone or small group of escaped trollkin on the run from the former troll masters.  These are superior trollkin and therefore have made a more intelligent and well planned out escape.  They will be armed with spears and slings and maybe even light leather armour and carrying light provisions.

They will obviously be scared of the party and quite convinced that the party will want to eat them. One of the trollkin is able to speak the players language or tradetalk, and will very quickly start to try to talk their way out of the imagined pot they think they are destined for.

The trollkin will defend themselves if attacked, but really want no part in any violence if it can be helped.

This encounter can be made more chaotic by a troll recapture party of trolls and loyal trollkin appearing half way through the conversation and all hell breaking loose, and the pcs get to choose sides, or step back out of the carnage and just be confused about who is killing who and why.

If the players help the trollkin in any way or show kindness, the trollkin could very well latch themselves onto the party for good or ill.

Another twist could that the trollkin have stolen several items that they think would be valuable, and try to persuade the players to deal with their pursuers for the item(s). Possible items and services offered could be;

  • A purse of Bolgs, clacks and a couple if silvers
  • A magic lead necklace – Darkwall matrix
  • “We won’t mind if you eat Burt.”
  • A bundle of flint headed short spears
  • A large smelly blue cloak
  • Six pickled elf ears in a jar
  • Blade venom
  • A seasons work
  • A dwarven beard, with a glue spirit bound in it.
  • An ornate ring of some value
  • Information on the trade route of a troll merchant
  • A ‘treasure map’ – really a scroll either useless, priceless or containing sensitive  information
  • ¾ of a ham beetle

This encounter has the ability to either be a either a light hearted encounter, or vicious fight with consequences, depends on the mood your game needs at that point.

Culture:  Wild

Cults:  Xiola Umbar, None

RQ Encounter Generator: http://ouropa.planeetta.com/rq_tools/enemygen/party/664/

   
Raider Trollkin 1 – 3
Hunter Trollkin 3 – 6