"Growing Pains"Growing Pains Introduction This is a supplement for RuneQuest, taking place in the East Wilds, which is the eastern part of Ralios. In order to utilize this material to its fullest, the GM should be familiar with the Orlanthi culture (as presented in the Glorantha box) and the cult of Orlanth (found in River of Cradles, for instance). The scenarios given here are intended as an introduction to a larger campaign, covering the entire East Wilds region. East Wilds The eastern regions of Ralios are dominated by orlanthi barbarians, unlike the western part, which mainly consists of the Safelster states. Orlanthi in the East Wilds lack the sophisticated society of their western neighbours, relying on their ancient traditions to guide them. Contact with Safelster is limited both in terms of cultural influence and of trading opportunities. The East Wilds are isolated from the rest of the world by mountain chains to the north, east and south. Only to the west is normal travel possible, chiefly by way of the Doskior river. Much of the contact with other lands is with the Queendom of Halikiv, but this is often of a hostile nature. Before Time the area was populated by hsunchen, who survived the Gods War by staying true to their primitive, close-to-nature faith. But during the Dawn Age, many of them were convinced by Theyalan missionaries and converted to Orlanth worship; these tribes also followed Nysalor when his empire reached them. The people of Ralios experienced a brief period of cultural flowering under the Golden Empire, but this was brutally ended by Arkat the Traitor, whose Dark Empire dominated this region in the early Second Age. The Halikiv trolls played the oppressors' role with enthusiasm. When the Dark Empire fell, the humans of the East Wilds had been isolated from other human cultures for a long time, and only towards the end of the Age was any real contact made with the West. The Third Age was at first characterized by a deepening of relations with Safelster, but this ended in war and renewed isolation. The Adventure The three scenarios in this book form a mini-campaign, stretching over several years and intended to introduce the East Wilds as a campaign setting. For this reason we strongly suggest that player characters are local-born, and have included a description of the Otter clan as a home locale for them. If you really want to introduce foreign adventurers, or just more experienced orlanthi, changes will have to be made in the background and/or plot - we provide some suggestions in the introduction to each scenario. The basic structure of the plot is as follows: the PCs are tricked into doing something which initially seems beneficial, but in the long run turns out to have disastrous effects, and can only be rectified through heroic efforts on their part. The purpose of the whole exercise is to teach the characters (and their players) something about Orlanthi virtues, in particular about taking responsibility for their own actions. The first scenario begins with the player characters about to undergo the final stage in their initiation into the Orlanth cult: a journey to the Other Side, the local mythical terrain. Normally, this is just a quick visit, the main purpose of which is to impress young Orlanthi with how real the magical and religious side of existence is. This time things are different. Instead of the guide they were supposed to receive (a sylph, flint slinger or other wind being), the PCs are met by a strange red-headed woman who is not very helpful, even if she claims to be. She tells them their mission is to find a poem. Four entities or groups each hold one fragment of this poem. Put together, it provides a clue to the second scenario. Actually, the poetry hunt has nothing to do with their initiation, it is part of a scheme devised by the person who calls himself the Wise One. He is a Riddler, a servant of Osentalka, who wants the PCs to find and use the wheat hidden in the temple. To this end he has enlisted the aid of the red-headed woman (who is really a spirit of Disorder), planted the fragments of the poem, and intruded into the ritual that brought the PCs here. Now only he can return them home, and will do so when they have pieced together the poem. The Wise One is a kind of ghost - he was once a brilliant agricultural researcher by the name of Alchangir, with plant improvement as his particular field of expertise, who can find no rest as long as his last invention remains untried. His motives are basically altruistic; he is firmly convinced that "transwheat", as he has called it, is a great boon to mankind, and has never considered the possibility that it might be less than perfect. After the first scenario is concluded, time passes until the midst of Storm season comes around, bringing torrential rainstorms with it. One night, the PCs are troubled by dreams wherein the poem they found in the first scenario plays a central role. The following morning, the landmark known as the Rock has partially crumbled, revealing part of an ancient building. This was once a temple to Osentalka. The second scenario is centred on the exploration of those parts of the temple complex that have not yet caved in. The PCs will find a number of mysterious objects, some of which are dangerous, but first and foremost they will discover the barrels of transwheat. This is the treasure alluded to in the poem. When the new grain is tried, on a small scale at first, it will be found to yield much larger crops than normal wheat. Soon the entire clan will be planting transwheat and enjoying great prosperity. Alas, there is a catch. This strain of wheat has gained its increased size and fertility through an infusion of Chaos. Alchangir was convinced that chaotic energies could be harnessed for the good of mankind, and after many failed attempts came up with an apparent success. But Chaos is essentially unpredictable; after the transwheat has been in use for a while the taint, which at first is so minute as to be undetectable, will give rise to a new mutation - a hitherto unknown disease. This will first be noticed when people start falling ill, hallucinating wildly and teetering on the brink of insanity. Attempts to return to the old ways fail since Ralia is displeased; it will become impossible to grow any kind of wheat at all on the clan's lands. The PCs will, somewhat unfairly, be blamed for this catastrophe, and forced to flee from their home in some haste. The third scenario concerns the PCs' attempt to repair the damage they have inadvertently done. They need expert advice on how to avert divine wrath, and the logical place to go for this kind of help is the 'big city', Istakax. Once there, they learn that the only cure is to go on a Sacred Quest that will convince Ralia to restore the fertility of their lands. They have several options as to which quest to go on; depending on their attitudes, they will be faced with different obstacles. Hopefully, they succeed, though probably not without a good deal of hardship. Returning home, they are once more hailed as saviours. One final note: this mini-campaign is extremely tough, and in no way typical of what young would-be adventurers are faced with. It is designed to drive its points home forcefully and shape the player characters into true Orlanthi. The Otter Clan This clan is part of the Rolin tribe, which is ruled by chieftain Kvid, of the San clan. He resides in the village One Hundred Ears. The Rolin tribe is located in the land of Delela. Rolin tribesmen tend to be large, strong and hairy types. The Otter clan is composed of more than 400 people (somewhat below average size for a Delelan clan), of which roughly 150 are children (that is, not initiated). Most of the clansmen are farmers, using the pony-like native horses to pull their wooden ploughs. About half also herd sheep, while the rest supplement the yield of their fields with fishing or hunting. Craftsmen in the clan's village include a smith, a carpenter, a leatherworker, two boatbuilders and two herbalists. There is also a part-time merchant. The clan thane keeps five warriors and a lawspeaker at his stead. Both Orlanth and Ernalda have local shrines. The clan is split into three bloodlines: Aren's, Bulrik's and Joren's. These employ different colours, in decorations or warpaint for instance, to mark their affiliation. Aren's, the most populous, has almost 200 members, their colour is yellow. Next is Bulrik's line, with approximately 120 "red" members. Joren's "blue" blood, finally, barely has 100 members. There is a certain rivalry between these different bloodlines, but no serious conflict. Outwardly, they all stand united, of course. Neighbours to the south are the hsunchen Otter People, with whom the clan has always had good relations. Less good are those with the Kott clan (also of the Rolin tribe) to the north. There have been many raids and other troubles between the Kott and Otter clans throughout history. Galanini, horse people, live in the wastelands to the east and west. There is hardly any contact at all between them and the local orlanthi. History A story known to all clanspeople: "Many, many years ago, even before the days of king Retter, the forefathers of the Otter clan lived further north. Then came an evil time with poor harvests and kinstrife among the people. To protect themselves and their families, three brothers left on a quest for a safe place to live. The three brothers were Aren, Bulrik and Joren, sons of Verad. While wandering t...
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