All posts by Jon Hunter

Golden Armadillo Clan

plains_pics

Clan Name:  Golden Armadillo Clan

Clan Hearth:  4 large stoned Roofed round houses surrounded by earth works and 4 large square standing stones

Hearth Location:  West Plains 12 miles west of Lookhill

Hunting Grounds: West Plain

Clan Spirit:  Golden Armadillo

Population:  508 people, 168 men, 176 women,  164 children     

Tribe: Elkoi

Summary:

The Golden Armadillo Clan loyal to King Glyptus and in good standing with the Lunar empire. A good few young men have joined the Elkoi light skirmishes which are being trained at the moment.

The clan chief Morigar has asked for help to teach the clan lunar ways, and is an occasional worshipper at the Seven Mothers temple in Elkoi. Some of his clan are not happy about this, but most are at least open to the idea.

The clan has been hunting the west plain region for the past 300 years and has a very good knowledge of the surrounding lands. They predominantly live off herd bison which are common in the area,  but they are also top notch foragers, who cook and eat various insects which the women gather.

Morigar is a young man and has recently succeeded his father as Chief of the clan, he is not yet settled in the role and is keen to make his mark. The reappearance  of his uncle in the clan however makes him secure in his position.

The clan was connected to previous  Vizkinni dynasty  in Elkoi by marriage and descendants of the historic kings brother have been hidden in the clan for the last 50 years.

Traits & Quirks:

This clan is somewhat Nocturnal and due to influence of the clan totem some members have developed incredibly good night sense, as such they will hunt into the evening.

The clan also experiences high number of multiple birth, with anything up to quadruplets not being uncommon.

The clan is famous for their spiced and peppered dried meat, which traded Keenly throughout the Elkoi clans and is sometimes even imported back into the Lunar empire

People:

Morigar Grey Eyes, Is a young keen clan chief eager to make a name for himself, he attained the position by being the son of the previous chief and his grandmother being  the clans old and powerful shaman. He is keen on discovering the Lunar way

Assusi Redwoman – Recent wife of Morigar and currently his favourite. However she is an escaped lunar slave posing as something more. Morigar thinks he has married a well connected lunar citizen, but is also clearly smitten with her.

Nesha Brightsmile  The first wife of Morigar, and the mother of his two young sons. She belongs to a important clan bloodlines and both she and they are offended by the marriage to Assusi. She is a pretty woman who has been hurt by her husband, and is looking for solace and possibly revenge elsewhere.

Vooril the Returning Sun – Is the Morigars uncle and his  strong arm . He is a former Sun Dome Templar who on reaching retirement has returned to the clan that his brother used to lead after his death. He is not forthright in the clan but is a continual reassuring  presence in times of stress. His behavoir  confuses his clan often due to his geas never shelter from a storm.

Banash Tanglefoot  – A master hunter, who hunts with bolas and dogs, he is a master at bringing beasts in alive. He is well liked amongst the clan and is happy to support Morigars plans as long as he is left alone to hunt.

Terka ‘Old Goose’ The grandmother of the chief and a powerful shaman. Who sees a lot more than she says. She  will wage spiritual warfare against those she thinks may do harm the clan, including her grandson. She is hard cold old very lady,  and the real leader of the clan. She was a lover of Blueface 60 years ago.

Yalvanni Clenched fist, Great nephew of King Partobas,  his mother was taken back into his grandmothers mothers people. Subsequently he  doesn’t like Lunars, and dreams of the day he can challenge them,. However he is a young man of limited abilities and  is no real threat to anyone. His heritage is known by a very few clan members.

The Dogear brothers, Bolandi,Taknai and Morari are three young hunters and  troublesome brothers who love to brawl and fight, and are also followers of Namara and dislike all foreigners in Balazar.

stormy plains pic

Clan Relationships

The Golden Armadillo have the following relationships with clans

Allies;  Ragged Crow(Elkoi)

Friends;  Barking Dog Clan(Elkoi), Red Necked Goose(Elkoi), Ghost racoon(Elkoi)

Conflict; Mained wolf (independent), magpie (independent)

Conflict; Plot Hooks & Ideas

This is set of stories for a party of young lunar missionaries sent to the tribe to help instruct them in the Lunar way and promote lunar way and religion

Rough Welcome – The Dogear brothers try to pick a fight with the players as they approach the tribe.

Prove your Gods – A magical duel with one of the clans lesser shamans to show the strength of the lunar magic, this should not be fatal just a match of strength.

Something doesn’t add up – The players quite quickly work out that Asussi is not who she claims to be. They will have to travel to Elkoi to learn the truth.  Do they tell her husband or not? Blackmail her or turn a blind eye?

Join the Great Hunt – Join the great hut to show that Lunars respect the traditional ways, whoever takes part will be jumped by the Dogear brothers. The clan will outlaw any surviving dogear brothers for the act.

Enemy of the State- The PCs find out who Yalvanni is, they have choices on how whether to give him over the Lunar authorities or not, if they do they will lose a lot of friends in the clan.

Slavers Raid – A group  of Lunar slavers from Elkoi raid the tribe and take captives, the Pc’s are asked track them down and reach a violent or  negotiated settlement. The raid is in breach of terms of contract the slavers have with King Glyptus.

The Witch Queen – Namara and any Surviving Dogear Brothers lead a raid on the clan striking at all lunar converts. Players should organise an defence and then a response.

Warrant – The slavers turn up with an imperial warrant for the arrest of the escaped slave Assusi signed by Halycn Von Enkorth. They seem to want to provoke a fight and the clan is willing,.

Inside Information – A runner invites the players to meet someone with information which will interest them, below the ‘parlay tree’.  They are met by a man with a burnt face and mask who will not give his name.

He has information that the Seven Mother priestess Electora Kindtounge was murdered by Marusa the current Lunar Priestess at Elkoi.

Research onto the figure will find that his name is Thrax a companion of the Balazaring Orlanthi and an enemy of the empire.

Research onto his claim suggest they very well could be true, however substantive proof would have to be found ( or divined )  for any authorities to act. Euryptus would act if the Pc’s found proof.

Sea Otter Clan – Balazaring Clans

Clan Name:  Sea Otter

Clan Hearth:  Dwerrowfall Caves, Cave with entrance under waterfall, with other sub entrances and some worked tunnels.

waterfall2_pic

Hearth Location:  South shore of the elf sea, on the estuary of the Dwerrow  River

Hunting Grounds: Dwerror River Estuary and Elf Sea coast

Clan Spirit:  Sea Otter – fast swimming, hold breath, water sense

Population:  480 people  166 Men, 184 women, 130 Children,  84 hearths             

Tribe: Trilus

Summary:

The Sea Otter Clan has been at its current clan hearth for hundreds of years and as such  are one of the most settled and advanced clans in Balazar. there clan hearth is a permanent community as through fishing and hunting they can usually feed themselves without a nomadic lifestyle.

Though other clans fear the river, the clan totem and worship of the spirit of Dwerrow seem to keep the Sea otter Clan out of most harm.

They are mainly fishers who use bow and spear as well as boats and nets. They are also pearlers collecting  freshwater mussels from beds in the Dwerrow estuary.

This has made them  traders with good standing, and thus a rich clan with lots of metal tools, pots and blankets. Even the trader Joh Mith visits yearly to buy pearls.

The clans only feud is with The leaping Salmon clan, a breakaway clan 12 miles up the coast, the clan broke away for the usual reason of growth about 6 years ago, but there were also disagreements about the change of kings in Trilus and the sharing of wealth and hunting grounds which have made the separation bitter .

The Sea Otter Clan was close to old king and clan chiefs were tied by blood to the Gadaringer dynasty, and because such the clan is still being actively courted by King Yalaring who is keen to keep them loyal.

They are friendly with the local newtling communities and join them in their sacred time rites in the river estuary, which usually keep the sea monsters away from the clan and newtling communities.

Quirks and Traits:

A sea otters are a very tactile people who like to be in physical contact with other people whenever possible. It is very common for clan members to hold each other’s hands when in the same physical vicinity. It is not a sexual contact and to refuse or pull away or to withdraw is seen  as rude behaviour.

The clan is famous throughout balazar for its otter fish stew, which contains a number of fish, shelfish, herbs, root vegetables and no otters.

The clan has few dogs but keeps otters in a similar way as the rest of the Balazarings keep dogs.

People:

Balori Bluestone – Clan Chief a mature patient man, well respected leader and a competent trader

Yotarni Burning Spear – Master Hunter and defender of the clan. He likes to hunt oversized sea monsters and the kill he is most famous for is the killing of Giant Crab he fought on the beach near Dwerrowfall caves.

Goomor Turtleback – Goomore is the master boatbuilder for the clan, he usually builds small coracles out of hide and wood, but his best boats have coracles made from Giant Turtle shells. He is resposnible for showing the clan how make , keep and repair their boats.

Inia Goodwife – Inia is the heart mother priestess and also in charge of ensurng the women of the clan make and keep the clans nets in order. She is hard taskmistress to the younger girls, but more relaxed with the older women.

Kaska the Pearlmother  – A shaman responsible for the magic that protects and preserves the pearl beds, she is relatively young and new to the role but seems competent. Kaska struggles with the otherness than comes from her roles and often feels lonely.

Altus Boldface – A young hunter who thinks a clan of this size and riches should be able to protect itself, and does not think the clan in martial enough.  He is considering  going to Trilus to join the citadel warriors. He will be keen to show his bravado to any warriors for outside and will be hostile to any who do not seem suitably impressed.

Takanthi  Cliffleaper –  A young brave who has just been initiated into adulthood, he is a careless thrill seeker who  will put himself in danger for the fun of it. He can usually be found cliff diving , rapid swimming or dodging dangerous animals, so far without incident.

Tashka Icewalker – The daughter of Balori and a good friend of Takanthi. She gets caught up in Takanthi’s craziness  but is more usually dragged along. her head is now turned to marriage and she hoping for something that will get her out of the clan and into new experiences, she also sees all of the clan boys as beneath her.

cave_pic

Clans Relationships

The sea otters  have the following relationships with clans

Allies;  Treefrog (Trilus), Yellowback (newtling)

Friends;  Greenridge(newtling), Black boar (trilus), Crocodile (Trilus)

Conflict;   The leaping Salmon clan (Independent)

 

Plot Hooks & Ideas

Campaign idea is for a small group of citadel warriors sent from Trilus to aid the Sea Otters in dealing with a number of problems, however most of these ideas can be run as a one off story idea for any

Deadfish – Large numbers of dead fish are being found in the clan waters which border the Leaping salmon clan. Party are sent to investigate cause, find that Greenridge newtlings are similarly distressed and annoyed.  Leaping salmon clan deny all knowledge.

Mad Neighbours – Leaping salmon clan start to raid their neighbours waters and attack boat and nets and steal fish, they need to be repelled.

Those Meddling Kids – Takanthi and Tashka get trapped in a cave by a water wyrm, pcs have to extract them without offending the Dwerrow river spirit by killing the wyrm.  if you want to make it more tense have the tide coming in and filling the cave.

Mad Newtlings –The Greenridge newtlings now start to attack the clans fishing grounds, talk with yellow backs suggest they are also having trouble with the green ridges. Newtlings can be driven off but they do seem fenzied and disturbed.

Gomoors Turtle – A magnificent giant turtle has been spotted and Gomoor wants to make a coracle out its shell, the PC’s track it down to find out it is an intelligent turtle. Soup or no soup?

Dead Neighbours -Pc’s are sent to deal with the Leaping salmon tribe, on the way they skirmish with a sea monster, it does not press the attack home.  They arrive to find the entire village dead and rotting, the sea monster attacks them in the village but again doesn’t press the attack home.

See Monster – Yotarni Burning Spear declares the Sea Monster the source of the problem and leaders the players in a hunter, the monster will skirmish and flee, before being cornered where it will fight to the death.

The Chaos Effect – It is realised that the sea monster wasn’t creating the problems after they continue after its death,  further scouting or divination will bring to light a powerful walktapus which poisons the water as well as the air. Creating violent madness and aggression, before killing its victims.

NPC’s Lunar Fighting Men

Three quite different fighting men from the Lunar Provinces

Fazzar the Relentless

Sairdite Bounty Hunter – Initiate of Urvairinus
Threat Level  ****
Runes: Earth, Death, Fate
Traits: Cold, Hard, Calculating, Implacable

With a Balding head and long beard which is starting to turn grey. Fazzar is a large Strong man in his late 30’s.

Originating from Saird, he is an Ex Soldier who likes to wield a large axe. He currently works as a bounty hunter. Marusa and Halycon Von Enkorth have brought him to Elkio, to try to track down The Lhankor Myh priest Bluebird. Due to bluebird not being findable at the moment Fazzar is trying to find some other work in the mean time

He considers himself a righteous man. Fazzar likes to know that that his targets are criminals, as he does not consider himself an assassin. He is a fatalistic man and believes many things which happen are destiny.

He has a love the open country and being outdoors, so prefers country jobs to city jobs in most instances. He is always keen to talk with strangers to see if he can find anything out about the location of Bluebird. His fee must be large for him to persevere with a chase which has gone so cold.

Gessi Gabinius

Lunar Assassin,  Initiate of Krarsht
Runes: Moon, Death, Disorder
Threat level ****
Traits: Patient, Calm, Reliable, Charming

From Mrins cross, Gessi is an assassin who has completed contracts in a number of dart completions. he has currently been hired to kill Aetius Agga Rufelza which has brought him into Balazar.

He was supposed to be recruited into Aetius’s guards in Mrins cross but things have not gone to plan and he has had to follow his mark out to Balazar.

He is posing as mercenary for hire by the name of Gera and hopping to get close enough to make his kill. His favourite technique is poison, but he think he may have resort to other means for this job.

He is known and disliked by Fazzar who has recognised him in the area and knows his trade, but has no knowledge of his true nature. Therefore uncomfortable and wants to do the job and get out of Elkoi as quickly as possible, but is also waiting for Fazzur to move on first.

Gessi comes across as a very charming person, and he knows how to make people like him. He is however calm and cold, and willing to kill without thought. Gessi has the chaotic feature of being undetectable by use of magic.

Gessi is his 30’s now, he was recruited to the cult of Krasht when he was an apprentice to a bureaucrat in the lunar government. Only after his chaotic feature became apparent was he  used for his current line of work.

Regnar Ven Voran,

Head of Elkio light skirmishes, Initiate of Yanafal Tarnis
Runes: Moon, Truth, Movement
Threat Level  ****
Traits: Brave, Aggressive, Charismatic, Honourable

In his late 20’s, a lithe, quick but rugged man, Clean shaven  with roguish good looks.

Originally a street urchin from Darleep in the Lunar heartlands. He served with distinction as an head of file in Imther garrison for 5 years. Before he was brought to Elkoi as an officer working under Euryptus the Bold.

He is currently forming and training the Balazar light skirmishes a militia unit of native skirmishes designed to support the lunar regulars and mercenaries based in Elkoi. He is a popular commander and has been successful in his work. He is highly trusted by Euryptus who treats him as his right hand man.

If Euryptus needs a job doing well Regnar is the man he will send. Regnar has a tendency to bend the rules to get things done, he is competitive and likes to win in all situations. He has a romantic streak to him and has a strong sense of natural justice which means he can be an honourable and merciful foe.

Though popular Regnar is a somewhat solitary individual, who seems content with his own company. When not on duty he enjoys the company of the ladies, but does not seem to have a permanent attachment.

Brokat – Heortling Emissary

Brokat the True

Heortling Noble Issaries Initiate.
Runes: Water, Harmony, Trade
Threat Level ****
Traits:   Self Important, Over Courteous , Curious, Friendly

Brokat is an Emissary of King Bryon of Whitewall, a younger son of a thane of Bryons, he has been sent  to request the bearer of the Windsword to join Kallyr Starbrow and King Bryon at Whitewall for the inevitable campaign against the Lunar Empire. He is a follower of Issaries in the aspect of diplomat and herald and would see trading as beneath his station.

Has been sent as he is suspected as being a lunar spy and this quest is seen as a long shot that keep him away from important matters happening in the south. He is loyal, but his diplomatic ways means he has a more cultured approach to dealing with Lunars that is appreciated by some in these more violent days. However due to these suspicions and the difficult position he finds himself in he does not want to return back to Whitewall  empty handed

He is a man of some maturity and a competent warrior. Likes to Drink and discuss stories of lands people(including himself) may have visited. He is also a keen falconer and has a hawk with him on the trip.

He is currently located at Trilus in the company of Torath Manover and Lightbringers hall. He is waiting for some sign of the bearer of the Windsword, but is frustrated in the meantime. He has spent some time with King Yalaring, but has been kept at arm’s length because the king believes him to be a boring windbag.

Plot uses: Makes characters aware of the greater political plot in dragons pass, tie into those parts of the world. Explore the area of divided loyalties, and bigger ponds elsewhere.

Endal the Calm

Humakti Initiate and Bodyguard
Runes: Fire, Death, Beast
Threat Level ****
 Traits: Vicious, Angry, Energetic, Expressive

Endal is a housecarl in the service of King Bryon, who is currently assigned to Guard Brokat the true on his trip north. he has been ordered to watch Brokat for King Bryon, if Brokat shows any sign of treacherous behaviour he is to Kill Brokat on the spot.

He is much more prominent and outspoken that bodyguards tend to be. He is runetouched by the rune of death and as such people struggle to connect with him, and he is feared by many round Trilius.

Endals reaction to most problems is disproportionate violence and aggression. he sees this as a normal reaction and cannot understand why others do not appreciate these traits of character.

Endal dresses and  is armed in the more civilized fashion of Esrolia and is very proud of his  weapons and armour which he keeps in pristine condition. He is also clean shaven and keeps hair cut short.

Plot Uses

  • A reminder that Humakti can be psychopathic tools
  • Persuading him not to hurt someone for little reason

Angorri  Blackspear

Humakti Initiate & Bodyguard
Runes: Darkness, Death, Mastery
Threat level ***
Traits:   Cheerful, Friendly, Funny, Aggressive

A young friendly man,  who is tall and lean. He wears his fair hair and beard in Plats in the way of Satarite Orlanthi.  He wields a spear made from an unknown black material which has been a  family heirloom for at least 3 generations, as well as his Humakti sword.

He is the Junior partner to Endal, but he usually does most of the communicating as his demeanour is much less challenging for most people.

He has  a girl near Whitewall who is with child and wants to go home as soon as he can.

The Griffins Claws – A Dykene Clan

The first in series of 4 posts looking at sample Balazaring Clans and character, plot and campaign ideas coming out of them.

Clan Name:  The Griffins Claw

Clan Hearth:  Small Caves protected by Earthworks

Hearth Location:  Bear Hills, 8 miles south of Firepoint

Hunting Grounds: Bear Hills

bear hills_pic

Clan Spirit:  Light in Darkness, a light and fire spirit, capable of subtlety lighting large areas in the night, and using minor augments on warriors especially against darkness foes. She currently embodies as Bright Light by possessing a clan member.

Population:  54 hearths, 108 Men, 132 women, 120 Children,  54 hearths              

Tribe: Dykene

Summary:

A smaller clan which has historically been part of the tribe of Dykene tribe with a history of worshipping Yelmalio, as well as Foundchild and the tribal ancestors.  No one can remember why the clans was ever named the Griffins Claws.

Recently many of the younger hunters have been raiding with the Balazaring Orlanthi and are now equipped with metal weapons and armour which once belonged to Lunar troops.

This is creating tensions between older traditional hunters, and the younger braves who are keen to see themselves as warriors.  The causes of this are twofold. The first is cult ties, with the Yelmalian elders not keen on younger hunters mixing with Orlanthi. The second is that a group of 14 -16 young hunters being away raiding for 3 or 4 weeks at a time leaves the clan weak and under defended.

Times are also dangerous with trolls and undead being trolls being found in Bear Woods, and Light in Darkness warning the clan that chaos lurks out of her circle of light at the edge of the darkness.

People:

Yotank the Spear, Initiate of Foundchild and Yelmalio -Clan chief who is well past his prime, he was a formidable warrior 20 years ago, loyal to King Skilfil of Dykene, but now a tired old man who last lost the respect of his young hunters. His son is a citadel warrior at Dykene.

Natka  the Beak, Clan Mother, One of the clan council named for her somewhat shrill manner and ability to stick her nose into everyone’s business. However she does have the clans best interest at heart and she is right more often than she is wrong, she is however a difficult person.

Gangor Leatherskin, Initiate of Foundchild and Yelmalio – The most able and gifted active warrior and hunter in the clan, he is 10 years younger than Yontak, but a close friend and his right hand man. Gangor is gruff to the point of rudeness, conservative and not a deep thinker. However he does get things done and is safe pair of hands.

Koza Bloodface, Initiate of FoundchildBold young hunter and leader of the group of hunters raiding with the Orlanthi. He is hungry to be more than just a hunter.

Bright Light, is voluntarily posses by Light in Darkness and her physical manifestation within the clan.

She used to be called Pelta and was Koras sweetheart, before becoming bright light 6 years ago, the possession will last for another 4 years before Light in Darkness chooses a new host.  She is currently a highly magical being and cast pail light from herself.

Kolsar Calmbreath Initiate of Foundchild, one of the younger hunters who hasn’t gone raiding with the Orlanthi and a confidant of Bright Light. Kolsar has scouted deeper into the Bear Woods than most of the clan and is very aware of unusual troll activity. He is a quite stealthy individual who is much more prone to find and observe than fight.

Clans Relationships

The Griffin claws have the following relationships with clans

Allies; Tree Ghost (Dykene Citadel)

Friends; Grass Vipers(Dykene), White Goat(Dykene), Thunder Rabbit(Independent)

Conflict; Grey Fox (Trilus), The Wildfire ( Votanki)

Campaign ,Plot Hooks & Ideas

Here are few plot ideas that could work as part of a Griffin Claw campaign, or to drop in as a one off plots if players encounter the clan, its aimed for a group of characters just past initiation and 5 years younger than Koza’s group.

Scramble Defense – Koza’s hunters are away raiding and the clan is raided by trolls, the players have to pull together a scramble defence and then lure the trolls away from the non combatants.

Then deal with repercussions when the absent young hunters return.

Find Kolsar – Kolsar has gone missing whilst scouting beyond the hunting grounds for Bright light, go track him down, rescue him and come back with information on why?

We have been here before – The Aldyrami of bear woods  contact the clan asking for help in driving back the trolls raiding bear woods for mutual benefit, the clans debates a response, and if anyone gets sent its going to be the pcs.

Deliverance – Koza wants to kidnap Bright Light and end the possession by Light in Darkness, the players must help him, stop him or hide Bright Light from him.

Should I stay or should I go –  An argument between Yontank and Koza means that Kozas plans to leave clan with 10 other young hunters. To permanently join the Orlanthi community a swim here. The PC’s have to persuade Kozat stay and Yontak to allow him to.

Something is Not Quite Right – A member of the tree viper tribe clan arrives at the clan babbling about chaos in his clan. The PC’s are sent to investigate.

Paying the Piper – After a  chaos raid on the tribe, Villic the Snake of the green viper clans sends a message saying he knows how to stop future raids. he invites a delegation from the clan, the pc’s are chosen to escort a clan leader over.  Villic suggests propitiatory worship of Chaos to ward off the attacks.

Go get Help  -The clan believes that the Grass Viper Clan has allied with chaos. The elders want to send for help from Dykene, Koza’s group want to go to the Orlanthi, the players  get the casting vote and are sent to get the help required.

The Lay of the land –  PC’s sent out to visit other nearby clans to check if they have also been corrupted, and to see if any will help against the Grass Viper clan.

The Show Down – After scouting and alliances made, the characters are part of a final confrontation with the Grass Viper clan, Grass Vipers call for surprise aid from festering isle.

Gloranthan Trades and Community Guide

Ok the previous post has now become  a function excel tool, heres the introduction bit

Purpose

This guide is intended to allow refs to quickly and effectively find insights into building balanced and believable gloranthan communities of various sizes, and cultures. This initial version is targeting rural Orlanthi only but other future versions I hope will be able to reflect a number of different gloranthan cultures.

This guide is not intended to give complete answers, but to provide a shortcut to a believable framework which a good ref or world builder will deviate from to create  richly textured and individual Gloranthan communities.

It also doesn’t give a complete breakdown of jobs and roles in a culture and just focuses on those which are likely to create establishments or affect game play.

*Just added v1.2 which adds multi culture and temples sizes

Methodology

  • Calculate the entire population that will be served by the main urban center of the area.
  • Look at the a the suggested communities for the shape of the settlements in the area, check that this fits with background and modify.
  • Decide how you want to vary the urbanization stats based on the settlement you are deciding to define.
  • Look at the numbers suggested for guidance on the shape of community.
  • Change the numbers to reflect the following factors as you see fit;
    • Politics
    • Religion
    • Economics
    • History
    • Leadership
    • Making a Fun Game
  • Assume most laymen will be placed out of urban areas in the clans
  • Keep a count of the remaining tradesmen and artisans and place them on the fly or as you want to specify the other urban areas, such as surrounding towns and villages.

File

Download the excel file here

Glorantha Trades and Community Guide v1.2

As far as I know the tools clean of viruses, but be sensible and check it.

Tradesmen for Population Centres – Orlanthi

OK a really interesting question was made by Doyle Taverner on the Glorantha Google+ Page about stating out Alone and the shape of trades and services which would be found in a city. he references a post by S John Ross’s at

I thought this was a very interesting methodology  but the stats were for a late Medieval  Paris and not an ancient Civilization. I thought it could be improved so I have taken a flying hack at something that may be more suited to Doyles needs and come with a methodology that would suit Gloranthan cultures.

Here is my attempt and it is really a discussion peace and I would like feedback to answer the following questions

  • Does the methodology work and is it sound?
  • Are there any professions I have missed out all together?
  • Are there any professions where the proportions are grossly wrong.

I would love some detailed feedback on this, because I doubt its right first time. The methodology I believe will work for all Glorantha societies, but I think the support value table would be significantly different  for different cultures.

Methodology

I have stolen the methodology in original blog post and I think moved it on a bit. Here

  1. Calculate the entire population that will be served by the main urban centre of the area. In the case of Alone it is the alone confederation of 10,000 people.
  2. Decide on a the number of shape of the settlements in the area. In case of alone in going to invent the numbers of 1000 people in alone and another 1000 placed in 5 surrounding villages.
  3. Divide the total population by the Support  Value to generate the numbers of different Laymen, Tradesmen and Artisans with all the population. See an example table below.
  4. Change the numbers to reflect the following factors as you see fit;
    • Politics
    • Religion
    • Economics
    • History
    • Leadership
    • Making a Fun Game
  5. Assume most laymen will be placed rurally in the clans
  6. Place what you think is the correct proportion of the tradesman and artisans into the settlements you wish to define right now, for Alone I would place most of the artisans and 40% of the tradesmen. Take into consideration the placement advice.
  7. Keep a count of the remaining tradesmen and artisans and place them on the fly or as you want to specify the other urban areas, such as the villages.

Tradesmen Definitions

Layman

A clansmen with the skills or equipment to perform a tradesmen’s role within a clan in conjunction with other responsibilities. So a layman potter could very well be a cottar with responsibility for land and sheep, but has knowledge and skills in pot making which serves the clan and sometimes used to make pots for market to supplement income.  Many sellers at seasonal markets are laymen bringing their wares too trade.

However he cannot support himself full time as a potter. Thus skill levels tend to be lower than full time professionals

Tradesmen

A skilled individuals who support themselves and their family by being employed full time in their profession. Their home is usually there place of business. They can often be approved by their respected guilds in the closest city, and skill levels are usually higher than the laymen.

Tradesmen do not usually employ other people, but may apprentice family members.

Artisan

These a fully fledged business with multiple staff, and often apprentices. the place of business can be away from  the artisans home. Artisans are the major players in any City Guilds.

In theory the quality and skills on offer are better than those of tradesman but this not always the case.

Orlanthi Support Value Table

Profession Support Values Placement
Layman Tradesman Artisan
Artist/Sculpter/Wood Carver 600 2000 4000 Town from Tradesmen
Baker 120 800 1600 Village from Tradesman
Barber 200 1000 3200 Town from Tradesmen
Basket maker 120 800 2000 Village from Tradesman
Bathhouse/Public Bath 1200 6000 Town from Tradesmen
Brewer/Beer Seller 120 1200 3600 Village from Tradesman
Builder 120 2000 8000 Town from Tradesmen
Butcher/Fishmonger 120 600 2000 Village from Tradesman
Candle maker 240 800 4000 Village from Tradesman
Carter/Haulage 120 1600 4000 Village from Tradesman
Cartographer 2000 6000 10000 Small City from Tradesmen
Cartwright/Shipwright 1200 4000 8000 Town from Tradesmen
Cheese-maker 240 1600 3200 Village from Tradesman
Cobbler/Shoemaker 240 1200 3600 Village from Tradesman
Distiller 600 3000 5000 Town from Tradesmen
Engineer/Architect 4000 8000 Town from Tradesmen
Entertainer/Poet/Actor 80 3000 6000 Village from Tradesman
Furrier 240 1000 5000 Village from Tradesman
General Merchant 300 2400 4800 Village from Tradesman
Herbalist 180 1500 3000 Rural or Urban
Horse trader 300 3000 6000 Rural or Urban
Inn 2000 6000 Village from Tradesman
Jeweller/Goldsmith 600 2000 5000 Town from Tradesmen
Lawyer/law-speaker 400 3000 6000 Village from Tradesman
Leather-worker 120 1400 4000 Village from Tradesman
Miller 240 1800 4000 Village from Tradesman
Moneylender/Changer 300 3600 7000 Town from Tradesmen
Pawnshop 250 2400 5000 Village from Tradesman
Physician 180 3000 6000 Town from Tradesmen
Potter 120 800 1600 Village from Tradesman
Prostitute/Brothel 180 600 3600 Town for Artisan
Roofers/Thatchers 240 1500 3000 Rural or Urban
Rug/Tapestry Maker 400 2000 6000 Village from Tradesman
Saddler 300 1600 4000 Village from Tradesman
Sage 300 2500 4000 Village from Tradesman
Scribe 240 3000 6000 Village from Tradesman
Sharpener 120 4000 Village from Tradesman
Slaver 2400 4800 Town from Tradesmen
Spice Merchants 4000 8000 Town from Tradesmen
Stonemason 300 2000 6000 Village from Tradesman
Tailor 180 1600 4000 Village from Tradesman
Tanners 180 1400 4000 Village from Tradesman
Tavern/Restaurant 1000 2000 Village from Tradesman
Tinker/Redsmith 240 1000 3000 Village from Tradesman
Vintner/Wine-shop 300 1800 3600 Village from Tradesman
Weapon-smith/Armourer 480 3400 7200 Village from Tradesman
Weaver/Spinner 120 1200 6000 Village from Artisan
Woodworker/Carpenter 120 1200 4000 Village from Tradesman

If this is applied to a clan of 500 hundred Orlanthi adults we would see the following laymen available to the clan which is approx 21% which seems a good proportion to me.

Profession Layman
in Clan
Artist/Sculpter/Wood Carver 0.83
Baker 4.17
Barber 2.50
Basket maker 4.17
Bathhouse/Public Bath 0.00
Brewer/Beer Seller 4.17
Builder 4.17
Butcher/Fishmonger 4.17
Candle-maker 2.08
Carter/Haulage 4.17
Cartographer 0.25
Cartwright/Shipwright 0.42
Cheese-maker 2.08
Cobbler/Shoemaker 2.08
Distiller 0.83
Engineer/Architect 0.00
Entertainer/Poet/Actor 6.25
Furrier 2.08
General Merchant 1.67
Herbalist 2.78
Horse trader 1.67
Inn 0.00
Jeweller/Goldsmith 0.83
Lawyer/law-speaker 1.25
Leather-worker 4.17
Miller 2.08
Moneylender/Changer 1.67
Pawnshop 2.00
Physician 2.78
Potter 4.17
Prostitute/Brothel 2.78
Roofers/Thatchers 2.08
Rug/Tapestry Maker 1.25
Saddler 1.67
Sage 1.67
Scribe 2.08
Sharpener 4.17
Slaver 0.00
Spice Merchants 0.00
Stonemason 1.67
Tailor 2.78
Tanners 2.78
Tavern/Restaurant 0.00
Tinker/Red-smith 2.08
Vintner/Wine shop 1.67
Weapon-smith/Armourer 1.04
Weaver/Spinner 4.17
Woodworker/Carpenter 4.17

If applied to all 10,000 Orlanthi in the Alone confederacy it would suggest the following numbers of laymen, tradesmen and artisans available.

Profession Laymen Tradesmen Artisans
Artist/Sculpter/Wood Carver 16.67 5.00 2.50
Baker 83.33 12.50 6.25
Barber 50.00 10.00 3.13
Basket maker 83.33 12.50 5.00
Bathhouse/Public Bath 0.00 8.33 1.67
Brewer/Beer Seller 83.33 8.33 2.78
Builder 83.33 5.00 1.25
Butcher/Fishmonger 83.33 16.67 5.00
Candle maker 41.67 12.50 2.50
Carter/Haulage 83.33 6.25 2.50
Cartographer 5.00 1.67 1.00
Cartwright/Shipwright 8.33 2.50 1.25
Cheese maker 41.67 6.25 3.13
Cobbler/Shoemaker 41.67 8.33 2.78
Distiller 16.67 3.33 2.00
Engineer/Architect 0.00 2.50 1.25
Entertainer/Poet/Actor 125.00 3.33 1.67
Furrier 41.67 10.00 2.00
General Merchant 33.33 4.17 2.08
Herbalist 55.56 6.67 3.33
Horse trader 33.33 3.33 1.67
Inn 0.00 5.00 1.67
Jeweller/Goldsmith 16.67 5.00 2.00
Lawyer/law-speaker 25.00 3.33 1.67
Leather-worker 83.33 7.14 2.50
Miller 41.67 5.56 2.50
Moneylender/Changer 33.33 2.78 1.43
Pawnshop 40.00 4.17 2.00
Physician 55.56 3.33 1.67
Potter 83.33 12.50 6.25
Prostitute/Brothel 55.56 16.67 2.78
Roofers/Thatchers 41.67 6.67 3.33
Rug/Tapestry Maker 25.00 5.00 1.67
Saddler 33.33 6.25 2.50
Sage 33.33 4.00 2.50
Scribe 41.67 3.33 1.67
Sharpener 83.33 2.50 0.00
Slaver 0.00 4.17 2.08
Spice Merchants 0.00 2.50 1.25
Stonemason 33.33 5.00 1.67
Tailor 55.56 6.25 2.50
Tanners 55.56 7.14 2.50
Tavern/Restaurant 0.00 10.00 5.00
Tinker/Red-smith 41.67 10.00 3.33
Vintner/Wine-shop 33.33 5.56 2.78
Weapon-smith/Armourer 20.83 2.94 1.39
Weaver/Spinner 83.33 8.33 1.67
Woodworker/Carpenter 83.33 8.33 2.50

Please feel free to comment and feedback as I have said it has been a  wild swing at this, but I think it has been useful also.

Edited to let you know I built a toll to take this a step or two further which can be found here

http://www.backtobalazar.com/gloranthan-trades-and-community-guide

Uz Story – How We Came Here

The Uz  first came to the Elder Wilds when we followed Gash and Gore, travelling through the hurtpalce, when they created the castle of lead our lands spread out far beyond the great mountains and into our hills.

These were our places the Aldryami, Humans and Mostali could not stand with us. We called them Gorks place and Torks place and they were ours. We made became friends to the giants in the mountains and hunted the thunder lizards that lived in the land. Zong came to us and taught us his ways, we understood the wild and the hunt.

When chaos came its armies poured through our home in the darkness causing great devastation, many UZ were killed and we retreated against the great evil. Surviving in our caves, burrowing deep or fighting so hard that the chaos passed us by.

We fought alone and together, we pushed the chaos back and we survived. Our wise mother  thought hard and long, and after she had learned deep secrets no other knew. She agreed to the compromise and the dawn came.

In the dawn our Elder Wilds were good hunting lands for trolls, the elves did not bother us, the humans were few and hunting was good. Some came here, some lived here, and we were as much as part of this land as any other.

We then fought for the first council pushing the sun men out of their lands, we travelled through the Elder Wilds, did whilst the man and the elves did little to help in their fight. Then as well as being  cowards they became insane and decided they should make a new old God.

It was only the Uz and the Dragons who could see this folly. So then first council attacked us and drove us out of homes of Tork and Gork with the help of the deceiver. They stuck the Uz with the most evil of curses, that grieves the great mother Kygor Litor.

It was not until the Lord Arkat came from the south and burned all the plant men  at travelling stone, that we started to reclaim out lands. We fought the rest of the plant men as he destroyed the deceiver.

After that he came and lead us against the plant men and gifted all of the lands now known as Balazar and the Elder Wilds. However the plant men continued to fight us and the humans helped them, lying to us and  saying they were out friends but helping the Elf when our back was turned.

Then came the Dragon Empire which aided the plant men and the humans to push out off our rightful lands given to us at the Dawn and again by the Lord Arkat. We were pushed back even from our sacred places, to the other side of the mountains.

We gained our revenge in the Greart Uz Raid. We broke the Stone Mens Mountain fortress and poured over the mountain and burned the forests, destroying one of the great trees of the Aldyrami. We had returned to take our rightful lands back.

Many clans an tribes came over the mountains. The tribe of Trang lead the way. We pushed the plant men from the lands of Tork and regained our sacred places. We ate tree, bush and plant. They could not stand before us as we claimed back what was rightfully ours.

The dragon empire had built upon our Land of Tork, and when the treacherous plant men fell upon them, hurting them. Then we came out of the ground, from our caves and caverns, through tunnels and the out of the night and we fell upon them. We slew man, Dragonewt and plant man, we pulled down towers and we burned trees. We took back our ancient home of Gork.

Tribes have come and tribes have gone. Clans that used to belong are no more, clans that never were are now. However the Trang have remained strong. We protect and guard the sacred places. We ensure our Gods get the worship they deserve and our people remain strong in spirit and magic.

Trolls from the Blue Moon Plataeu have come and spoke with us, asking to us to serve the red moon that cast its foul light in the night sky. We say no they would rob us of our lands as did the second council and the dragon men who came after them. We need them not.

The Plant men lie in their small forest, hiding from the Uz. The Stone men have rebuilt their fortress but hide in it. The humans hold their poor lands to the west. But we are Uz we hold our ancient lands of Tork and Gork. We worship at our ancient places, and we keep what was given to us at the dawn and by our Lord Arkat.

This I know not because I was told, or because I read it, or because haggard fool of a witch saw it in the runes. I know because I saw it. I was there from the start to the end. I witnessed it from the first moment to the last breath.

This our land, it was given to us twice, we have taken it back twice. We shall never leave.

– The Words Great Old Mother, as spoken by her Oracle.

References

  • Guide to Glorantha
  • Trollpack
  • Griffin Mountain
  • Johns First Epistle

Troll Leaders of the Elder Wilds

Here are notable political troll figures and leaders of tribes, it is unlikely that pc’s will interact directly with these  figures, but they should in the background adding colour and moving events that may  affect the characters.

Great Old Mother

Leader of the Trang Clan and Mistress Race troll high priestess of Kygor Litor, who never leaves the temple of Kyger Litor at Black Spire Gorge

Her agenda  is to control the religious life of the trolls of the Elder Wilds  but she uses political and religious power very directly, not in a subtle manner. She has been known to deny’s clans and tribes who are out of favour access to major temples. She also has an elite war gang called the Sons of Trang.

She has had an ongoing feud with Cragspider for centuries and the two ancient trolls despise each other with a passion. She claims to have met Arkat and has detailed knowledge of some of the events surrounding the Gbaji wars.

‘The Spider’

The Head of the Gar Tola Tribe and High Priestess of Gorakki, Priestess of Areana. She does everything she can to make her form a mystery, but she is actually a very old uzko who has morphed into part troll part spider form via hero questing

A subtle politician and great gather of information she sits at the centre of a great web of relationships and intrigue she is by far the best informed troll leader in the Elder Wilds.

She always ensures the great Old Mother believes her to be an ally, but she also communicates on a semi regular basis with Cragspider.

Gnasher

The Uzuz leader of the Bone Gnashers and the Guardian of the Wailing Place. He presents himself as a simple Zorac Zoran beserker warlord, but has a much deeper aspect and is a knowledgeable magician and sorcerer, is a devotee of Arkat.

He is an elf killer and the troll leader the Aldryami want slain more than any other. He was present at the burning of the great tree of what is now the  Dangergound. He sees it as his responsibility to stop the elves expanding their forests ever again.

Gorks Daughter

Gorks daughter is a powerful uzko shaman and mystic, also priestess of Kygor Litor. She is often used a channel for Gork himself a powerful darkness spirit.

Is over 300 years old so many believe her to be a uzuz, but is actually an uzko. Her prime motivation is to protect Gork from the Great Old Mother, who Gork believes wants to bind the spirit, and control the worship of Gork.

She rules the tribe of Gork well, but is an isolationist who only really has contact with a number of independent clans the tribe of Danar Tol. She has studied the ruins in Gorks hills extensively and has some knowledge of the magic so the EWF.

Mama Di

The Leader of the Bara Du is an Uzko priestess of Kyger Litor and one of the most fertile troll in living memory. Mama Di is beautiful in troll standards as well as being mother to over 20 healthy uzko

She swears by the effects of the Black Plinth and ensures her tribe controls the lands round it. She also  keeps a harem of male lovers and is jealous of her breeding rights

She is scared of the Grand Old Mother and would never do anything to offend her. A very good practical politician, and the tribe is doing well under her.

Kieger Ba

Zorac Zoran warlord from Dragori Inkarth who  usurped of the  previous leaders Guttuz Tribe, after being hired to lead their raids.

Currently is perusing a damaging conflict with the elves and humans of the bear woods and gets his tribe to raise large numbers of un-dead, especially from the corpses of their own fallen.

He terrorises his tribe and often inflicts atrocities upon his own people. Worshippers of Zong and Kygor Litor are waiting for a leader who could challenge him and the tribe will explode into civil war.

Troll Personalities of the Elder Wilds

Here are a  few of the troll personalities of the Elder Wilds which may be met by characters in a non violent encounter and who hopefully could provide some fun plot twists and turns along the way.

I will do another post for politically and culturally important troll figures later on but thought it best to split them.

Breath of Zong, The Huntsman, The Day Shadow

A mythic figure even amongst the trolls of the Elder Wilds, a solitary Uzuz hunter who has hunted the region alone since before the dawn. He lives for the hunt always looking for harder and more exotic prey to catch, and ways to further test his skills as a Hunter.

Few have seen him, none can remember talking with him, but when we wants to be seen the steam of his breath will be noticed for a second maybe two, before he silently fades away.

He is the guardian of the hunters and watches over all the hunters of the Elder Wilds, troll, man even baboon. He is never seen to intervene but he has saved many hunters from meeting a sticky end without revealing himself.

He is also the self appointed guardian of the hunt and those who kill without following the sacred ways of the peaceful cut, can find themselves in deep trouble in his presence.

The hunt can take him away from the Elder Wilds for seasons as he hears of a beast he must catch or challenge he must face. As the hero wars start he may feel the need to start to communicate with hunters of all kinds.

Worshipper of both Zong and Foundchild will find themselves in spiritual awe him without fully understanding why.

 Ta Cassa , The shadow mother

A noted and powerful ukzo shaman of the western troll wild hunters clans, and a friend of the Blue Dog Eaters. She travels between the clans and is well respected.

Many spirits have talked to her of Blueface the Shaman , and it is her desire to meet and emulate him.  However even she is unsure whether she wants to treat him as a friend, rival or enemy.

She is very aware of the presence of Chaos in the Elder Wilds and knows the locations of both festering isle and the chaos holy ground

Toola Barg

A uzko Argan Argar Worshipper and trader from the Trang tribe, who has run a number of caravans south of the mountains but who believes that trade with the citadels would be quicker than travelling  south.

In the past he has traded with Joh Mith once on his trips into the Elder Wilds, and has gained a map of Balazar and has some basic understanding of the human situation.

He is trying to identify troll goods from the Elder Wilds humans would be interested in. He is interested in clothes, spices, and pungent and tactile luxuries. He is  currently interested in developing a rapport with humans who can introduce him to one of the citadels.

Kol Serap – ‘The Mapmaker’

An uzko Argan Argar priest  Mapping the Elder Wilds with a map of scents, he has moved to the Elder wilds after he complete mapping Dragori Inkarth, where his map of scents gained him some wealth and fame.

He finds life in the Elder Wilds tough and wants to get the region mapped as quickly as possible and move onto the Shadow Plateau or Blue Moon Plataeu, he is not aggressive in nature and is often willing  to parley and negotiate with humans. he is keen do what he can to collects distinct smells and will often pay for ones which would be dangerous for him to collect, such Aldryami sap. He travels with small group of guards

Bassa Rak

A uzko warrior of  the blue moon plateau, holding the rank of Boztakang’s a Son( subcult of Kygor Litor) has travelled to the Elder Wilds to find potential allies and prepare the way for his mistress to come and recruit support for Boztakang’s Empire.

However Bassa  is paying only lip service to his mistresses wishes and is making the most of his time without supervision. He controls a small war party of powerful , well trained well armoured trolls and is currently happy to roam the Elder Wilds doing what he wishes. He knows he needs to get on with the task at hand soon, but keeps putting it off till next season.

Xara Kiri, Watching Mother

An uzko priestess, who runs a small temple to Xiola Umbar a few miles away from Offas Pile. She used to run the temple within the community but felt that trollkin were getting too wild in their behaviour  and was gaining deep concerns about the spirit known as the Eater.

She has moved the temple a few miles away and still cares for the needs of the trollkin of the community as best she can. She is attended by a  group of 30 permanent trollkin attendants and guards who are fanatically loyal to her.

She is currently pondering how to investigate and combat ‘the eater’  without involving troll war parties which will slaughter and eat most of the trollkin.