Regular Folks Campaign* ** 
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.) 
 



Return to Top of Page
Dave Dunham's Glorantha Home Page 
Return to Heroquest
1996 Stephen R. Marsh

All Rights Reserved


