* **

REGULAR FOLKS

A Collection of Scenario Sketches

and

Miscellaneous Notes

For use in any campaign using the Dragon Pass Map area. Preferred setting is to the West of the Grazelands, North of the Black Horse County.

An amateur production. Please feel free to consider, add, subtract and dissect individual parts to your heart's content.

Copyright 1992 Stephen R. Marsh

License to copy for non-profit use granted from the fourth of September, 1992 to December 31, 1996.

Commercial copy operations may charge a reasonable profit for their service in making and providing copies.

All other rights reserved.

Thanks to:

Chad Clark, Dave Dunham ,Phil Davis, Steve Martin.

I. SCENARIOS

The following are a series of scenarios for "regular" beginning player-characters. Suggested skill level is trained + maximum points for fighter type characters, with one or two non-fighters who are average with minimum points.

-. Storm's Promise.

The PCs are part of a group of refugees. In late winter a Lunar military unit burned houses and destroyed stock in a "retaliatory" raid against a number of households and small freeholders. 5-7 characters, 2-3 potential characters and about 30 true NPCs are on the move, their major belongings and homes having been confiscated or burned by the Lunars.

Outside North Post, the group is in despair, discovering that they are displaced and cannot be accepted by any community in Sartar or the non-Sartar grazelands where they have ended up more or less by accident.

However, the group learns of a possible refuge. Lead-ins can include one of the characters hearing of the Lager House at a Geos as a load of food is delivered, or a wandering player suggesting the place, or a message from a relative who has already gone there. A PC may also be a member of spearbrothers and of heard of the refuge through the secret society.

With no place else to go and food running short, the group struggles down narrow trails and through the snow to Lager House and the village of Storm's Promise. The weather has been remarkably mild during this time, sparing many of the group from certain death otherwise.

0. New Beginnings.

["A light dusting of snow has begun to fall again. It is warm, only about 30oF, though the snow is dry. It seems only to obscure your tracks but does not block the path in front of you.

As you come around a bend in the trail, you see something like a lump of colored rock perched into the mountainside. Below it is a small village with three large stone and wood structures to your right. A small stream runs down from the village and across the path where a bridge crosses.

You have reached Storm's Promise."]

At Storm's Promise the PCs and their party are met by one of the patrons (see later chapter).

["As you walk towards the village a group comes out to meet you and your guide.

The guide, who has been quiet since meeting you several days back when you were lost, is suddenly animated and cheerful.

The group consists of a number of burley men armed with swords, shields and spears. Under bison hides they appear to be wearing real armor. At the front is {roll d8}:

1. Rakoch Windson, the biggest man you have ever seen.

2. Esteleon con Nachaan, dressed much too nicely for the weather.

3. "Bond," who looks almost like a dwarf, but who is wearing only a shirt and light pants as he walks through the snow.

4. Orea Nabareth, walking on the air and glistening with menace.

5. Brightson Mylonas, much too formal for a village, though large and graceful.

6. Jerrek Thereson, the most powerful looking bison rider you have ever seen.

7. Inora Morningsong, a grazelander woman, carrying a harp and wrapped in a bright colored cloak.

8. Semphesina, like light breaking through dark clouds and impossibly beautiful.

9. Sighing Winds, the oldest, most withered man you have ever seen still able to walk or take care of himself. Spirits surround him in a cloud.

They extend to you the standard Orlanthi greeting (though 2, 3, 4, & 5 will stumble a bit with it)."]

He or she puts the party up in a newly finished stone cattle barn that does not yet have cattle in it. One of the three large buildings to the right that the characters saw coming into town.

At this point the characters and the party are offered the chance to take an oath, accept terms of probation, gain junior status and submit to an inventory. The characters must turn over all their "excess" equipment and money. In return, the Clan of Jerrek's Promise will give them a year to become one with the people and to become members of the clan.

/////////box/////////// The Orlanthi Followers Oath The Terms of Clan Probation includes loyalty sacrifice obedience //////end box//////////

[This scenario introduces the setting and at least one NPC. The NPC chosen (roll randomly on d8 if there are no pressing background ties for the choice of the NPC) will become the group's unofficial patron.]

///////box///////////// determining if a character succeeds on his or her term of probation. The Acceptance check. ///////close box///////

1. Winter Hunt.

Wild animal herds still migrate through this area in midwinter just as the caribou do in Valind (or Alaska). The PCs are asked to go on a hunt.

(The participation is voluntary, but failure to participate will give each character who refuses a -1 on their acceptance check and a +1 on the selfish trait. [NPCs do not receive checks -- only PC adventurers are asked to go on the hunt.] Lawspeakers, scribes and others are all in a situation where normal excuses are not sufficient. It also results in a check for change on the cowardly trait if appropriate. Those who go may take a check on loyalty [clan]).

[It is assumed that in a time of great personal change and turmoil, characters traits are more fluid and capable of both definition and change. The direct change, rather than a check, of traits occurs only during the first year of the campaign until the characters are fully defined]

This is a typical winter hunt with two "random encounters*", one with wolves and one with winter broos (winter broos, also known as snow broos, relate to the environment as if 20oF was 70oF. Thus when it is 0oF out, a snow broos would be affected as a normal person is by 50oF weather. They are otherwise as normal feral broos, but rarely, if ever, carry disease. See the Winter Broos in the creatures book).

(*The term random encounter is used throughout the adventure to refer to randomly rolled encounters as well as planned encounters that occur where a random encounter roll would otherwise be called for.)

A substantial amount of meat is taken, brought back and made into jerky, sausage and similar products -- enough to make a substantial input on the community food stores.

Expect to award several skill checks to the characters and to allow some training on related skills after this hunt. Any character with craft/butcher or similar skills will also have a chance to obtain an extra skill check at this time and 20 hours of free training in the skill.

2.a. Scouting.

The party is assigned to scout an area to the North and/or West of Storm's Promise for a possible settlement. This will be where the party will be living (they can't stay forever in a cattle barn, sharing body heat and a smoky fire).

This is an armed probe (after all, on the hunt they met feral snow broos following that herd...). Any arms and armor should be worn.

Appropriate skills to roll against include Plant Lore, Scan, Scout Mountain/Broken Terrain, or similar skills for the farm land and Scout, Scan, Animal Lore, Track or Spot Hidden for the animal lairs.

The party should spot some flat land that looks good for crops, some hardwood trees (may be fruit trees), a couple predator lairs, some old hillside ruins (look for tracks, but don't explore ruins -- they are too dangerous the party has been warned by the patron or a briefing file leader before leaving), etc.

2.b. Confirmation.

The party goes back on a second scouting trip. This time they confront in the open one of the predators whose lair they spotted and are expected to hunt the other one down (they should set up an ambush outside of the lair).

["You are called in. You meet with {roll d8+1}. They tell you that between your visits and a hunting trip by another party, the area you scouted looks good for you.

You are told to scout it out again and to pick out a place to build a small settlement for your people. You should also hunt down any dangerous predators while you are there to make later trips safe."]

Winter Ends. Spring Begins Early.

3. Village Building..

Three long houses a stockade and a stockyard are built from the local pine trees and scrub. This should be a period of intense physical labor, broken by some spring hunting. Characters will have the chance to train 1 pt of STR or CON by means of the work they are doing.

At this time the characters will also split up who lives where in the two long houses that are built (and the one barn, should anyone be so disliked). This is temporary housing, good enough for survival while the people earn their place. Outsiders will help some with this work.

This experience should solidify the sense of community and the identity of each person in it.

The unofficial patron will visit once while the building is going on. File leaders will occasionally pass through.

4. Spring Crops.

The Uleria priestess visits for the planting festival. Each person in the community will sacrifice one point of attribute POW (somewhat like initiate sacrifice for rune magic) in return for Uleria's help and crop and animal fertility. This sacrifice is directly within the language of the oath taken.

This is similar but different from Ernalda (as the wife of Orlanth). This is not an event sustainable by a community on a yearly basis and the characters should know that it is a singular event, only to be expected once, unusual and special. Failure to participate (even if justified by an unusual geas) is a violation of the oath and will result in being expelled from the community. Making the sacrifice will result in +1 loyalty(clan).

After the festival and the priestesses' departure, the characters are assigned to harvest some early wild apples (a side-effect of the blessing of Uleria). They encounter a wild hag with several wild aldryami runners in support (see the hag and the wild runners in the creatures book). She has considerable wealth (almost 2,000 lunars in small gem stones, pretty rocks, old bolgs, etc.).

The characters must choose between reporting and turning in all the wealth found (+1 on their final check, +1 generous, +1 loyalty[clan]) or hording it (+1 selfish, -1 final check). The wealth found is the property of those at the lager house under the terms of the oath and when the file leader drops by to see how the apple harvest went, he or she should be told about the encounter and given the treasure.

The characters should also get the chance to improve the trait of Brave and a check on improving POW from the conflict with the Hag.

If they turned in all the treasure without counting it or asking for reward, they also get a +1 to generous or loyal(clan) at the player's discretion. (Again, the trait changes, rather than just trait checks, will happen only during the first year as the personalities are assumed to be much more flexible in this time of adjustment and change). Note that Generous is an important Orlanthi virtue.

5. Scouting.

With the crops in and the small herd of cattle into a routine, it is mostly the traditional time for raiding and training. The characters are assigned by a visiting file leader to do preventative scouting and some training. The file leader will make the assignment and then return later to provide some weapon training in spear, sword or shield.

The characters should encounter some trollkin freemartain renegades, a few solitary and feral broos (no disease on any broos unless noted), some more small ruins (again look for tracks but don't touch) and some wild animal encounters. The broos mean combat, the trollkin may mean combat or discourse, the animals are a chance for a hunt. In local parlance feral broos are also called Mountain Broos. The local feral broos all breed with creatures native to the local mountains and look dramatically different from those who bred with Prax creatures.

Back at the camp there is wood to cut for winter firewood, wood to cut and cure for next year's building, and more general work.

If the characters think of this by themselves, they should be able to improve Industry (as a skill) and the trait Energetic.

Summer

6. Interviews.

The character's unofficial patron comes for a check-up on them. The connection between the "patron" and the group solidifies at this time. Most adults in Sartar are initiates. If there are no initiates in the group (including the NPCs), one is brought or made at this time. If appropriate to the character cults and the NPC, a priest might be made if a character has a POW of 18 or better.

The players should have decided on strong orientation for their characters by this time (most will probably be Orlanthi). There will be no push by the patron to change orientation, except towards Orlanth and where appropriate to the character.

One of the characters should be appointed 'acting warfile leader' at this point and be made responsible for distributing excess to those who stand out as well as returning some to the Lager House.

At this time the group will be given discretion to keep some of whatever loot or treasure they find.

7. Stock Raid.

A group of raiders have hit the village stock and run for it. The characters are expected to reply in force -- retrieving the stock and avenging the small child who had been watching it.

The raiders can be either trollkin freemartains or chaos touched aldryami runners*. When the characters catch them, the runners will be in some ruins, drinking fermented honey/milk and eating one of the stock. The fight should be short, sharp and bloody. No survivors should be left untracked (and none will own a ransom).

(* The GM should decide if he or she wants the major nuisance threat to be trollkin, broos or chaos-touched and carnivorous Aldryami runners. An alternative would be rubble runners -- to be treated as packs of wild wolves would be. Add chaos gifts if necessary.

See the samples of both in the creatures book. If the campaign has an active level of play, the GM will want to use both threat groups which is detailed in the creatures book. If the campaign is not as active, the GM will need to decide which threat group not to use in order to move the campaign along properly.

The GM should make a choice and stick with it through this and the next campaign year. Both have been precursored but only one should be steady unless time permits. It is perfectly acceptable to use one threat set the first two years and the other threat set for the second two years).

The characters should recover three extra animals (apparently raided or found wandering elsewhere), some weapons and about 30 to 60 pennies in incidental cash. All the excess should be forwarded to Lager House where the Patron will tell them to keep the stock to increase their herd and will tell the characters to distribute the pennies to village members according to virtue.

8. Exploration.

A visiting warfile leader suggests that it is time for the characters to carefully explore some of the old ruins (most will turn out to be crumbling and empty). A gorp, a wraith, a few skeletons, and a stasis frozen ghoul should be found. These will have appropriate treasure.

The party is encouraged to not do more than search the surface and ascertain whether or not any other raiders or renegades are using any of the ruins or if anything of note lives in them. Two of the ruins have basements with gates leading further downwards which the PCs should not investigate at this time. (This is a good time for cautious and reckless checks. If the PCs go further than warned all that will happen is that the survivors will get chided for taking foolish risks and a new temporary war file leader will be appointed.).

The PCs should also mark hardwood for craft projects, softwood for fire and lumber, fruit trees for protecting and grafting, and wild grape vines for fall harvest.

While harvesting some distant wood the PCs should encounter some true Aldryami. These are hunting the source of some chaos tainted runners. One will speak Trade at 35%, another Fire at 41%. They all speak Aldryami at 50%+ Not a friendly encounter but not an invitation to a fight.

This is a chance for the PCs to encounter Aldryami and to learn more about the area outside of their scouting (Hydra's Hill and then Doraster are to the North). If the chaos tainted runners are the major nuisance threat, this is a clue that they are a wider problem than the characters may have guessed as the Aldryami will be looking for signs and information about them.

If the campaign's long standing nuisance problem is to be trollkin freemartains, the Aldryami should note that there is a rather steady stream of trollkin "vermin" in the area. (note, a freemartain occurs when a male and a female embryo share a placenta. The female has external female indicia, but is internally male, due to excess hormones. Cows often have this problem. Trollkin do as well, which is why Dark Trolls and not Trollkin are the major source of more Trollkin. The Trollkin need the Dark Trolls).

There should not be a melee. Following this encounter, the party should meet its Patron while the Patron is out on a procession/patrol. The Patron will distribute one wheel per character to the temporary leader to give to the characters.

9. Hunting Trips.

This is basically a series of animal hunting trips (for food, fur, leather, etc.), trap lines begun, more food storage, jerky, etc. The party should encounter a thieving renegade trapper (and have a time dealing with the Sartar and tribal justice rules), have a quick exploratory look at the Shifting Ruins, and a couple of encounters with the standard nuisance problem.

The party will have been encouraged to hunt. If just a mild mention of it (basically approval from a visiting file leader) moves the party, they've demonstrated initiative and energetic. If it takes some real prodding, lazy seems appropriate. Most parties take somewhere inbetween, being neither particularly virtuous or lazy.

The party should also run across a feral broo, with a disease, that has a collection of animals it is trying to breed more broos from. 1d3 members will contract a mild version of the disease and be cured with no permanent losses.

Finally, the party should discover several bee swarms. Bees are a potential benefit or problem depending on the characters. Bees can mean honey, higher and better crop rates and beeswax. They can also become a hostile problem if handled poorly or just a nuisance.

Fall.

10. We dare to go a hunting (More Hunting trips.)

The party will discover than founding a village means never resting -- vs the standard clan life they knew before.

In addition, the first Mountain Beefalo should be born from the village stock -- these are late season births, most births coming in spring -- but remember the Uleria priestess visit, some wool should be woven, some flax and linen worked and new leather clothes should be available as rewards for those party members who have done well.

11. Fall Harvest.

The harvest will be about x d3+1 what one would have expected (of course there were about 30+ points of POW spent on Uleria's divine intervention -- that is pretty hefty). About x d3+2 the number of animals have survived to fall that would usually survive the spring calving.

It is a great harvest. At this time an Ernalda, Aldrya or Eiritha (or equivalent) initiate or rune priestess should be made from the NPCs (or an appropriate PC) and charged with all future magical and harvest duties.

The typical earth/fertility goddess, such as Eiritha (etc./et al.)'s worship is less straining and costly than Uleria's in this particular venue and is more appropriate to an Orlanthi community.

In addition, a trade party should travel to the Lager House. The party may have hardwood furniture, skins, cloth, mineral dies, honey, grain. This time they will see the building up close. It is very unique, unlike anything except for the wasp domes in Southern Sartar -- and if you've seen one of those, this is very different from that too.

Some of what the party brings will be their tribute and/or repayment. Some will represent personal trade goods. At Lager House and Storm's Promise a small fair is in progress in a clearing downslope from the village. Perhaps a third to a half of the people in the tribe were able to attend without leaving their homes defenseless.

The characters will be interviewed again and each will be rewarded according to their behavior (if it has been good, each will receive a week of training, 2-3 points of spirit magic and an item of leather armor). The Patron becomes the official patron of the group.

The party will return with wool blankets, beer, herbs (properly preserved and enchanted), improved seed and some high quality cattle for improving their herd.

12. Deep Exploration.

(Optional). The characters can explore one of the ruins that leads into the earth. They will discover that it connects to some stress caves created as the fault lines in the Mountains move and water drips down them. The characters may encounter spiders, eyeless cave trolls and some similar creatures.

Numberless fracture and stress caves run all through the mountains and along the fault lines. They promise a steady supply of mystery and adventure to a GM who wants to use them to hide remnants of the Empire of Wyrm's Friends, old god learners and renegade trolls and mostalli. This is also a good area to challenge the characters if they began as Average or better rather than Trained.

Otherwise, late fall is a time to relax and prepare for the winter.

Winter

13. Winter Broos.

The stockade is visited by feral Winter Broos who assault the stockade and by some adventurers tracking a mythical beast through the first snow. The campaign is not an island.

14. Sign of the Wolf.

A wild and feral Telmori Werewolf passes through. The characters must hunt it down and either kill or restrain it. They should also do a little exploration and scouting (no more surprises), some hunting (mostly maintaining trap lines for rabbits and hares), and perhaps a deeper exploration of the caves (which, like most caves, remain warm in winter, cool in summer).

15. Sacred Time.

This sacred time brings the patron to the village. The village gains a formal name*, a quartz pillar (about 12' -- 6' above ground, x 1' in diameter) is raised and the founding members names are incised into it and marked with copper (about a penny per person).

*Yes, until this time the village has just a nickname or a use name. At sacred time the village is properly created and named as an entity rather than just a temporary dwelling site. The village has survived and is now "born." The characters will be asked to give input for the name and will probably be able to choose the name for their village.

Roll checks on acceptance. Those who succeed are joined to the tribe as full clan members. Those who fail partially remain on as either indentured servants, thralls or on probation. Those who completely fail are cast out (only characters who have stolen from the tribe should be cast out and then only if they have continued after several warnings. This is the same as a death sentence).

Sacred time also brings the chance for those characters with sufficient POW to become initiates or lay members of a second cult (though only of those gods represented by the Eight patrons, Sighing Winds or Eiritha, Ernalda or the similar earth/crop goddess chosen) or probationary rune priests.

The village holy place is given its first true use as a part of sacred time (and the lead initiate/priest gains a POW roll improvement of 2d2 POW from the ritual and the worship.)

(Of those points, one should be sacrificed by the initiate/priest for the deity's holy ground spell/effect)(2d2 may be enough to make a rune priest out of an initiate. If so, they should take spell teaching as a rune spell as well).

An official village headman and an official warfile leader will also now be appointed.

16. Full circle.

More refugees (the Lunars use the winter to disrupt their enemies just before sacred time and to ally the elements in disheartening and harming those who they outlaw). Some are sent to the community (should include 1-3 potential PCs, about 20 persons). Midwinter building (using some of that wood set aside for next year to build a fourth building, move the stock into it and the people into the barn, now long house. Clean the new long house, reassign living space).

Reprise:

16. Full circle.

Again, more refugees just like the PCs flee through the weather to Storm's Promise. Some of these refugees will be sent to the community (this number should include 1d3 to 1d6 potential PCs -- depending on your fatality rate). The total influx will be between 20 and 40 persons (20+d20 persons total). The influx will be stressful but not disastrously excessive.

Give the PCs a chance to react to the influx and to obtain trait checks based on how they respond and typify the proper virtues (this is especially true for Orlanthi characters).

The party will deal with midwinter building using some of that wood set aside for next year to build a fourth building. They will move the stock into it and the people into the barn, now long house. Clean the new long house, reassign living space.

New Cycle, year two of the campaign

Late Winter

1. Retribution.

The PCs have to face down a lunar bounty-hunter and her two baboon friends who after one of the refugees. The bounty-hunter should have two points of divine magic, full INT of spirit magic and an arbalest with a multimissle 4 matrix. The baboons should have armor and skills in the 75% range. (See the characters in the creatures book).

Bounty hunters and other skilled loners can be dangerous -- even to groups, if the group does not hold together. This is a test.

This face down may escalate into a melee with an arbalest and magic vs lots of people. The melee should illustrate the danger of a small number of people fighting with a lot of people even with magic, armor, etc.

It is a cautionary tale if the characters win, a warning that they are not enough of a group if they lose.

2. Foreshadowing.

While doing some scouting, the PCs have a Nuisance group encounter. (chaos runners or freemartain trollkin).

3. Hunting

A winter hunting trip. Similar to the winter migration hunt of last year. A mix of mountain broos (local feral broos known by their local name) and chaos runners will be following the herd and fight with the PCs after the hunt.

Spring

4. Building

In early Spring, before crop time, the PCs must begin work on the foundations for the "new" buildings and extensions on the community, build terraces for grapes and other hillside crops and lay stone for the wall being built around the village of Storm's Promise.

Those who are enthusiastic about the work should be able to train STR and/or CON and obtain a check on the energetic trait.

The south side of the stockade fence is uphill, has a good view, and seems a great place for a number of two story dwellings (with the roofs and outside walls designed to repel attacks) with storage cellars. More barns may be needed to hold the straw and hay.

In addition, the spring will bring the "usual" new calving, etc.

5. Courting

With formal status, the characters can court, be married (if they started as unmarried), and join counsels. This fits well into the spring planting, the Ernalda rituals (assuming that an Ernalda or Eritria or Aldrya Initiate or Priestess has developed), etc.

Reenacting some of the standard mythic competitions may be appropriate if there is competition in the courting. Cult associations and histories may become important here. All the secondary background notes can be developed now.

Summer

Summer is the traditional time to build, explore and discover.

6. Earning Respect.

a. The caves could use more exploration.

b. If the characters are relatively advanced a raid into Snake Pipe Hollow or a trade visit to Skyfall Lake are appropriate activities. At times the community will want people to venture "far afield" either to maintain contacts the patrons have or to gather information about the state of the world.

"b." is a chance for the GM to use other scenario packs in this campaign and to introduce some extra variety if the characters/players need it.

c. A wandering minstrel should bring a sad tale of disaster befalling individuals who essayed the Shifting City and the bounty lunar agents are paying for more information. (Note, the shifting city moves randomly once each season, so it can be hard to find again once one has visited it).

d. The PCs should have sufficient status to give other characters assignments and to take junior members of the community on practice scouting runs and exploration. The valley of "Orm's Gone" (if the campaign is set in the West) is a good area for further investigation.

e. Handicrafts, retooling. That is, the characters should be moving up to Cuirbolli and padding, some metal armor pieces and improved gear and possessions. They should also take the time to train some.

Fall

7. Harvest

It is time for the fall harvest, for slaughtering excess stock that has survived from spring (very little, but some), fall hunts, fall rituals and preparing for the fall fair at Storm's Promise.

8. Blunders

The Patron visits, perhaps some special assignments.

Suggested problem is that "something" has escaped Delicti and is now living in the Smoking Ruins. The smoke in the ruins consists mostly of the trapped spirits of the trolls who were burnt. As long as the spirits are trapped in the smoke, those spirits and their descendants are denied to Kygor Litor cultists.

Generally, when this sort of "something" escapes, all it takes is telling it that it is dead. The standard Daka Fal rhyme will do. The characters will need to go to where the disturbance is centered and tell anything they meet that it is really dead.

No one else has the time for it. (And the Pony Breeders do not want to involve the lunars in this, can't actually do it themselves because of their unique systems).

The matter will go just fine with a few spirit combats (d3+1 spirits who don't want to be dead) and a group of d3+1 ghouls who were the bodies used by the "something" to escape.

The "something" will wail and gnash horribly when encountered, but the rhyme will cause it to fade after three melee rounds of intense spirit combat where it attacks all the characters at once (its chaos power). (INT 23, POW 40, Magic Points 35). The remaining troll spirits (35 of them) will disperse back into the smoke when the something fades away into death.

The characters will all get one or two checks on spirit combat skill (they have each had at least two spirit combat encounters), a POW gain check and a spirit lore check.

10. Fall Fest.

The fall festival and fair. Bigger and better than last year.

Late Fall, Early Winter

11. Old Memories.

Characters may wish to go back into Sartar during the "off" season to check on old friends, family relations, etc. They will receive assignments, people to meet, people to check, things to obtain, etc.

There will be difficulties in travel, etc. The normal brigands, lunar officials, wild animals, bad weather, etc. Some of the characters will probably want to join Geos which may or may not be a good idea.

Remember, you can't always go home again.

Sacred Time

The second campaign year draws to a close.

Other Scenario notes

Most of the scenario encounters can be repeated, in one form or another (but with stronger power levels) over the next several years of campaign time or when player character play frequency and attitudes require more adventures in a years time. (e.g. chaos tainted elves instead of chaos runners, dark trolls instead of trollkin freemartins, fully tainted broos with a shaman, another wild hag -- but with some wraiths or wild hogs, scorpion men migrating out of the mountains, etc.). Hunting trips should be common for several years.

In addition, each year should bring one or two community encounters (where the village has the encounter -- much like the cattle raid in year one) with the nuisance problem and two or three encounters from the random tables for mountains. Generally, most threats will be moving into the area from outside and will not have established lairs, be familiar with the lay of the land, etc.

Pacifying Raids.

In addition to the above, Bond (one of the patrons) believes that the lone hunters, subsistence farmers, etc. found in this area need to be joined to the clan of Jerreck's Promise. To that end, not only is he intent on protecting the ranges and dwellings of the various herds and their owners, but he is trying to extend the range and invite those he finds to join the people. If the PCs are more experienced than the suggested levels, they can expect to be sent on tours to deal with problems and recruit new clan members.

Bond and Jerrek often lead hunting trips seeking out random bands of feral Broos, freemartin trollkin refugees and other pests as well as more fierce mountain creatures. Any level of experience characters may find themselves invited to hunt and assigned a specific task while Bond or Jerrek deals with another task.

See the maps, the "places of note" and the "miscellaneous settings" in the map book for areas and themes that can be used.

Hook to Shifting City

In addition, the lesser ruins outside the main walls of the Shifting City make for low keyed adventures. in gathering stones for the wall you are salvaging some from a low tower. A metal tube falls out from where it was hidden under a hollow block. You pick it up. It seems to be written in something like storm speech. You can make out some words, but there is also a map.

You are able to identify it as the suburbs of the shifting city from a famous landmark (the triple triangle tower) that is on the map.

Since you've heard where the city shifted to just recently, you decide to see what the map lead to and get some friends together to go on an adventure.

This is a hook for another scenario pack.

II. SETTING MAPS, ETC. Location: Lager House

This is a unique sight and unusual architecture.

The Lager house is a long hall built on a rock outcropping. It is a series of rock arches, beginning at 10' in width by 5' in height. It is 60' deep on either side. At the center it is 40' wide by 20' high with a 5' in diameter roof opening. (All dimensions are interior measures).

The arches are made from 3' granite blocks alternating with 3' fused quartz blocks. Fused quartz is an extremely hard and tough substance made by applying extreme heat to quartz. It is fairly translucent.

There is a 10' x 8' arch in the side wall at the center. The interior reaches down one level so that it is two storied, the top being a wooden platform, finished with sand and covered with rugs, the bottom level being storage and sleeping areas. The top (the ground level) is also lined with sleeping cabinets.

Facing the entrance (against the opposite wall) is a large stone (it reaches down to the bedrock beneath). On it, written in metal gold plate (very little) are the names of each head of household that joined to make the Beefalo tribe of Spearchildren. Between the entrance and the stone monument is a large two story deep hearth.

Bond, with Aria's help, formed the stone monument from the native quartz and from his own gold (about ten wheels were consumed). The hearth is made from local granite and from rocks carried from the plains of Prax. In the hearth a fire always burns, supporting the (small) salamander body of the fire nymph who embodies the hearth or distryr of the Beefalo people.

The left side from the entrance is a large meeting and counsel area. The Shaman Sighing Winds has taken this area for his own. The air moves constantly, keeping the smoke in a direct path from hearth to smoke hole without side trips. The right side from the entrance is broken up into womens areas for weaving, meeting, etc.

Just downhill from the Lager House the village of Storm's Promise is found. The village is about twice the size of Apple Lane and centers a community of human 234 fighters (including 60 dogs), 890 total people (excluding dogs) and 970 cattle. They rely heavily on hunting and farming to supplement and protect the cattle which are mostly used for milk and "wool."

The village buildings are made from wood and stone. The common house (the inn/trading post) has quartz sheets flaked into panes for translucent windows. The sacred place is a short round tower of stone with a flat roof with heavy beams (suitable for holding a worship service on). Several large cattle barns are built against the side of a depression just south east of the center of town.

(Lager House)

H H S S H H H

CHCH @ CHCH @@@ ~CB ~~~CB H H ~~ CB H ~~~~~ CB GH ~~~ ~ * ~ ~~~ *~~~~~~~~ ~

H = house S = Storage Building CH = Common House (several buildings) & trading post. @ = Sacred Place and buildings GH = Great House/Smithy CB = Cattle Barn ~ = stream * = spring

This pattern, without a lager, is followed for the smaller satellite villages that are tied to Storm's Promise. Generally there is a Common Building with some individual home structures to either side, a holy place in the middle (usually a one story building) and cattle barns on the facing side.

/////see map book/////

III. THE PATRONS

1A Rokach Windson

History: Rokach Windson was saved from a Telmori massacre by two childless Orlanthi refugee lesser nobles who adopted him by use of Divine Intervention. While he was born Windday, Movement Week, Storm Season, he conceals his actual birth dates and time as wild day, disorder week, Storm Season.

His childhood was spent in Runegate. He has served with Gold-Golti and the Wind Children. He spent a good deal of time beyond the River of Cradles, much of it with the Bison Riders and several smaller independents which he joined into a band known as Spearchildren (named after their unifying secret society.

Spearchildren were about 200 fighters strong, members of a wind shaman led Orlanth Spear subcult) whose shaman once controlled Tada's Sandals and then a lesser horn of plenty. These people were forced from Prax and formed the nucleus of Jerreck's Promise.

Personal Description: Rokach is probably the biggest man you have ever seen. He has dark hair, blue eyes and fair skin. Deeply muscled, tall and heroically built, he looks like a young Orlanth walking the earth.

Current Goal: He seeks to embody the Orlanthi virtues. He also is a Sartar Patriot and a Geos supporter.

Personality Factors Brave____19__/_____Cowardly Chaste_______/_15__Lustful Enduring__17_/_____Yielding Energetic_19_/_____Lazy Generous__18_/_____Greedy Gentle____16_/_____Wrathful Honest___13__/_____Deceitful Just_____16__/_____Arbitrary Modest_______/_19__Proud Temperate____/_13__Indulgent Trusting__9__/_11__Suspicious

For additional notes see the character sheet.

1C Bright Glory of Victory

History: The true name of "Bond" is Bright Glory of Victory. He is known for his efforts and ability in bonding individuals together. He has a hidden past that is fogged over in his mind. It may be that he came from beyond the walls of the world.

Description: He has a heavy build, is of medium height, with gray hair and an open face. He looks honest and likable, though very young in appearance.

Current Goal: He is the person that this group of heroquesters hoped to reform part of Tada around. They are still seeking to bring back light, just now they are not certain which or what light. (They may yet return to Prax to try and reform Tada). He is willing to take the risks inherent in such an endeavor, though he is not fully aware of what the risks are.

Guilty Secrets: He often seeks forbidden knowledge and is illuminated.

Bond has been on the Five Ogres herowalk and to the stars on the Yearquest as the innocent (where he met Sighing Winds). That he is still alive and sane is a remarkable achievement.

Personality Factors Brave____17__/_____Cowardly Cautious_13__/_____Impulsive Chaste___18__/__2__Lustful Enduring_19__/__1__Yielding Forgiving_4__/_16__Vengeful Gentle___16__/__4__Wrathful Honest___19__/__1__Deceitful Just_____18__/__2__Arbitrary Loyal____16__/__4__Selfish Modest___18__/__2__Proud Trusting_17__/__3__Suspicious*

(*Bond has been more trusting in the past and is working to overcome being gullible).

For more details see the character sheet.

1B Esteleon Con Nachaan

History: Esteleon Con Nachaan is a "civilized nomad" of noble redlands blood. He was fostered with the Lunar Embassy in Talastor when disaster struck at home. The same conflicts that destroyed the fortunes of Duke Raus of Rhone resulted in all of the Nachaan family being slaughtered or hunted with bounties on their heads.

He was born Fireday of week one Sacred Time.

He was illuminated in Talastor while fleeing bounty hunters. He took shelter with the Crimson Bat's cult as an initiate in Doraster and then fled that when it was turned against civilian populations rather than "chaos monsters" as the priests had promised. That experience culminated in his repulsion towards all that the lunar way represented.

Description: He is smallish and thin with gray/white hair and pale olive skin. His features are fine and his look is clear.

Current Goal: He seeks an alternative to the Red Moon. While beyond direct vengeance, he holds the emperor responsible for the loss of his family. The legends of the Phoenix have offered him hope.

Guilty Secrets: his illumination (which he has learned to hide). While nominally a member of Seven Mothers (and of the affiliated cult of Etyrries), he plans to betray them and has great hatred towards many Lunar Empire elements. It led him to join with the others in this band.

Personality Factors Brave____16__/_____Cowardly Cautious__10_/__10_Impulsive Energetic_15_/_____Lazy Forgiving__2_/__18_Vengeful Generous__12_/_____Greedy Gentle____17_/__3__Wrathful Honest_______/_17__Deceitful Loyal________/_18__Selfish Modest_______/_14__Proud Pious________/_19__Worldly Tolerant__12_/_____Prejudiced Trusting_____/_17__Suspicious

See the character sheet for more details. Note that he owns the Great House at Storm's Promise where he dwells and keeps his Griffin. He and Orea share the Great House.

1D Orea Nabareth

History: Orea Nabareth was born to members of a thieves cult in Lunar Pent. When they were executed she was left alone and lost. Eventually she found "employment" and served as an indentured servant for Irrippi priests who promised, but generally denied, her the training they had promised. Much she learned on her own, reading in the time she was able to make for herself.

She also thieved to survive and to supplement her diet and education. Eventually she was "traded" to the Deezola cult where she learned a great deal more -- though everything learned came at a price.

She continued to thieve in order to pay for the training that was hers by right. She was caught and brought to the slaver's block. Esteleon saved her from slavery or worse when he purchased her during a stop from his flight from the Crimson Bat and its hideous appetite.

Description: Slender, with dark skin, dark brown-black hair, dark brown eyes.

Current Goal: She supports Esteleon. She is completely devoted beyond reason.

Guilty Secrets: Hungers for knowledge. Is ashamed at the way she survived while indentured.

Personality Factors Brave_____17_/_____Cowardly Cautious_____/__13_Impulsive Enduring__16_/_____Yielding Honest____12_/_____Deceitful Loyal_____20_/___0_Selfish Optimist__16_/_____Pessimist Temperate_13_/_____Indulgent Thrifty___16__/_____Extravagant Trusting_____/__17_Suspicious

1.E. Mylonas/Kitchen.

History: Mylonas comes from a family tied to the Stygian Heresy of the Arkat Malkioni in Nochet and is the sole survivor of a sorcerer's household that disappeared one day.

Description: He has Reddish-yellow hair and green-yellow eyes. Medium build, yellowish skin. The yellow coloration is not natural to him.

Current goal/notes: While Bond has as his "home base" a small space built in the side of the hearth of the Lagar House (Bond, after all, is immune to fire damage and bonded to a Fire Nymph), Mylonas owns the guest station/commons (though the trade master generally runs the trading post). He is the only person friendly with the Mostalli smith in who has set up a forge in the village.

He is often a bit apart from the others. He comes from different traditions, cultures and from a different part of the world.

He is as creative and adventurous as sorcerers get. He is desirous of retracing parts of the path of both Arkat and Elovare (so that he has now moved near to Dragon Pass).

Think of him as a "good" sorcerer and a good person, trying to do good while also seeking to find himself in his god. He feels he is a part of something with Storm's Promise and is doing his best to make what "it" is a good thing.

Personality Factors

Brave_____16_/_____Cowardly Cautious__17_/_____Impulsive Chaste____11_/_____Lustful Content___16 Enduring__19_/_____Yielding _____________/__16_Lazy Forgiving_17_/_____Vengeful Honest____16_/_____Deceitful Just______15 Loyal_____19_/_____Selfish Merciful__10_/_____Cruel Modest_______/__12_Proud Optimist__19_/_____Pessimist Pious_____17 Temperate_13 Thrifty___14 Tolerant__16_/_____Prejudice Trusting_____/__12_Suspicious

1.F. Jerrek Thereson.

History: Jerrek was successful through his adventures and as a member of the right cadet line should have become a Kahn of the Bison people.

He is still fierce, independent and a leader. He still rides his Bison, but now as the "Kahn" of the clan of Jerrek's promise, such as it is.

Only his skills brought the tribe safely through the mountains to where they now are.

His leadership has maintained the clan and he typifies true Orlanthi virtues.

Physical Description: Jerreck looks like an archetypical Bison Rider.

Personality Factors

Brave_____17_/_____Cowardly Energetic_18_/__16_Lazy Forgiving__6_/_____Vengeful Generous__19_/ Honest____11_/_____Deceitful Just______18 Loyal_____12_/_____Selfish Modest_______/__15_Proud Temperate_15

1.G. Semphesina.

History: She was the child of ambassadors and skilled communicators. She grew up in a strange location among strange peoples and became attuned to the dance of the other side. There she learned the rest of the ways of Uleria and the ways of Arachne Solara. She runs both deep and shallow. She has a hard time resisting the temptation to play with fire but often has great wisdom.

Note that it was she who invoked Uleria's power to allow all the herds to breed each other. Jerrek's bison and several other animals still retain this power.

Her family has long wor-shipped Uleria in the aspect of communication (Uleria has fertility, communication, and the left-hand of sex without fertility. Semphesina's family has long been ambassadorial and long devoted to Uleria's ways and secrets).

Physical Description: She is a typical child of Tarsh, but of stunning beauty and appearance.

Goals: she has found reliable friends and trustworthy allies whom she hopes to continue with.

Guilty secrets: She had a number of horrendous encounters and experiences with the trolls of Skyfall Lake in their interpretation of Uleria. She also tries to hide her connection with the spider goddess Arachna Solara as she is loyal to Arachna Solara and knows it may conflict with the eventual path that Orlanth will take some of the others on.

Chaste_______/__17_Lustful Forgiving_19_/_____Vengeful Generous__18_/_____Greedy Honest_______/__16_Deceitful Loyal_____17_/_____Selfish Merciful__16_/_____Cruel Temperate____/__18_Indulgent Thrifty___16__/____Extravagant

1H. Morningsong

History: She began to travel and adventure to learn more and better songs. She has the urge to be a part of a song and to work mighty deeds herself.

She is a true and real child of the Grazelands, yet a true bard and harper in every sense of the world. Morningsong knows that the Grazelanders have not become what they should or ought and that they do not yet fit the world as they should. She seeks more for herself.

Physical Appearance: ideal grazelander noble.

Goals: to find more for herself.

Guilty Secrets: She has left the Huncheon way for more comfort.

Brave_____16_/_____Cowardly Cautious__15_/_____Impulsive Enduring__14_/_____Yielding Honest____12_/_____Deceitful Forgiving_17_/_____Vengeful Loyal_____19_/_____Selfish Merciful__18_/_____Cruel Modest____17_/_____Proud Optimist__19_/_____Pessimist Tolerant__19_/_____Prejudice Trusting__18_/_____Suspicious

IV. OTHER NOTES

The clan of Jerrek's Promise

The clan is an outgrowth of a refuge established for some of the Spearchildren and the independent tribes of the cattle and buffalo people. It was what its members liked to call an independent "tribe" in Prax (the Beefalo people) and which is now slowly becoming a Sartar like clan.

It had the following groups joined together:

Buffalo Riders: 50 fighters, 200 people, 300 cattle. (The Buffalo referred to here is similar to the Cape Buffalo -- not the American Buffalo/ Bison.)

Beef Runners: 65 fighters, 180 people, 200 cattle. (Note, it is common to refer to herds of "cows" as beefs). (The Beefs were similar to Texas Longhorns). These people lived in twenty great wains (wagons). Bond has often made use of the wains.

Lager house is named after the lager or defensive perimeter that the Runners would form with their wains when under threat of attack.

Dog Friends: 70 fighters (40 human, 30 dogs), 160 people, no cattle. The dogs have begun to prove out very valuable in the mountains and hills where the clan now is.

One Outcast Bison "Hoof:" 5 fighters, 30 people, 12 cattle.

Misc. Prax Individuals: 37 fighters, 120 people, 60 cattle. The Misc. Animals include sheep, etc. Sheep are an outcast animal in Prax, about as loved as Broos.

Misc. Sartar Refugees: 27 fighters, 200 people, no cattle.

The Clan was once the Beefalo tribe and originated with members of the Silent Spear Secret Society and a small oasis refuge East of the River of Cradles where various outcasts, misfits, members of destroyed independent groups and others who have found themselves without a place in Prax inhabited a range to the North East from the River of Cradles. They were called Spearchildren at one time.

The unifying factor was a combination of membership in the Silent Spear secret society and access to a small central oasis. Named for distant lightning, Silent Spear is a variant on the Orlanth Spear sub-cult. It teaches the skills Sneak and Spear for half price and the spells Fireblade and Silence for half price.

The Spearchildren are those members of the society who have lost their places in their own cultures. The group was founded by Sighing Winds, an Orlanth Spear Shaman who is a member of the society.

When a band of five brothers and their families (from the Beef tribe) called on him for aid when their lager was broken and their tribe was destroyed, Winds founded Spearchildren at a hidden oasis in the far waste places where he gathered those who needed him from the members of the society. He is still doing that with the village of Storm's Promise.

Sighing Winds Shaman, Human/Aldryami (just as Pavis was. He appears human) 69 years old, Male. STR 6 CON 12 SIZ 7 INT 19 POW 36 DEX 16 APP 6

FETCH: Wind song INT 14 POW 47 Divine Magic Spell Spirit Combat III Dispel Elemental IV Divination x 11 Spell Teaching Spirit Magic Spirit Screen 6 Protection 4 Dispel Magic 4.

The Shaman's Divine Magic : Cloud Call Dark Walk Discorporate x 4 Extension I Sanctify Soul Sight Spellteaching Spirit Block Sureshot Warding Worship

Spirit Magic: Detect Water 12 (crystal matrix) Each extra point of the spell doubles the range. Detect Enemies 1 Firearrow 2 Fireblade 4 Heal 6 Mindspeech 2 Silence/Sneak 4 Spirit Binding

Magic Items:

Crystal: Enhances Detect Water Spell (POW 12), has Detect Water 12 spell Matrix. At 12 points it has an incredible range of approximately 20 miles.

The Silent Spear (POW 16): x150% to skill with spear (thus, if Spear attack was 75%, with the Silent Spear it would be 112.50%) +60% to Sneak, 1d10 javelin + damage bonus +2d6 fire damage to any hit, Return spell possessed by the spear (& used to return up to 300 meters when the spear is thrown).

Healing Horn (sand placed into horn becomes fruit that when eaten boosts CON by 3d6 for healing/recovery purposes and any attribute by 2d6 for fighting disease). Creates 2d3 items of fruit per day.

Spirit Net (POW 26: when cast over a spirit, it will bind it to the net if it wins a POW v. POW contest). Limit is three spirits bound.

Skills: Spirit Travel +106%; Spirit Combat +121%; Spear 80%; Thrown Spear 120%; Sneak 97%; Plains Lore 98%; Survival (Plains/Desert) 97%; Plant Lore 95%; Teaching 95%; Ritual 131%, Custom Prax 97%, Custom Orlanth 97%. Wraith Weaving 121%.

///////Wraith Weaving///////// Shaman's medicine bags are often guarded by special medicines and dangerous magic. A common one, well known in Prax, is a woven wraith. The shaman locates a wraith, subdues it in spirit combat, locates the binding object, destroys the object, and then binds the wraith into the medicine bag instead.

This takes at least one point of POW. For each point of POW spent on this enchantment, one command may be given the wraith. There is a generic, rather complex formula, that is generally used on the first point of POW that causes the Wraith to attack anyone who places anything (i.e. a thief's hand or similar intrusion) inside the bag without permission and binds the Wraith to obey any legitimate holder of the bag. The wraith usually can attack only those touching the bag or those within 1m per point of POW on the enchantment. /////////end box///////////////

Problems began to develop when the number at the oasis and on the barren range began to grow. While Windson could (and often did) call rain to refresh the growths, the various types of cattle and cultures caused growing conflicts.

A call upon Uleria brought some peace between the peoples by making them one in body by Uleria and one in cult under Orlanth. There were still problems.

Things came to a head when the Bison Riders failed against the Lunar incursion. Two things came of that. First, relatives of the failed Kahn were forced out of the leadership of the Bison Riders even though they excelled at the trials. Five of the were forced out of the tribe even though they prevailed in the underlying tests and trials of virtue. (That is the source of the "hoof").

Next, the Bison Riders, in a wave, began to take over the entire range area in which the Spearchildren had their hidden retreat. It is one thing to hold against random Baboons, Broos and other rag-tag independent groups. It is another to stand fast in the face of the most powerful of the five tribes.

In a desperate gamble the people unified by Uleria's powers (the goddess in her aspects was called upon. The resulting admixture of the animals created a herd of fertile Beefalo -- a cross between Texas Longhorns, Cape Buffalo and the shaggy coat of a Bison. The people also became dog friends.) decided to call upon Orlanth to lead them. He did.

Prax was no longer the place for them. In a daring move, the people moved North, through the mountains to a more fertile place where they and their dogs could herd their cross-bred cattle while those without cattle could farm and adjust to non-Prax life.

Windson can be considered their champion, Jerrek Thereson their Kahn and Sighing Winds their shaman and protector. Outcast members of Silent Spear are still welcome in refuge. At present Windson and Sighing Winds have no conflicts.

The other patrons are seen as allies of these leader figures.

Nylasor Trap: Five Ogres

--a cautionary lesson for anyone who seeks Nylasor Illumination--

Generally this lesson should either be taught to a very obnoxious PC who really deserves it or should be the basis of a song sung by a traveling minstrel.

Gbaji often used Ogres in his service. He allied Cacodemon early as a secret source and the ogres served him often and well. Towards the end there were five ogre cohorts, each with its standard and presence, in his army.

At a critical juncture, as Gbaji drew upon chaos for more power, each of the five betrayed him, taking a part of his substance.

Even now, Ogres prey upon Nylasor initiates during sacred time.

The set-up: An Ogre family of at least five members notices an illuminate character. The character is invited to a "special" sacred time ritual where by means of the unifying force of the world manifested in sacred time, a chaos gift may be safely gained for the sacrifice of 3 pts of POW.

The promise is true as far as it goes. Nylsasor was able to channel and draw safely upon chaos in the instance recorded. The Nylasor illuminate will sacrifice the 3 pts of POW and will get a roll on the chaos gift table (+/- 3% at the illuminate's choice, +/- 2% for every riddle known).

Of course the ritual only works when channeled by Ogres... and it works on the heroplane.

As soon as the illuminate has the gift(s), the Ogres turn on him or her. Each person in this contest will be completely naked -- favoring the Ogres who have numbers, SIZ and STR as well as their own chaos gift(s). The contests take place outside the mundane plane.

The illuminate must fight the Ogres one-by-one. If the Ogre wins, it "eats" a part of the illuminate (transferring one skill from the illuminate and leaving it at 0%, or taking one spell or reducing a characteristic by d3+1 as would a tap spell, or transferring one chaos gift). If the Ogre loses, the illuminate could eat a part of the Ogre, with the same result.

After the last Ogre is fought, the parties return to the mundane plane at the hearth where the sacred time is being celebrated. Any party who lost a conflict will be unconscious and will take 30 - CON rounds to revive.. If found among the unconscious persons is the illuminate, he or she will be served up as the main course at the following sacred time meal.

Eating an enemy directly after the quest, and before the end of sacred time, will result in a cancellation of any loss to that person.

For Ogres this is a great deal. At least one of them is bound to win (no MPs are recharged between conflicts, etc.) and all of them will get at least one free meal.

Note that Bond (above) survived Five Ogres. Generally, a GM should not spring the encounter on any Illuminate that the Ogres would expect not to be able to eat, though Ogres are no smarter than anyone else.

Glorantha has a number of traps tied to Nylasor Illumination, God Learner and similar mysteries that function to destroy careless individuals who are touched by the forbidden and do not learn caution. (This quest is one reason why Ogres do not seek Nylasor illumination -- it makes them a target for dinner and pre-empts their ability to undertake any other position on this quest).

Change Altar -- Nosrse Peak

--a cautionary tale for those who think to make use of god learner remnants or to become god learners by partaking of their tools. This particular one is one where the leads and the lines that lead to it are not covered over or hidden by the gods. There is a reason for this.--

A trap for god learners. There is, to the north west of the city, an altar on the highest peak in the hex. It has a direct view down on the city (though, as from all other views, little of use can be seen).

Trapped in the altar is the essence of Gbaji's eyeball. Gbaji was the "fetch" of Nylasor that was created as the counsel attempted to purify their perfect god. Thus Nylasor/Gbaji both had a dual nature and was the "same" being. The God Learners used this part of him, dredged out of the Ash Pits of Dorastor, to move the shifting ruins to where they are. It's influence may very well be one of the reasons that under the doom that fell on the city, the various parts began to move about randomly and shift.

One who studies god learner lore will learn of the secondary ability of the altar. By touching it, and allowing one point of POW to flow from one (successful spirit combat roll or lose d3+2 points), the altar will "free" one of one geas or limit -- similar in impact to Nylsasor Illumination, but without the downside of being illuminated. This effect is known as Gbaji freedom.

Of course there is a downside. The contact initiates a sacrifice to primal chaos. Just as Nylasor's right hand was able to grant blessings (chaos gifts without the risk), so his left eye cursed. For every geas "freed" the character receives one permanent "curse of Thed" (reverse or negative chaos 'gift'). The effect becomes obvious only after the geas is lifted. Generally, only pre-choate god learners would use the altar.

The god learners, in their prime, used the spirit world to "stop" time and prevent the downside effect from touching them. Of course time does pass in the spirit world so that many god learners add these gifts added to them as their dooms arrived. Any character with a doom factor will automatically fail his or her next check which will coincide with the permanent impact of the reverse gift. Others will experience the 'gift' at their next holy day.

Dayzatar's Gifts

During the fight against chaos, each of the Star Captains sent down from the sky had special gifts from Dayzatar. Even now, men can reach through fire and across the distance and obtain those gifts.

The gifts are all paid for in POW. In addition, because of the distance and the strong nature of the Fire used to cross the distance, the gifts limit the obtainer. (These changes or limits are similar to a geas except that one cannot break the change without breaking oneself. E.g. "cannot breath water" is a limit that we all have and that we cannot break the same way that a standard geas is broken).

Typical changes include limits on armor types and locations (the armor causing steady physical damage if worn) "always tell truth during Fire Season," "unable to stay awake in dark," and similar things. For convenience use a Yelmalio or Humakt geas chart. The cost of the changes is in addition to the play balanced POW cost of the gifts.

The most common gift is a permanent Shield spell. Ariste, the Star Captain had this gift and Dayzatar is reached via Ariste for this gift. For every two points of POW paid, the individual obtains one point of permanent shield spell (compare 3 points of this protection, costing 6 points of POW, with Shield 3 and Extension III).

The POW may come from current attribute POW or from stored divine intervention. At least one point of POW must come from each source. The individual must be a Rune Lord or Rune Priest of a Fire deity in the Dayzatar/ Yelm pantheon and at least an initiate of Dayzatar.

V. PATRON TIME LINE

YEAR -3 Outcasts decide to merge. Uleria intervention (cost of one point POW per being in outcast group).

YEAR -2Lunar invasion of Prax results in Bison Riders going "over the river." Bison Riders begin to encroach on range.

WINTER -2/-1Long trek North to "Orm's Gone." Extremely mild weather blesses travel, allows founding on a site where four ley lines cross. Bond burns a feather, establishes a hearth.

YEAR -1 Bond locates coal in Rockwood Mountains, Jerrek establishes meat and dairy herd differences, Lager House finished. Windson leaves message at Geos for any "brothers."

WINTER -1/0The first refugees join the tribe. What was almost a Prax "Tribe" becomes a Sartar-like "clan."

YEAR 0 Much exploration and determination. Bond locates coal heartwood log in mountains. Esteleon and Nabareth slay a hydra (killing the heads and not the body) in the grazelands. Brightson begins to brew sophisticated dark and light beers. Inora and Semphesina reach pacts with Grazelands.

Semphesina also finds a time web which she begins to walk. Establishes a conversation oriented Uleria Shrine (Uleria's three aspects are conversation, fertility and the left handed sex without conception by which she bested the devil). Inora and Jerrek also visit Prax.

WINTER 0/1The PCs arrive. Each player should have one character who is "Trained" with 26 points to work with, one who is "Average" with 40 points to work with. There should be one non-combat oriented "Expert" in the group (who will start as an NPC).

YEAR 1 Miscellaneous minor quests. Brightson discovers a reversible Jrustelli grammar (stored in hearth). Wains refurbished. The clan begins to be called the Jerreki instead of "The clan of ...."

YEAR 2 Bond brings back the heartwood and twelve wains filled with coal. Sable "mercenaries" on looting spree (in official lunar that would be "unattached native cavalry units engaged in independent tax collection outside of territorial limits") are consumed in an interesting use of the coal on fire day fire season.

The heartwood is transformed into an "eternal flame" (the hearth is now supported by fire ~515 initiates in addition to sitting on the ley lines). Storm's Promise walls are finished.

YEAR 3 Population of the clan rises to over 2,000 fighters over several villages. Windson establishes a Geos Inn. Trips to Dorastor, Hydra's Hill, Prax, Holy Country, Dwarves Run (coal is sold to the Dwarf for several stone giants ~ SIZ 45 gargoyles with 22 pt skins).

Treaties and pacts reformed. Militia drills with full population begun. Inora gains feathers for her drepnir. New, complete, Orlanth shrine built by/for shaman on hill top behind Storm's Promise. Ley Lines split, two crossing at Orlanth shrine, two at Lager House.

New counsel house built that is two stories tall, integrated with walls and central to Storm's Promise. Lager House becomes Bond's residence and historical shrine.

Bond locates a spunfire pouch.

WINTER 3/4First non patron leader's counsel begun under the shaman. They are selected from the militia officers and confirmed during Sacred Time.

Brightson's apprentices begin to run his expanded household.

YEAR 4 Patrons depart (on heroquest). Shaman remains to guide community. Hearth is reduced by 215 "initiates" worth of force. (Someone may have taken a part of the founding fire on the quest). The Fire Nymph in the hearth of Lager House is regularly seen aiding villages in times of severe need (may be summoned for 1d6 POW cost -- similar, but different, to initiate divine intervention). Geos Bouncer is seen hounding renegades.

*****

(Note, Patrons will not return from their heroquest for a long, long, long period of time.)




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