Bazaar Balazar

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rstites's Griffin Mountain Runequest IIish game.

Characters

Naimless the Example

Balazaring Character Creation

Balazaring Culture

The Balazarings are representative of hunter-gatherers throughout the Genertelan highlands. The basic social structure is the clan of several hundred to a few thousand people. The clan is made of a number hearths which are extended bloodlines that live in one place and share shelter. The hearth maintains the sacred fire which is used to light the fire at the next settlement as the group moves. The fire itself is sacred. The clan is known primarily by their sacred totem.

There are many clans throughout the region of Balazar. Twenty of the clans located within close proximity to the citadels are organized into three tribes. The kings of the citadels are also kings of the tribes. Other associated clans have attachment to the tribe but are not part of it. Further afield, other clans have no attachment to any of the three tribes. The kings of all three tribes trace their blood back to Balazar.

Two groups of leaders top the Balazaring clan heirarchy, the secular hunting authorities and the priests and shaman. In most cases, their dual purpose work toward the one common god, though difficulties do arise.

The hunter/warrior hierarchy includes the Chief, elected at the death of the old Chief for a lifetime office, and the Council of Elders, which includes the best or most popular hunters. The traditional number of council members among the Balazarings is seven, of which one is the Chief and two others clan holy people.

The holy people are the priests of the clan. One is always a priestess of Hearth Mother, while the others have hunter (Foundchild/Votanki) origin, or occasionally Yelmalian origin, especially if located close to the citadels. Thus each clan has nine leaders traditionally. One is the Chief, two more are holy people, and two additional secular council members elected by popular consensus. Those seven form the Council of Elders. Two additional holy people make up the nine leaders.

Balazarings are inferior in formal battle to most surrounding lands. However, in their own land, their hunting abilities make them formidable foes. Balazarings lack metallurgy. Most weapons are made of flint and stone. All metal is acquired through trade. Generally, only Master Hunters, skilled warriors, or very lucky Balazarings have any metal, and that is likely to be a single spear tip.

Balazarings have an intimate relationship with their dogs. Every hearth has its own pack of hunting dogs. Some Chiefs have a special pack of war dogs for protection. Children grow up with the pups and often share a dog-drag with a litter of puppies, lapping up the blood pudding from the same food bag. The relation of man and dog is exemplified by the widespread Hunter subcult of Brother Dog. Few are the tribesmen who do not belong. The presence of these favored beasts makes it almost impossible to approach Balazarings, whether it be a group of women and children or a band of warriors, without the animals noticing and setting up a yammer.

It should be noted here that wolves, hyenas, and feral domestic breeds are disliked and not tolerated in the wild. The same species are distrusted even when tamed or when used as vehicles for bound or allied spirits. It is common for people with wolves, etc., as pets or bound spirits to gift Balazaring dog owners to keep their packs back.

History of the Elder Wilds

During the Age of Darkness, the creatures of Chaos marched here from the frozen North, and mighty glaciers followed close behind them. When the waters of the Elf Sea froze, the people of the Elder Wilds saw their impending destruction, and realized that the only way to survive was cooperation. Dwarf, elf, troll, dragonewt, and human fought side-by-side, and together they were able to defeat the Chaos and hold off the ice, but the survivors of the Chaos Wars were extremely few.

At the Dawning, the region was dotted with clumps of gaunt trees where lonely elves huddled in bitter defense. Human families skulked in the shadows, seeking stark fare to eke out their miserable lives. The humans at this time were children of Votank, and his descendants were called Votanki. Dwarves were buttressed in Greatway, but their interests were in Dragon Pass and they sent few patrols to this region. Only troll war parties stalked the land in strength, crossing the cold mountains from Dagori Inkarth to fulfill their pledge to fight and destroy Chaos everywhere.

During the First Age this was an elf stronghold. The Aldryami forests grew to cover what are now the Redlands, Garsting, Balazar, and spilled into Dragon Pass. At first, after the Dawning, elves were friendly with the nearby trolls and dwarves, and gave free access. But the races began quarreling about the time that the Second Council moved to Darastor. Northern Fire worshiper depredations dwindled the Redlands forests. Balazar was burned sometime in the era, too, though no one knows if by Gbaji the Chaos god, by Zorak Zoran, or by some Fired god.

When the Second Council unveiled a plan to construct a god, the trolls objected heavily and withdrew, followed shortly thereafter by the dragnewts. One of the first acts of the new golden god Nysalor was to curse the trolls and dragonewts. The dragonewts sloughed off his curse and sent it into the maws of a hungry dragon. But the trolls were overcome, and tragically began birthing trollkin instead of healthy offspring.

The struggle between the council and troll also turned into a fight between all the Elder Races, and opened many old sores closed since the Dawn. The elves were aided by the council, and the trolls were driven from the Elder Wilds. Elf and human warriors from the region are known to have served with the armies of the Broken Council in their wars against the west, though no details are known.

When Arkat defeated the Broken Council and their elf allies, terror and fear reigned. Tribes swarmed over the Wyrms High Pass and Giants Pass to burn woods and kill elves. Some settled; the fighting went into the next Age, after Arkat was long gone.

As with many kingdoms of the Elder Races, the peoples of Balazar fought and troubled each other mercilessly through the Second Age. The dissension between elf, dwarf, troll, and the dragonewts left the region badly weakened, and the Votanki humans were able to improve their own position by carefully playing the one side against another to their own advantage. This made them half-enemies of all the non-human races and established a distrust that plagued relationships ever afterwards.

When envoys from the Empire of the Wyrms Friends came to the lands and solicited support, the Votakni consented and so did the local elves. In 721, these two forces, with imperial dragonewt aid, suppressed the dwarves and drove the trolls back over their mountain, and then entered a period of relative peace. The trolls sacked the city and shallower tunnels of Greatway about this time, probably in the year 747, and also burned the forest covering the land now called Dangerground.

In 826, the rulers of the Empire of the Wyrms Friends altered their government to be a magical theocracy bent upon re-establishing the magical powers of the Gods Age in their land through their manipulation of unusual dragon magics. They called their new organization the Third Council. For some time this succeeded, but internal dissension began in 889, when the rulers ordered their subjects to worship them as gods. This brought protests, and the Aldryami of the Elder Wilds were the first to protest militarily. They seceded, and in 890 invaded with a strong raid which escaped unscathed.

The elves were hard pressed by their traditional foes, the trolls, for the elves now had no imperial aid. The humans gained the southern forests as their realm by promising the elves that they would kill trolls, and by telling trolls they would kill elves. This was the first clear-cut agreement that delivered any of the region to humans directly. The elves probably planned to retake it at their convenience, but that has not come about yet.

Dissatisfaction with the leaders of the Third Council grew, until at last the Votanki Peoples agreed to throw off their draconic yoke. Many other borderlands of the Third Council were also revolting. At first, the Votanki were overrun by a brilliant raid by Third Council mercenaries. The Votanki asked for outside help from the bands of mercenary adventurers, who thought they might seize themselves a kingdom while aiding the hunters. Many failed.

In 1082, the leader named Balazar came from the Northwest lands with his cult of Yelmalio and made many friends with the Votanki, both through his military skills and through his wisdom in dealing with the simple hunters. Within five years he was hailed as the leader of all those peoples, and two years later he was crowned as King Balazar. His lands became the Lands of Balazar, later called simply Balazar after him. Ever since then the clans have revered him as their greatest Hero and taken his name as their own.

After the Dragonkill, the sons of Balazar decided that they would best suit themselves and their people by remaining at home, and for nearly the whole of the next Age they did that. Dragon Pass was closed through fear and superstition, and Balazar entered a period of isolation amid primitive squalor.

The kingdom which Balazar had hoped to found was an empty dream in this unfertile land. The hunter chieftains who tended the children of Balazar raised each according to their own tribal interests, so the three sons were quarrelsome rather than cooperative.

In 1250, a trio of giants began ravaging travelers near the citadel of Dykene, and then the king was killed in combat with them. Then they tore the citadel down almost to the ground and scattered the survivors. It remained in ruin until 1580, when rebuilding started under the direction of the great-grandfather to Skilfil Heartpiercer, the current ruler.

Around the year 1300, wanderers and refugees increasingly moved into Balazar from the west. These were mostly hill tribes who worshiped Yelmalio or Orlanth, and who were retreating before the rapidly encroaching Lunar Empire. The tribes accepted some; many died, and more stayed or passed on as they wished. Many raised bands of hungry or greedy hunters who followed them into wars. Thus, many Balazarings went away to the lower lands for several years, led by foreigners.

Kings of the citadels made an occasional name for themselves, either through a wise and peaceful rule or a glorious and bloody one. The citadel of Elkoi was ruled between 1526-1564 by the vigorous Vizkinni clan, who were clever and lucky in war. The greatest of them was the last, King Partobas the Bold, who so often led successful raids against the Lunar provinces that all of his soldiers rode Lunar mounts.

In 1563, the patience of the Lunar Provincial Commander gave way and he ordered a punitive expedition against the raiders. In early spring of 1564, a small column of Lunar soldiers set off, rapidly made their way to Elkoi, and then took the citadel after three days of siege and a single magical assault. They stuck the head of Partobas atop the old gate and sold his relatives into slavery. The Lunars placed a loyal hunter named Bytokus (who had guided them thence) on the throne of the citadel and left loyal soldiers to help him. Glyptus, the descendant of Bykontus, still rules them.

People of Note

Blueface: There are many shamans in Balazar but there is only one Blueface. Balazarings say he is centuries old and rumored to be nearing godhood. Blueface is above tribal bickering and goes where he is needed. His face is tattooed with stylized runic whorls and swirls, and brilliant blue. Blueface is often accompanied by a huge saber-tooth tiger called Greyrunner Runefang.

Glyptus the Good: The king of Elkoi citadel is a weak-willed Lunar puppet allowed to rule as he wishes because the Lunar Provincial Government has no interest in directly administering the local barbarians.

Gonn Orta: This enormous giant was born in the God Time. In the First Age, he was a friend of the dwarves, but that friendship soured during the Second Age. He was instrumental in the Giant Revolt which smashed many dwarf strongholds and released the stone Jolanti. He settled atop the Rockwoods in 1042, founding his market and remaining there ever since.

Granny Keeneye: Since the time of Balazar there has been a Granny Keeneye. She is an immortal Chaos spirit that has possessed an unbroken string of bodies for centuries on end, each incarnation passing on the same spirit and intelligence to her successor. As she wears a body, it slowly warps and metamorphes into her true form - something entirely non-human. Eventually she takes a new host, passing the victim's spirit into her used monstrous body.

Skilfil Heartpiercer: The direct descendant of the Hero-king Balazar the Founder, the king of Dykene is a famous warrior king. He magically quested to the High Flyer to gain the flock of seven giant hawks that carry his warriors and protect his citadel.

Yalaring Monsterslayer: The king of Trilus was a mighty hunter in his youth. He and his followers overthrew the despotic Gadaringer dynasty that had ruled the citadel for two hundred years. He is liked by the citizens of Trilus. His wife, Queen Vania, is also a well respected warrior in her own right. They have three children.

Places of Interest

Balazar: A rugged and thinly populated expanse of land, Balazar lies between the Elf Sea on the north and the eastern Rockwood Mountains on the south. Its grassy plains and grassy hills support many herds of wild cattle and other such animals. Local barbarians and prides of smilodon hunt the herds.

During most of the Second Age, trolls occupied the land. Some old ballads refer to this, and the Balazarings claim that their Found himself conquered the trolls. Non-Yelmalions delight in pointing out that the trolls had already been exhausted by the elf wars.

The barbarians of the area are the Balazaring peoples. They trace their descent from the legendary Balazar, famous as a leader of a Yelmalio legion during the days before the Dragonkill War. He met, and wed, a local hunting nymph and they had three sons. Balazar marched to war with the True Golden Army while his sons were still boys. Like most members of that army, he died in the Dragonkill of 1120. Everyone knows that the sons quarreled afterwards for the inheritance and became dire enemies. Since that time there have been three tribal fortresses, housing the three kings of the tribes. The three forts are Dykene, Trilus, and Elkoi.

Bear Hills: The hills mark the easternmost region of Balazar. They were said to be the home of the King Bear until Balazar and his children, aided by Brother Dog, defeated him.

Bear Woods: The pine woods were once where the Great Tree of the Elder Wilds was rooted, until it was destroyed by the trolls in the second age. A large number of green elves live in these woods.

Bilini River: This relatively tame river is populated every four years by great numbers of Elf Sea salmon.

Dog Hills: A large range of rolling, rocky hills in west Balazar. The region is usually claimed by Elkoi, and the clans centered there are usually its allies.

Dwarf Hat: This mountain is part of the Greatway dwarf complex and inhabited by dwarves.

Dwerrow River: This river is deep enough to be occasionally occupied by huge monsters from the Elf Sea. It is rightly known as deadly; most Balazarings recommend avoiding it. It effectively divides Balazar into two regions. It is one of the rivers used by the Elf Sea salmon every four years for spawning.

Dykene: One of the ancient citadels founded by Balazar but destroyed by giants and only recently resettled. It is famous for its great hawks that serve as mounts for its warriors.

Elder Wilds: A distant region, rarely visited by humans, where large numbers of the Elder Races still live. The region has never been conquered by humans; to most peoples it is hostile territory. Its inhabitants have always been members of the Elder Races.

Eleven Big Giant Mountains: A range of very high, ice-capped mountains in the eastern Rockwoods, they are ancient giants who rebelled against the gods and were turned to stone. All giants are descended from two or more of these giants. The southern portion of this range, called the Three Little Giant Mountains, gives birth to the Zola Fel River which flows into Prax, and it is these giants who used to float their babies down the river to the sea.

Elf Sea:The Elf Sea is an extremely large fresh water lake located adjacent to both the Elder Wilds and Balazar. No elves have been seen on this great freshwater lake for many centuries. Recently, the sea has become infested with a plentiful supply of exotic and dangerous creatures, and it has become all but impassable.

The Elf Sea got its name during the First Age. The elves once grew wondrous shapes, and from them constructed magical ships and boats. From the Elf Sea they sailed northward upon the Arcos River, and also portaged their boats from the Elf Sea overland to the Oslir River. The forest which grew the boat parts was in the Balazar region, but has since been destroyed, perhaps by Zorak Zoran, or even by some Fire god.

Elkoi: One of the ancient citadels founded by Balazar and occupied by the tribal kings ever since. In 1564, Elkoi was seized by the Lunars. Ever since that time, Elkoi has remained a Lunar outpost under the rule of a client king and is surrounded by a small agricultural population.

Er'oring Wilds: This vast, virgin woodland is the remnant of the ancestral forest of the Elder Wilds Aldryami. It is thick with elves who fiercely defend it against all intruders.

Gonn Orta's Pass: This mountain pass is the home of a great, ancient, benevolent giant Issaries priest. Gonn Orta is friendly to all strangers who come in peace and will trade with almost anybody. The giant resides with his companions in a huge stone structure which completely blocks the pass, the only way through the eastern Rockwood Mountains for hundreds of miles.

Gork's Hills: These rolling, wooded hills in the Elder Wilds are inhabited by tribes of trolls. It is the "final" resting place of a powerful old vampire from the Empire of the Wyrms Friends period. This vampire is believed to be the senior-most vampire of the entire region.

Greatway: One of the major dwarf strongholds in Genertela, outsiders can see the beautiful town carved upon the slope of the mountain. An extensive city honeycombs the interior of the eastern Rockwood Mountains for many miles. Dwarf Hat is the name of a nearby tall mountain with its own external city, but is actually part of the underground Greatway. Although the dwarves were members of the various Dragon Pass Councils, they disdain to trade with Dragon Pass, but maintain some mercantile interests with the primitive Balazarings to the north.

Griffin Mountain: A tall and lonely peak located in the midst of the North Plains, it is inhabited by a clan of griffins. There are rumors of a great treasure to be found near the top of the mountain. The nearly extinct Windberry tree is also rumored to grow here.

High Wood: The southern forest of eastern Balazar, this is a mixed forest of conifers and deciduous trees. It is the wildest of Balazar's woods and inhabited by brown elves.

Highbridge: This unusual geographic feature spans the Dwerrow River between the East Plan and West Plain. It is a stone arch 15' wide and 180' long, curving gracefully over the dangerous waters 30' below. It is believed to be dwarf-made. Legend says anyone who tries to claim ownership of the bridge will be cursed.

Look Hill: The highest point in the West Plain. From it one can see east or west, since it is the watershed for the West Plain.

Rockwood Mountains: These Mountains are a sheer range thrust upward in God Time as an impassable wall separating warring races of men. It has served its purpose well. Many peaks of the Rockwoods are so high that they are permanently snow capped, and in the winter, the snow demons spread their realm lower on the slopes and invade the lands of men.

Parts of the mountains are ruled by dwarves who have vast cities tunneled deep into the rocks and spend most of their lives underground. Other parts are inhabited by huge mountain giants who cause rock and snow slides to kill any person stupid enough to try crossing them by climbing.

South Wood: This forest is mostly conifers on the upper slopes of the Rockwood foothills, but deciduous on the lower regions around both banks of the river.

Trilus: One of the ancient citadels founded by Balazar and occupied by the tribal kings ever since. Its current King is Yalaring Monsterslayer. It has a temple to the Lightbringer gods of the Orlanthi.

Troll Hills: These steep and craggy foothills, much dotted by tumbled rocks, are inhabited by countless uncivilized trolls. There are no trees left. The hills are covered with very tough brambles and brush, along with the common high grass.

Valley of Hammers: This region of the upper Dwerrow River leads into Greatway Moutain. It is devoid of vegetation. Is is said to be the road made by the dwarves long ago to get safely down from Greatway to the lowlands. It is still often used for this, though they also use more secret routes.

Deities

Primary Balazaring Deities

Founchild is the primary god of the male Balazaring population. He is the god of hunting. Hearth Mother is the primary god of the female Balazaring population. All Balazarings trace their lineage to these two deities, and all Balazarings participate in lay-level worship of them. Most adults aspire to initiate to one of them.

Foundchild Foundchild is the hunter god. Most Balazaring men follow Foundchild.

Hearth Mother The Hearth Mother is goddess of the home. Most Balazaring women follow Hearth Mother.

Balazaring Spirit Cults

Balazarings worship spirit cults through a shaman and receive benefits. Most Balazarings recognize and worship several of these spirit cults. Only a small number of Balazarings will initiate to these spirit cults.

Brother Bee

Brother Bear

Brother Dog

Elf Sea

Inora

Rigitania the Hunting Nymph

Strelite

Tornado Spirit

Vontaki Votank is the son of Hunter and Hearth Mother by most people. He is the ancestor of the people of this region. He taught them how to live and survive.

Foreign Deities

These are imported gods that many Balazarings worship, especially those clans in and close to the citadels. It is not uncommon to find Balazar and Yelmalio worship throughout the region. Lightbringers are primarily located in Trilus, and Seven Mothers are primarily located in Elkoi.

Balazar Hero/god of the people of the three citadels and the surrounding hunter clans.

Citadel Gods (Elkoi, Trilius, Dykene)

Etyries

Lightbringers Foreign deities worshiped at a small temple at Trilus.

Seven Mothers Foreign deities worshiped at a small temple at Elkoi.

Yelmalio Foreign deity brought to the region by Balazar. He is traditionally worshiped by the ruling class of the citadels as well as many of the soldiers.

Vrimak

Elven Deities

Aldrya The goddess of the Aldryami (elves).

Flamal

Yelmalio

Troll Deities

Kyger Litor The great mother and goddess of the trolls.

Zong Hunter god of the trolls.

Zorak Zoran The berserk war god of the trolls.