TEXT: 1
  A Rough Visit to Glamour
  A detailed Scenario outline based around Reaching Moon Megacorp’s “Rough Guide to
  Glamour”. It also uses location descriptions and the map of the Lunar Empire from Avalon
  Hill’s “Glorantha: Crucible of the Hero Wars”
  Author: Ian Thomson. Originally published in 'Pavis and Big Rubble Companion: Vol. 1', which was
  part of 'Ye Booke of Tentacles 3' (Tentacles Press, 2000)
  Essential Accompanying Material: ‘Rough Guide to Glamour’
  This piece is designed as a companion to that publication. Otherwise the Storyteller
  would have to create a detailed map and spend some serious time and imagination to fill
  in the gaps. Hero Wars details are not included, only RQ3.
  Also Recommended: Tales of the Reaching Moon: Iss. 15 (Prax 2) + 16 (Lunar Special);
  Gloranthan Bestiary; RQ ‘Monsters’ book; Genertela: Glorantha (Crucible of the Hero
  Wars); Rough Guide to Boldhome.
  Without these the Storyteller will need to: create an outline map of the trip across the
  Empire; exercise some imagination; create statistics; and skip the day in Boldhome. Also
  lost would be some useful visual aids.
  Acknowledgements:
  Principally: The ‘Rough Guide to Glamour’ by Nick Brooke, Chris Gidlow, Kevin Jacklin,
  Mike Hagen, David Hall, Michael O’Brien, Sandy Peterson, and Greg Stafford (Reaching
  Moon Megacorp, 1998)
  Also: Rough Guide to Boldhome; Tales of the Reaching Moon: 15+16; Glorantha Con IV
  Compendium; Ye Booke of Tentacles 1; Michael O’Brien’s ‘Vivisculpture’ ideas and
  Moonboat suggestions.
  Editing assistance, encouragement and suggestions from Nick Brooke; Wesley Quadros for
  the current ‘Hero Wars’ ideas on moonboats; Peter Metcalfe for the Moonboat
  Chronomancer; Michael O’Brien for discussing some of the ideas here; and general
  inspiration from the Glorantha Digest (including David Cake’s comments on ‘Chaos in
  Glamour’).
  Playtesters: James Squirrel, Peter Ujvari, and Andrew Shelton
  Proofing: Rex MF Smith and Derek A Stoelting.
  Gian Gero for the details on Agrestis.
  1) Explanation
  This scenario could commence from a variety of places across Glorantha. I set it to
  start in New Pavis, because that was where the campaign was happening, and the
  Players/PCs had been fascinated by the arrival of the Coders. I wrote this scenario
  outline due to my appreciation of the wonderful ‘Rough Guide to Glamour’. It was an
  experiment, starting with the idea to take the PCs to Glamour and see what occurred. The
  experiment worked, the Players hugely enjoyed wandering around the decadent capital,
  talking with odd people, taking in the sights, and even enjoying simple things like
  eating at “Moonrock Cafe”.
  Notes: Currently, I am unclear as to the visibility of the Red Moon outside the
  Glowline. So you might wish to decide on this for your Glorantha and then reword a few
  parts of this piece. Running the Moonboat voyage served as a useful vehicle for reading
  out excerpts about the Lunar Empire from the Genertela book, and other sources,
  disguised as summaries of conversations with fellow passengers. Finally, please note
  that some favorite PCs might be unsuitable for some, or all, of this scenario. For
  instance, No Stormbulls!
  Abbreviations:
  G:G – Glorantha, Genertela: Crucible of the Hero Wars
  RGB – Rough Guide to Boldhome
  RGG – Rough Guide to Glamour
  RM – RuneQuest ‘Monsters’ book
  TRM – Tales of the Reaching Moon
  
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  2) House Campaign Introduction
  Following on from an expanded version
  of Borderlands, I was enthused by an
  idea on the Glorantha Digest (Nick
  Brooke or MOB I think) that Raus made
  a reasonable choice for next
  Governor. With the Coders in town and
  the Cradle episode about to occur, I
  was lucky with the timing. Suddenly
  Sor-Eel was in disgrace, sacked on
  the recommendation of the Coders.
  Raus saw his chance and petitioned
  Count Julan. Julan responded
  favorably, but said that they must
  wait on the approval of the Emperor,
  and Raus felt his hopes dashed! After
  all, the time it took to process the
  paperwork merely for an application
  to be considered! During that time
  any number of people in Glamour would
  have twisted the Emperor’s ear and
  been appointed to the Governorship.
  Then Raus overheard a discussion
  about a Moonboat being diverted
  urgently from Boldhome, called to
  take Sor-Eel and his family and
  retinue back directly to Glamour for
  debriefing.
  Raus had a flash of inspiration, and,
  pulling in his every favor, managed
  to book passage for himself and a
  handful of retainers all the way to
  the Capital. (In my game Raus has an
  Irripi Ontor brother living in Pavis
  – ‘Sardeus of Rone’ – who helped
  significantly in calling in these
  favors, and in dealing with Glamour
  bureaucracy. If you want to use Raus,
  and yet such a brother cannot be
  added in Pavis, Sardeus might be
  either an old friend in Pavis or
  still Raus’ brother but one who lives
  in Glamour. Whatever you decide, he
  is a useful plot device for
  explaining Raus’ relatively quick
  success (or lack of, if that is what
  you decide). Various parts of the
  scenario refer to that rationale of
  this introduction, so be prepared to
  edit accordingly if required.
  Incidentally, the game reason I gave
  for taking his local mercenaries
  along as retinue, rather than
  polished Lunar soldiers, was that
  Raus was hoping to impress the
  Emperor with his command of loyalty
  from Praxian residents. Certainly he
  would still make sure they were all
  immaculately groomed to fit the
  stereotypical image of the noble
  savage, exotic nomad, or esoteric
  specimen of an Elder Race (dependent
  on PC types).
  2A) Alternate Introductions
  From Pavis or from Boldhome, couriers
  travel throughout the Empire. Some of
  these couriers are shining examples
  of Pelorian youth – men and women
  destined for Lunar greatness. Others
  are more secretive and dubious,
  recruited from local populations or
  suspicious foreigners. Perhaps
  someone you’ve known for a long time
  is a Spoken Word agent? He or she
  might be suddenly summoned to the
  Heartlands, given a cover as an
  official courier, merchant or
  ambassador, given cash to hire some
  bodyguards, and told to be ready to
  leave in two days. Or, they might
  instead be operating under their own
  brief, carrying a vital message for
  the Emperor that will somehow also
  motivate the PCs to join them (see
  below). With no time to find regular
  mercenaries that can be trusted, this
  person comes running to the PCs,
  desperate for their help as his
  bodyguards, and offering a suitable
  cash incentive, plus full bed and
  board for the trip.
  Using an alternative introduction
  might also require adding a couple of
  extra encounters. After all, if the
  contact NPC is worried enough to hire
  them as bodyguards, then perhaps
  someone will try and kill him in
  Glamour, or even on the Moonboat,
  before he can deliver his important
  message to the Emperor. Perhaps the
  assassins will even succeed, leaving
  the PCs to deliver the message. (The
  assassins should not succeed before
  the PCs have been left for at least
  two days to wander Glamour alone,
  whilst the NPC spends his time
  struggling with the bureaucrats just
  to get an appointment with the
  Emperor – whom he insists he must see
  personally.)
  
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  The plot thickens if this message is
  something like the one destroyed in
  “An Interview with Roan-Ur” (Penny
  Love, Tales of the Reaching Moon:
  Iss. 16). In brief, that message
  recommended Roan-Ur’s dismissal, due
  to chaotic activities likely to
  seriously undermine any chance the
  Empire has to convince any Orlanthi
  peoples of its benign overplan. (See
  also ‘Kree Mountain’ if you can find
  a copy.) The motivation for PCs to
  take over the messenger role could be
  Lunar: ‘the courier must get
  through!’. Or even Orlanthi: ‘Roan Ur
  must be stopped!’. Perhaps one of the
  PCs needs to assume the courier’s
  identity, although such a thing might
  not stand up to zealous Lunar
  scrutiny once within the Empire.
  3) Preparations for Departure
  Raus knows that a Moonboat is
  arriving in Pavis any day now, to
  collect Sor-Eel and his family and
  then return them to the Lunar
  Heartlands. (The Lunars don’t want to
  be seen to be losing face and so it
  has to look all nice and official.)
  Raus calls the chosen PCs together,
  probably only 3-5, and tells them his
  plan. He has arranged permits through
  his brother to allow them to be in
  the Empire for up to one Season on
  special business.
  “My mercenaries. As you well know,
  the Cradle fiasco caused Sor-Eel to
  overextend himself and he squandered
  his resources. The Coders had also
  cautioned him for mishandling the Air
  Temple incident. (Delete this second
  reference if you have not run “One
  High Priest Too Many” from Strangers
  in Prax.) In private I think he is
  prone to foolish actions. If the
  Empire is to continue here in Prax,
  we must cultivate a relationship of
  respect with the natives and the
  Sartarite colonists. We should have
  halted the Cradle at Pavis or Corflu
  only to study it temporarily, simply
  putting Knowledge cultists on board.
  We should not have attacked it like
  it was treasure in a locked chest
  protected by dogs.
  I believe that rebellion is
  fermenting here as it has been in
  Sartar, and if we want to avoid
  massive bloodshed then changes must
  be made. I believe I am the man to
  make those changes. At the moment,
  Centurion Radak is acting Governor.
  However this cannot continue, as he
  is not fit for that position. I
  believe I am, but Radak is Sor-Eel’s
  man and will not support my proposal.
  The only way I can see to cut through
  all the red tape is for me to
  petition the Emperor himself.
  Therefore we will be accompanying
  Sor-Eel and his retinue aboard the
  Moonboat that will collect him, and
  flying to Glamour, the capital city
  of the Empire.
  I wish you to accompany me as
  representatives of the various
  cultures that support me. I think
  that will help my case. My brother,
  Sardeus the Sage, will also be coming
  with us (or “will be meeting us in
  Glamour”), and Daine will remain in
  charge of the Fort in my absence.”
  (Note: Daine is still alive in my
  Campaign.)
  Duke Raus draws the Rone Sword from
  its scabbard and suddenly seems
  taller and more commanding.
  (Any PC that fails a POW-2 roll bows
  automatically in deference.)
  “With the power of my ancestors bound
  into the Rone Sword to support and
  advise me, I feel my case is strong.
  I am the right man for the job, and
  can turn Prax into a place that
  Lunars, Praxians, and Orlanthi will
  be proud to live in. I do not believe
  that brutal oppression wins anything
  except armed resistance in the long
  run, and forging a new Prax requires
  diplomacy and understanding. I am
  hoping you will support me in this!
  (Pause) It is a great journey, but
  swift by Moonboat. If my petition is
  accepted we shall return swiftly the
  same way. If it is rejected we shall
  have to make our own way back along
  the Oslir River and then I would be
  greatly appreciative of your
  
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  protection and loyalty, as I shall be
  if I become the new Governor.”
  (Note: It is entirely possible that
  Raus is a dangerously deluded
  idealist, but for this scenario that
  does not matter.)
  4) Sor-Eel’s Retirement Party
  The Lunars organize a street Festival
  for Sor-Eel in New Pavis. The
  Moonboat will arrive in the early
  morning and depart in the evening. It
  moors again (use cover of “Strangers
  in Prax” as a visual aid if
  available) atop the Pavis Temple.
  This day is declared a public
  holiday, and the Lunars ‘encourage’
  the whole populace and the different
  interest groups to come out and throw
  flowers, and send representatives to
  make speeches. Even Sor-Eel is forced
  to take part in this charade. The
  official word is that he is retiring
  for family reasons, but anyone with
  half a brain knows that it is because
  he made such a mess of the Orlanth
  Temple Incident and the Cradle
  Fiasco. Krogar Wolfhelm is ill and
  unable to attend the festivities,
  however Faltikus the Good thanks Sor-
  Eel on behalf of the Orlanthi
  Citizens of Pavis. PCs in the streets
  may notice that much of the cheering
  for Sor-Eel actually consists of
  howls of the foulest abuse.
  As the day draws on, and the
  festivities fade to a close, Sor-Eel,
  Bor-Eel, Agrestis (Sor-Eel’s jester
  in ‘Sun County’), and the rest of the
  ex-Governor’s retinue and family
  (about 18 souls in all) gather
  together outside the Lunar Barracks
  with their packed belongings. They
  are bodyguarded by the Lunar Coders,
  and Julan shakes Sor-Eel seriously by
  the hand, wishing him the fortune of
  the Goddess in his future endeavors.
  Raus has been ready for a few days
  and has ascertained that there is
  space for him and his people aboard
  the Moonboat. He has obtained from
  the Irripi Ontor Temple (via Sardeus
  or some other friendly contact) a
  permit for himself and his bodyguard
  to be given passage. He has also made
  a generous ‘donation’ to the Temple
  of the Seven Mothers, and gained
  Visitors' Visas for himself and his
  party for the City of Glamour,
  itself. Raus will wait until all
  other passengers and their luggage
  has gone aboard the Moonboat. Then he
  will have his party and their
  belongings rushed up the boarding
  plank. This gives less chance for
  anyone to argue, especially as his
  paperwork is in order and the
  Moonboat has some space anyhow. He
  will browbeat the Moonboat Security
  Officer into allowing them on board,
  flourishing their passes, and using
  the full power of the Rone Sword.
  5) The Moonboat “Darjini Enterprise”
  and her Crew
  Notes:
  i) It is likely that Moonboats, like
  Lunar Regiments, are quite varied in
  personnel structure, due to the
  requirements of individual missions.
  (The single common factor is that all
  essential flight crew are worshippers
  of Vargar the Sky-Mariner.) What
  follows is merely one (attempted MGF)
  example of a crew, albeit based
  strongly on current ‘Hero Wars’
  thinking.
  ii) For this part of the scenario you
  might like to devise a simple series
  of deck plans as further aids for
  players in visualizing their
  situation during the voyage. (See
  later for Moonboat details.)
  iii) All worshippers of Vargar are
  Darjini, or descendants of Darjini,
  and their secrets are handed down
  only to blood relatives. They will
  not discuss any such secrets, but
  otherwise are boisterous and
  approachable in a rough moon-sailor
  kind of way. As senior crew, their
  coarse and unusual ways have been
  transmitted to varying degrees to the
  other non-Darjini personnel.
  Vargar the Sky-Mariner
  This is a Lunar hero-cult of
  Yestendos the Reed-Boatman, who is
  the Darjini god of boat builders and
  sailors. Vargar himself was an
  outspoken Lunar advocator and led
  
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  pirate raids against the Alkothi
  during the Jannisor rebellion. He was
  later rewarded with a trip to the Red
  Moon, where he accidentally
  discovered that objects made of
  moonreeds would float in response to
  his magic. Much experimentation
  later, the first Moonboat was
  launched, and their construction and
  operation have remained secrets known
  only to the Vargari ever since.
  Voyage Procedures
  Behind the scenes, a Moonboat
  operates through a Vargari altar that
  focuses Lunar magic attuning the
  vessel to the Moonbeams. Moonbeams
  are available at any time, except
  during the dark phase of the moon
  whilst outside the Glowline. (The
  moon’s phases outside the Glowline of
  course regulate the ease and speed of
  travel.) A Moonboat outside the
  Glowline can travel for only very
  limited (and POW expensive) periods
  if it is out of sight of the Red
  Moon. The onboard altar is a shrine
  to Vargar, and the Red Goddess, but
  such details are probably unimportant
  to ‘landlubber’ PCs in any case. I do
  share (unofficial) visions with
  Wesley, of such an altar requiring
  constant attention from Vargar
  Initiates overseen by the crusty
  First Motivator: “I’m tellin ya
  Capt’n, the moonreeds are almost gan,
  we’ve given it all we can. If ya push
  her any hardar, we’ll drap like a
  stoon!”
  At the start of each section of the
  voyage, the main flight crew (all
  followers of Vargar Sky-Mariner) -
  Captain, First Officer, Pilot(s), and
  Ship’s Magicians - perform the
  embarkation ritual. This is a
  relatively brief ceremony performed
  on the foredeck, and the publicly
  comprehensible sections call for the
  blessings of Vargar and the Goddess
  on their voyage. The Captain
  activates the Rune Spell “Attune to
  Moonbeam”, and the boat begins to
  move. (This spell has no cost to the
  crew within the Glowline, but costs
  1POW outside it. This POW may be
  donated by any willing participant in
  the ritual, and is sometimes stored
  in the boat’s Truestone.)
  Whilst this occurs, the passengers
  are invited to a talk on procedures
  on the stern deck. In this voyage,
  the Medical Officer gives this talk.
  She informs them that naked flames
  are not permitted anywhere on board,
  gives an outline description of the
  crew and their duties, and describes
  the route they will take and any
  specific sites to watch out for. She
  also offers any Initiates of Lunar
  Cults the opportunity to sacrifice
  for the special Rune Spell:
  “Moonfall”.
  At the end of each section of the
  voyage, the Moonboat must moor to
  some object, as it is continually
  buoyant during its active life. In
  the Heartlands these are pylons on
  special Moonports, but outside the
  Glowline they might be such places as
  the top of the Pavis Temple, or even
  a particularly sturdy palm tree. The
  mooring ceremony is less impressive
  than the launch ceremony, but just as
  essential, as it holds the vessel in
  place long enough for a secure
  mooring to take place. At each
  mooring, a specially trained 'ground
  crew' comes aboard the vessel, to
  politely and efficiently clean it and
  restock the supplies (food, linen,
  moist towelettes etc). Occasionally a
  stopover will also bring Lunar
  Priests or Priestesses on board, to
  ceremonially renew the formidable
  protective enchantments.
  Moonfall: 1POW, automatic on leaving
  a Moonboatduring flight.
  This single-use spell will, in the
  extremely unlikely event of Moonboat
  failure, cause the user to drift
  slowly and safely to the ground.
  Directly above the user, a dome of
  pink glowing Moon-energy hangs,
  acting as magical interference with
  the forces of the earth (gravity) and
  the air (wind). (In practice, strong
  air currents may still make a
  controlled descent difficult.)
  
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  Captain
  Identity: Kulandro Ivedenus, Champion
  of Vargar the Sky-Mariner. Age 46
  Specific Duties: To oversee the
  Ceremony required for each launch and
  each landing. The Captain acts as
  much like a Priest as he does a
  commanding officer, activating (with
  the assistance of the Ship’s
  Magician) the ship’s altar that
  generates the link to the moonbeams,
  and monitoring that magic throughout
  each voyage.
  General Duties: Command of the crew,
  ultimate decision-maker in any non-
  routine situations
  First Officer
  Identity: Hodigus Jurrallar, Rune
  Lord of Vargar Sky-Mariner. Age 42
  Specific Duties: Advise the Captain
  when requested.
  General Duties: Act as the Captain’s
  voice in commanding the crew, oversee
  general running of the ship and
  report to the Captain anything
  noteworthy
  Ensign
  Identity: Darnel Fromakk, Initiate of
  Vargar Sky-Mariner. Age 25
  Specific Duties: To learn the ways of
  the Moonboat from his superiors
  General Duties: To assist his
  superiors with unfailing alertness
  and dedication
  Security Chief
  Identity: Frek Tordannov, Senior
  Spoken Word Officer, Tarnils
  Scimitar. Age 39
  Specific Duties: Organize watches,
  visa and security checks, clear goods
  and baggage before loading, oversee
  exchange of intelligence with Lunar
  operatives outside the Empire
  General Duties: To oversee onboard,
  and external, security, and to ensure
  discipline amongst the crew
  Security Officers
  A dozen superior Yanafal Initiates in
  their mid-late 20s: chosen for
  strength, speed, clipped politeness,
  and unswerving loyalty to the Lunar
  way. Each is enhanced with Lunar
  Sorcery before each voyage, and
  equipped with a variety of matrices
  and POW storage devices.
  Duties: Security in all its forms
  (including boarding-pass validation),
  first line of physical defence during
  the unlikely event of attack. Each
  one is also assigned to one or two
  officers as their personal assistants
  during the voyage, to fetch and carry
  as required.
  NOTE: Each Moonboat is of course
  heavily protected by enchantments and
  so the chances of actual boarding are
  minimal, even outside the Glowline.
  This size of Moonboat is simply not
  capable of supporting a huge number
  of warriors, although it is well
  suited for speed and maneuverability.
  Archers
  Attached to Security are ten superior
  archer followers of Sagittus, whose
  duty is to pick-off flying
  assailants, in the improbable event
  of their existence, as well as
  dissuade aerial creatures from coming
  too close. Five archers will be on
  deck at any moment, day or night,
  including one each on the fore and
  aft observation platforms. These last
  two double as lookouts.
  Pilot
  Identity: Danton Solos (Arrolian),
  Initiate of Vargar Sky-Mariner. Age
  26
  The Pilot’s Role on a Moonboat
  Within the Glowline this is largely
  straightforward, to assist the
  Captain in the launch and mooring
  ceremonies. Outside of the Glowline,
  Moonboats are much more subject to
  the vagaries (and sometimes
  hostilities) of the air currents.
  Navigation requires that the Moonboat
  is kept steady, riding (or tacking
  between) moonbeams. Any significant
  mistake at best brings a crash-
  landing, and at worst causes the
  Moonboat to plummet from the sky.
  Many Moonboats that travel outside
  the Glowline employ pilots from
  borderland areas such as Arrolia, due
  to their greater skills, honed in
  areas where the Moon does not yet
  
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  reign supreme.
  Unlike common practice on water-going
  vessels, a Moonboat pilot on missions
  outside the Glowline does not usually
  stand vulnerably on deck, but rather
  has a seat in the cabin that holds
  the boat’s altar. From here the pilot
  controls the vessel’s speed and
  direction whilst in a semi-trance. It
  is also worth noting that pilots must
  attune to the spirit of the
  individual Moonboat before the
  commencement of a mission, and only
  they and the Captain share this
  magical empathic link with their
  vessel. The altar cabin is protected
  at all times by two guards, who have
  sworn to protect the secrets of the
  Moonboats with their souls if
  necessary. Casual observation is not
  possible from a distance when the
  door is opened, as there is a small
  antechamber directly inside. Vargari
  might be seen beginning a deep bow of
  reverence before the main door closes
  swiftly behind them.
  Take-Off and Landing: Current Hero
  Wars thinking is that Moonboats cease
  to be buoyant when not actually
  flying, or in precisely controlled
  position for loading and unloading
  (needed at locations without proper
  Moonboat facilities). The Moonboat
  that delivered the Coders to Pavis is
  implied (and pictured) as floating
  above the great wall all day, but
  perhaps it stayed afloat for security
  concerns. After all, it may have been
  a special military courier ship.
  Keeping the buoyancy ritual going
  means being extra sure that nobody
  can get on without going through the
  guards. This would also seriously
  impress the natives. If you want to
  change this in your game, and revert
  to the splendid idea of mooring-
  pylons, that’s fine by me. In this
  piece I have indicated that the
  vessel rests on the ground between
  flights.
  Junior Pilots
  Identities: Lopis Milekos (28) and
  Stravan Roonvig (31), both Vargar
  Initiates
  Duties: to act as relief for the
  Pilot during routine sections of the
  voyage, and to learn excellent
  piloting skills from the Pilot
  Ship’s Magician/Navigator
  Whilst the title of “Ship’s Magician”
  is somewhat out of place, it is still
  customarily used as a reflection of
  the traditional nautical position.
  This position commonly includes the
  duties of Navigation Officer on
  smaller craft.
  Identity: Quillibbi Hastromangus,
  Chronomancer (Lunar Magician with
  specialism in understanding the
  phases of the Red Moon), Star Priest
  of Buserian. Age 47
  Specific Duties: to advise the Pilot
  and Captain of the ‘tides’ of the
  Moon, plot course and position
  General Duties: magical and spiritual
  security of the vessel
  Ship’s Acolyte
  Identity: Davanna Lopez, Chronomancer
  in training. Age 36
  Medical Officer
  Identity: Solandra Jannis, Initiate
  of Deezola, Age 27
  Duties: to oversee the mental and
  physical well-being of passengers and
  crew. (This position is the only one
  where no extra duties are routinely
  assigned to fill idle moments – after
  all, nobody wants to get on the bad
  side of their surgeon! Nonetheless
  Solandra assists the other officers
  as best she can. For instance, she
  gives the safety demonstration
  shortly before each launch.)
  Chief Petty Officer
  Identity: Rodal Byerblad, Initiate of
  Lokarnos. Age 28
  Duties: to ensure adequate
  provisioning of passengers and crew,
  to check goods and luggage on and off
  the vessel, to supervise the general
  staff, and manage the bar and kitchen
  General Staff
  Identities: Fourteen Pelorian
  teenagers or twenty-somethings, often
  students taking a leave of absence.
  (See Rough Guide’s description of the
  
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  decadent Lunar economy for ideas.)
  Duties: waiting on passengers and
  crew, cleaning the vessel in-flight,
  other tasks as ordered.
  Entertainers
  Optional (see below)
  The Other Passengers
  Probably there is not room for many
  more, depending on your perceptions
  of the volume of a Moonboat. So far
  in this scenario there are 47 crew, 6
  or so in the Raus party, and 18 or
  more in the Sor-Eel party, making
  already 70+ aboard. I leave you to
  devise more passengers, as whim and
  necessity drive you to populate your
  version of this scenario. Moonboats
  (except for the rare military
  transports) routinely outnumber
  passengers with crew.
  6) Atmosphere Aboard
  Raus and his brother are allocated
  one tiny shared cabin, and the
  mercenaries must all share another,
  unless any are female in which case
  they get their own (although it will
  be a cramped former storeroom).
  Remember that this is the mode of
  transport reserved usually only for
  the elite of the Lunar Empire's
  personnel. A Moonboat is quite
  lavishly decorated, although there
  are no bulky ornaments aboard. The
  public areas are few: the Promenade
  (upper deck), the Saloon (large
  central cabin with a bar and dining
  tables), and the narrow corridors and
  intersections belowdecks. Crew will
  be polite but aloof, except for the
  service staff, who might be more
  affable. The hold and crew cabins are
  included in a security warding.
  As well as Sor-Eel, Bor-Eel, their
  wives and children (if applicable),
  the ex-governor’s retinue consists
  solely of Agrestis and a handful of
  bureaucratic and military personnel.
  None of these are willing to engage
  in conversation of any depth, except
  perhaps for Agrestis, who will
  delight in tall tales and pranks.
  (Note: Agrestis was already an enemy
  of my PCs, and so pops up in Glamour
  to torment them. You might wish to
  devise a different way to gain his
  enmity during the voyage instead.
  Perhaps the PCs get fed up with his
  tricks and outrank him royally?)
  Rodal will man the bar during meals
  and at popular times (such as after
  dinner), but other than that the
  general staff take turns. The only
  other crew that are approachable are
  also hired entertainers, three
  Donandar cultists: Ricky; a drummer
  and flute player; Tasha, a singer and
  percussionist; and Sammy, a mean lute
  player. They are professional
  musicians from Tarsh, and are careful
  not to upset their employers. They
  are also good people, and amongst the
  minority that will talk with the PCs.
  Raus and Sardeus don’t have that
  problem, and are able to socialize
  with Sor-Eel and the other Lunars,
  although such conversations are
  unsurprisingly a little strained.
  Other Rooms aboard are:
  The cargo hold - split into three
  sections. On the first leg of the
  trip it contains only personal
  belongings.
  The galley and food storage area
  (kept magically chilled)
  The water tank (a source for drinking
  water, and embodying the boat’s
  sylph)
  Equipment lockers for the boat crew
  Small bunk rooms for the crew
  Slightly larger (but still tiny)
  cabins for the officers (but at least
  they get their privacy)
  The Captain’s cabin and his audience
  room
  The passenger cabins – still smallish
  but very comfortable
  The altar room, deep under the decks
  The Moonboat ascends like a slow
  balloon (not that PCs would know what
  a balloon is). It is propelled only
  by the magic of the Red Moon,
  orchestrated by the Officers. It
  climbs to around 300ft and sets off
  slowly west across the Praxian
  landscape under the stars. The faint
  red line of a moonbeam seems to pull
  
  9
  it gently, stretching before them as
  straight as a military road, but
  their course heads somewhat south of
  a heading directly into the Moon, and
  the moonbeam swings to stay with
  them. The Moonboat’s route eventually
  takes it north of the Dead Place, and
  despite the stark beauty of the
  desert landscape, there is little to
  see. On deck it is very cold, and
  travellers are better off in their
  cabins or the saloon. The Moonboat
  travels across the plains all night
  and arrives in Moonbroth in the
  morning.
  Meals are served aboard communally,
  although those with rank may demand
  to be served in their cabins if they
  wish. Nondescript PCs will draw
  attention from the more privileged
  passengers, however due to the
  presence of Sor-Eel’s retinue, this
  is already an unusually ‘low class’
  voyage. The only public entertainment
  apart from the minstrels might
  include impromptu sermons from an
  extremely dull and self-important
  Seven Mothers acolyte within Sor-
  Eel’s party. There are also many
  pamphlets in Pelorian, Trade and
  Sartarite on the bookshelves at the
  side of the saloon. Whilst the varied
  titles suggest a diverse selection,
  the content of each is designed for a
  single common purpose: to extol the
  virtues of the Lunar way.
  (If the PCs ask for details about
  Glamour at any point during the trip,
  refer to Raus’ speech later in this
  piece.)
  6A) Additional Ideas for the Voyage
  i) On the approach to Boldhome, some
  irate Wind Children, heroic Orlanthi,
  and massive sylphs attack the
  Moonboat. The craft is yet too
  distant for the Boldhome Lunars to
  know there is a problem. The
  Moonboat’s magical defences are
  phenomenal, as are the magic powers
  of the archers, and yet some heroic
  assailants are able to cast spells,
  and hurl missiles on board. Perhaps a
  few even gain the deck and begin hand
  to hand combat! This attack could
  just as easily happen as they pass
  Kero Fin.
  ii) At Moonbroth markets, or in
  Boldhome, or at the Furthest
  Moonport: Assassins strike! Whilst
  muggers distract the PCs, the chief
  assailant(s) go for Raus, or whomever
  the PCs are travelling with. What are
  their reasons? Revenge against Raus
  for perceived sleights against Sor-
  Eel? Or, trying to prevent the
  dangerous message reaching the
  Emperor? (Depends on your chosen
  storyline.)
  iii) Seemingly friendly fellow
  passengers (perhaps a couple of Sor-
  Eel’s retainers who are frankly glad
  to be recalled the Empire) offer a
  game of cards to pass the time.
  Before long some of the PCs owe them
  small fortunes, but are offered the
  chance instead to do a little
  delivery job once they reach Glamour.
  iv) A polished Lunar ponce (who
  happens to be a Yanafali Officer)
  takes a dislike to one or more of the
  PCs and makes challenge to a duel.
  Whilst combat to the death is not
  permitted in such a fashion aboard
  the Empire’s Moonboats, martial
  entertainment is entirely valid, and
  something can easily be organized.
  v) Although Alkoth was discussed as
  an interesting possible site for a
  mini-scenario, this idea was
  abandoned due to the complexity of
  the city. If you have access to the
  Alkoth details from Enclosure 1, and
  want to pursue this, go for it. On
  the river trip back might be more
  reasonable than the trip in.
  7) Moonbroth
  This oasis town is detailed in TRM:
  Issue 15, and the craft will spend
  the day there. It will land on the
  shore of the oasis itself.
  Read the first two paragraphs on page
  30 (up to ‘Inhabitants’) to describe
  the place.
  In Moonbroth the characters might
  like to visit the geyser, Beatpot’s,
  the Spa, or the famous Moonbroth
  Market. There is nothing unusual
  
  10
  designed to happen here, and the only
  unexpected people encountered are a
  group of seven White Moon pilgrims
  (Moonies) who wander round town
  trying to find people to talk quietly
  to as they prophecy that the violence
  of the Lunar Empire will be its
  downfall.
  (If Raus is asked his opinion, he
  thinks they are extremists, and will
  not admit in a casual conversation
  that he agrees with some of their
  principles.)
  As with all the stops outside of the
  Heartlands, various individuals will
  approach the Moonboat during its
  stopover. These may be seen
  conversing with members of the
  security crew, and can be presumed to
  be agents exchanging intelligence for
  orders. Other Moonboat crew might
  engage in a little trade, as a half-
  hearted attempt to cover the fact
  they are a very visible example of
  the Lunar Intelligence operations.
  The Moonboat departs as soon as the
  moon rises, and they spend another
  night travelling west, eventually
  arriving at the Quivin Mountains and
  mooring in Boldhome, above the
  building site which is destined to
  become the new Temple of the Reaching
  Moon.
  8) Boldhome (Sartar)
  (Read out the overview on pp
  xviii/xix of RGB)
  Customs officers will meet the boat,
  however as it is such a prestigious
  mode of transport Lunars need only
  complete one form. Any non-Lunars, or
  people with irregular status, will
  have to go to the Administration
  building in the Lunar Pocket (29),
  and register in triplicate, as well
  as answering probing questions about
  their journey and about Raus.
  The PCs have all day to investigate
  Boldhome and this can be a freeform
  business, using the ‘Rough Guide to
  Boldhome’ as source material. One way
  to introduce the place would be for
  any Orlanthi in the party (or a handy
  local guide) to explain its history
  (RGB pxviii) and then what there is
  to be seen. (Use a copy of the map
  and read the descriptions on pp xix-
  xxii.)
  One encounter of note could be with
  some Orlanthi locals who question the
  PCs in a surly manner about where
  they are from and what they are doing
  in Boldhome. In the playtest, the
  Picture Door generated great player
  interest, but the PCs had no
  authority to approach it. The
  Issaries PC (who was in fact the only
  Orlanthi pantheon character) was also
  greatly intrigued by the bowl that
  used to contain the Flame of Sartar,
  but Lunar guards would not let them
  approach it too closely.
  After Boldhome, the Moonboat again
  leaves in the evening, but this time
  it departs late, and travels for a
  night and a day until it reaches
  Furthest in Tarsh. There are only a
  couple of new passengers on this leg
  of the trip, both Lunar officials
  returning to the Heartlands. If
  available, use the map on p59 of G:G
  (Genertela book) to show the route.
  In the very early morning they will
  pass Wintertop 20km to port. It is
  described in that book as an
  “incredible peak towering 12km into
  the air”. I have also seen a picture
  on the net with a corkscrewing
  pathway winding up to the top. Legend
  says this is the place where Orlanth
  was born. It is dangerous to approach
  too closely because of Tarsh rebel
  activity.
  It will still be dawn half-light as
  any PCs on deck watch the huge
  mountain passing to the west.
  Suddenly, one will notice that the
  Red Moon seems bigger and slightly
  higher in the sky (ask for Scan rolls
  to see who notices first). Over the
  next few minutes the Red Moon changes
  from being one of the small low
  celestial bodies to a much more
  discernible Red Moon now several
  degrees higher in the sky. The effect
  is most unusual, and its red light is
  
  11
  a little stronger too. Obviously as
  dawn is breaking, subtle effects will
  not persist, but from now on (day and
  night) the Red Moon is present,
  getting higher and higher and larger
  and larger, and I’ll put a few notes
  in the text to remind this to be
  mentioned to players/PCs.
  NOTE: Your Glorantha, or indeed
  official Glorantha, might have a
  different set of visual rules for
  crossing the Glowline, although
  Wesley has given this the tentative
  nod.
  8) Furthest (Tarsh)
  This large city is heavily Lunarised,
  and is their first landfall within
  the Empire. It is the highest point
  up the Oslir River that large boats
  can reach. They arrive in the late
  afternoon, and are advised that the
  Moonboat only stops overnight. The
  vessel lands in the small Moonport on
  the banks of the Oslir, close to the
  river docks. This area includes
  several taverns, warehouses, and a
  small but active marketplace, where
  street entertainers amuse in the late
  afternoon and evening.
  If you have no scenario ideas
  developed for Furthest, Raus advises
  them not to leave it, due to customs
  checks and other problems due to
  travelling at night. If a PC wishes
  to leave for personal reasons (in my
  campaign one PC was actually from
  Furthest) then you might describe a
  prosperous Roman City and make up
  some details. The culture is 40%
  Lunars, 50% Lunarised Tarshites, and
  10% traditional Orlanthi. It is a
  very civilized place, a real urban
  center, with baths, a coliseum,
  parks, a university, a large library,
  an army training college etc etc.
  The Moonboat leaves very early in the
  morning and travels a very long day
  arriving late in the evening at
  Mirin’s Cross. (Use map on p36 of the
  G:G Genertela book) During the day it
  passes over the Oslir River basin,
  and watchers can see the many trading
  boats and small towns along its
  banks. This part of the world has
  obviously been settled for many
  years. Before noon they can see a few
  key-miles to starboard the large
  walled city of Filichet (p42
  Genertela book). It is probably worth
  emphasizing this amazing opportunity
  they have to observe the Lunar
  countryside from hundreds of feet in
  the air.
  The most friendly fellow-passenger so
  far (or a Lunar PC if there is one,
  or even Sardeus) can chat with them
  about the Lunar Empire today. In
  which case use the description in G:G
  pp 28+30 of the Genertela Book,
  finishing before ‘History of the
  Lunar Empire’. If they want to know
  the history, you can read that too.
  9) Mirin’s Cross (Lunar Empire)
  This is another large city, and the
  headquarters of the Lunar Provincial
  Government. Once again, the boat only
  halts overnight (I have only one
  paragraph of description to go on).
  The Moonport here is larger than the
  one at Furthest and more obviously a
  symbol of Lunar prestige. Statues of
  the Red Goddess and Vargar the Sky-
  Mariner almost reach as high as the
  windows of the control tower itself.
  Three other Moonboats are docked
  here, one of which is more than twice
  the size of their own, and another is
  leaving as they arrive. On the edge
  of the Moonport are several large
  hangars that could hold two or three
  Moonboats even larger than the one
  they have noted.
  From the Moonport they may see the
  many towers of the city in the early
  dawn as they set off, as well as the
  impressive crystal bridge crossing
  the Black Eel River, a tributary of
  the Oslir. This is the beginning of
  the main Lunar highway, known as the
  Daughter’s Road. It is so named
  because Hwarin Dalthippa, a consort
  of the Red Emperor, built it. Using
  great magics, the route she travelled
  on her HeroQuest grew up into a
  wondrous elevated roadway behind her.
  (Use illustration on p47 of TRM:
  Issue 16 as a visual aid.) At the
  
  12
  center of the crystal bridge stands a
  15ft tall obsidian warrior that moves
  only to defend the city from attack.
  It is apparently able to detect
  assassins and rebels passing by and
  knocks them off the bridge. (Perhaps
  it will turn to watch the Moonboat
  going by?)
  At Mirin’s Cross, the two officials
  from Boldhome get off and a party of
  Red Tribunes (Officers in the Cult of
  the Emperor) gets on. One of these
  will take a dislike to the PCs the
  next day and question them thoroughly
  as to what they are up to, ridiculing
  the Duke’s wishes to become acting
  Governor if told about them.
  Another very long day, this time
  travelling above the Daughter’s Road
  the whole way. When night descends,
  it become obvious that the Red Moon
  is slowly rising towards the center
  of the sky dome, the closer they get
  to their destination, and getting
  progressively larger as it does so.
  10) Jillaro and Alkoth
  Late at night they moor at the
  expansive Moonport outside Jillaro.
  Yes they are so deep in the Lunar
  Heartlands now that Moonboats are a
  normal experience (at least to
  observe). There are four other
  Moonboats here, one of which is
  obviously a military transport and
  soldiers patrol around it continually
  to prevent anyone approaching.
  Jillaro itself is a ‘marvel of
  beautiful architecture’. Another
  Daughter’s Road heads east from here,
  and the one they were following ends.
  This is another huge city, the
  capital of the ancient Sylila
  Sultanate.
  Once again the boat departs early,
  although today’s journey will be
  slightly shorter. As well as the
  usual fertile river valley features,
  around the middle of the afternoon
  they can see on the east bank the
  dark walled city of Alkoth. Alkoth
  was once a major capital that
  withstood the Lunars but has since
  been humbled. There is now a famous
  military college there, where the
  local Shargashi and the Yanafali feud
  almost constantly. Duels to the death
  are commonplace. The enormous
  featureless wall, a great, unbroken
  ring, under which the gates actually
  tunnel, surrounds it. Inside this
  city, correct codes of conduct are
  strict, and rigorously enforced.
  Fortunately the Moonboat is not
  stopping here and continues almost
  20km further to the city of Darleep,
  where it moors in the early evening.
  As the Red Moon rises, they can tell
  unmistakably that it is much larger
  and higher in the sky. Raus reminds
  them that they should be passing into
  the Silver Shadow region tomorrow and
  mooring at Glamour by nightfall.
  11) Darleep
  This may be the capital of the
  Kostaddi Sultanate, as the phrase
  ‘Kostaddi Sultanate’ is its only
  entry in the Genertela book. It is
  another Turkish-type city with
  minarets and churches, and once again
  Raus warns them not to leave the boat
  in case they fall foul of local
  customs. The Red Moon is fully two
  thirds of the way up the sky dome,
  and with careful squinting, the face
  of Rufelza (TRM: Iss. 16, p63) can be
  made out. The Moonport is very
  similar to those at Jillaro and
  Mirin’s Cross, although there is only
  one other Moonboat here at the
  moment, which is of similar size to
  their own.
  Their Moonboat stops overnight and is
  due to set off early in the morning,
  but a problem arises: a large party
  of senior Lunar Officers needs
  passage urgently, and all papers are
  examined. Raus’ permission is seen to
  be discretionary, and he and his
  party are politely but firmly asked
  to leave just before departure.
  Rather than cause a scene, Raus
  agrees. Sor-Eel is smugly
  sympathetic, and Raus and company
  collect their baggage and descend the
  gangplank.
  
  13
  Raus is obviously stressed about the
  prospect of seeing the Red Emperor,
  and once on the landing ground just
  sits on their luggage with his head
  in his hands and sighs: “Please
  arrange us passage to Glamour as
  quickly as possible.”
  If questioned further he is in a bad
  mood and may say “Any way you like, I
  don’t mind.”
  They are after all his paid employees
  and should just get on with it.
  Meanwhile, Sardeus is tired and sets
  up some luggage as a bed under a
  Moonport lean-to, and goes to sleep.
  Raus lived in Darleep for several
  years (in my game) and was here when
  the Dart Wars that led to the
  destruction and disenfranchisement of
  his family took place in 1615. He may
  have friendly contacts here, but has
  consciously turned his back on his
  old life and will not mention the
  connection unless asked. This does
  not come into play, unless something
  unusual happens like one of the PCs
  gets into trouble and Raus needs to
  contact an old friend in the
  judiciary or constabulary to get them
  released with a caution. Depending on
  who gives them a lift, Raus may be
  recognized, perhaps by someone who
  once lived in, or visited regularly,
  the lands of Rone, and some of the
  Rone history may be revealed.
  This is a section for Player
  decisions, and here are some
  possibilities:
  Check the other Moonboat – It is
  going to Yuthuppa, and whilst this is
  roughly the right direction it will
  not be setting down. Dropping the PC
  party along the way is a worse option
  than going by river or road (as the
  new Moonboat Captain will tell them
  if they press). It is departing in a
  few hours.
  Check the Riverboats – It is only a
  key-mile or so to the river docks.
  There are several boats moored there
  for the night. Arriving there sees
  activity already beginning. There are
  two large barges, two fishing boats
  and a private yacht, all big enough
  to take the passengers.
  Barge 1 – Pelorian skipper, Rattan
  Belegos. Cargo: Silks and Spices.
  Heading north not south. Willing to
  turn around for a heavy bribe
  Barge 2 – Pelorian Skipper Turrish
  Holover. Ugly and unpleasant man will
  want to know every detail of their
  visit and who is in their party.
  Hates Carmanians. He is going to
  Glamour but won’t let them come
  unless there is a huge payment such
  as magical items
  Fishing Boat 1 – Local Carmanian
  Skipper – Pieter Wisbish. Happy and
  friendly man, heading north to trawl
  for salmon in an hour or so. His wife
  would be very upset if he was away
  for more than the day and won’t go,
  but wishes them luck
  Fishing Boat 2 – Carmanian settler, a
  dirty and uncultured individual, he
  will agree to take them for a large
  fee, however when Raus arrives, the
  boatman absolutely refuses to travel
  with the Duke. He claims that to
  arrive at Glamour in such a manner
  would be a bad omen for his business.
  (He recognizes Raus as a landowner,
  and has working-class reactionary
  tendencies.)
  Private Yacht – Pelorian noble Jomes
  Bollinger, and his crew of privately
  wealthy young noblemen of independent
  means. One of them is a Carmanian
  noble, and whilst they are very
  condescending they would agree to
  take only the Duke and his brother if
  convinced it was important. This
  means the PCs would have to make
  their own way, probably by hay cart
  or some such.
  The Road Route – Hitchhiking is
  illegal, however courteous
  questioning of travellers at the Inn
  just outside town might get them a
  lift. If they do ask, the travellers
  are mostly independent groups of
  riders and wagon trains of goods,
  although most goods traffic goes by
  river.
  The Inn is called ‘Moonview’ and if
  the PCs act like bums, the owner will
  send for the local constabulary, who
  
  14
  will question them extensively. If
  they are not courteous, they will be
  hauled into town for interrogation on
  suspicion of vagrancy.
  Standing by the roadside all morning,
  they will see various lone wagons and
  groups of riders pass, which are no
  use. The few useful things are:
  • 
  After one hour – a three wagon
  convoy under Carmanian Maglak
  Dale. He is a rough and impatient
  man, but will take them for a
  substantial fee (more when he
  realizes they have to go and get
  the Duke)
  • 
  After another hour and a bit – a
  five wagon convoy under Pelorian
  Bernar Wills, a friendlier man who
  requires a substantial fee but is
  reasonably pleasant about it.
  (Both wagon trips involve being
  squashed beside goods such as
  bales of cloth and dried herbs and
  spices.)
  By River – A long day's sail to
  Glamour, late afternoon passing
  Raibanth city, and mid evening
  through Good Shore, arriving at
  Glamour late evening
  By Road – A long day’s haul to
  Raibanth, where there is a bridge
  over the river, and where they stay
  in a roadside inn overnight. From
  Raibanth it takes only a bit more
  than 3 hours to reach Glamour.
  12) Approaching Glamour
  They leave the Oslir proper at Good
  Shore, and turn up either the road
  alongside the Oslir Canal, or the
  Canal itself. One of the first things
  they notice, night or day is that the
  Red Moon is now almost at the center
  of the sky dome, and is so large that
  one can make out the grosser physical
  features. (You may give a comparative
  assessment that it is as large as the
  terrestrial moon can appear in such
  environs as movies about the African
  Plains – that is VERY large.) Also, a
  subtle network of canals/lines can be
  made out by the sharp-eyed. (See ‘The
  Energy Net’, TRM: Iss. 16, p63)
  The canal is wide and carries many
  impressive merchant barges and richly
  decorated pleasure craft. The road is
  known as the Emperor’s Highway, a
  “broad, triumphal avenue” lined with
  huge oak trees, and regularly placed
  statues to the Lunar Gods and major
  spirits.
  Nearing the City itself, one can’t
  help but be impressed by the size of
  the crater-lip behind it (up which
  the City of Dreams sprawls, obscured
  by a rosy haze). One is also able to
  see the majestic towers and imposing
  facades of the taller buildings over
  the enormous city walls. These walls
  are not only extremely high, but also
  regularly topped with impressive
  ballistae and other large weaponry.
  NB – If you haven’t already, simply
  read out the first 2 paras on p3 of
  RGG to create an atmosphere of
  suitable reverence.
  Less than a key-mile from the city,
  they pass to their right the
  Moonport, an aerodrome with seven of
  the magnificent craft parked on the
  stone causeways. There is also an
  impressive temple building here.
  (Molanni – see 39 on p10 RGG)
  The Central (main) Gate (to which
  they are heading) is known as the
  Gate of the Four Beasts, and is a
  massive intertwined carving of a
  Lion, Bat, Bull and Eagle. (Show
  illustration on p2 of RGG, and then
  read out the left-hand column from
  p4.)
  Behind the public city of Glamour
  (show map on back cover of RGG) it is
  possible to make out the City of
  Dreams. (This is not visible on map,
  but its location can be pointed out.
  Also, as a description you can read
  out the second and the final
  paragraphs of the City of Dreams
  section on p5 of RGG.)
  Glamour FAQ
  The Red Moon – Little is certain,
  information is likely to be waffle,
  such as that on TRM: Iss. 16, p63
  (However if they specifically ask
  about how people get to the RM, use 3
  
  15
  paras staring “Behind the City of
  Glamour…” which begins at the bottom
  of p 4 RGG.)
  The Red Emperor – p33 RGG
  The Crimson Bat – p33 RGG
  The White Moonies – p29 and p35 RGG
  The Red Goddess – The whole of “The
  rise of the R Goddess” on p28 of RGG,
  then “Rufelza” p30)
  Glamour described by a Carmanian
  If the Duke (or someone else) has not
  already told them his opinions about
  the city, he will do so now. Most
  suitably, Raus might casually recite
  these words shortly before their mode
  of transport halts.
  “Glamour is like many Heartland
  Cities, a mixture of contradictions.
  It is at one and the same time the
  glorious capital of the Empire, and a
  place rife with petty-crime,
  indolence and pointless bureaucracy.
  Large numbers of Lunar Citizens have
  no regular employment and are
  supported by the corn dole. Whilst
  this allows some the luxury of an
  education, few use it to its best
  advantage, and many deem themselves
  philosophers, writers, or
  adventurers, whilst in actual fact
  accomplishing nothing of any worth.
  Glamour is divided into large city
  blocks called Insulae, each of which
  is a unit on its own, bounded by
  roads on all sides. The city
  residents are loyal to the Insula
  much as country folk are loyal to
  their own village. At ground level
  are the shops, and the owners usually
  live above them. Further above, and
  sometimes in the basements, live
  families, unemployed, and the low
  waged. Usually in the basement are
  the latrines, although some of the
  poorer Insulae must make do with
  nearby public facilities, and others
  are rich enough to have their own
  bathhouse. Each Insula, except the
  poorest, has a communal pump for
  water.
  Staff at the Insulae are usually the
  same: a doorkeeper, a janitor, and
  possibly security and cleaners in the
  richer blocks. Only the richer blocks
  have cooking facilities worth
  mentioning. It is normal for all
  citizens to eat at the multitude of
  cheap bars and ethnic eating
  establishments, usually in their own
  block. Due to the large amount of
  leisure time, entertainment is
  commonplace and also inexpensive,
  however it suffers proportionally in
  quality. The brief time I spent in
  Glamour made me long for the harsher
  society of Carmania, where life seems
  to have significance.
  I will warn you of two everyday
  hazards. Thievery is rife, and
  investigation of minor thefts is non-
  existent. It is far less trouble to
  accept the loss of your goods than to
  willingly associate yourselves with
  the Glamour Police. Their criminal
  investigation divisions are all
  Initiates of Danfive Xaron, and are
  known collectively as the Black Army.
  Whilst individually many members can
  be surprisingly human, their strange
  cult procedures and group mentality
  makes them exceedingly dangerous to
  become involved with. They seek
  sedition with an unnecessary
  vigorousness, and have informers
  everywhere. Whether the thieves or
  the Police are more unpalatable, I’d
  be hard-pressed to say. The thieves
  are more annoying; the Police can be
  more sinister. Still, most people
  like to impress visitors with their
  own city, so as long as you stay away
  from side-streets, obey the laws, and
  watch your pockets, your visit to
  Glamour should be most entertaining.”
  (This speech is much paraphrased from
  the Glorantha Con IV Compendium)
  12A) Entering the City
  Inside the enormous gatehouse beneath
  the beasts is a paved courtyard
  illuminated by huge torches on top of
  ornately spiraling columns. It is
  cool and peaceful. Above your heads
  the largest bladed portcullis you
  have ever seen hangs menacingly. As
  the group passes through the
  gatehouse, Lunar soldiers step
  forward from the other end. There
  must be an entire century of them,
  but then you realize they are just
  
  16
  presenting arms. Two scribes hurry up
  to you, as other travellers are also
  being met, and one politely asks to
  see your papers. Raus has them inside
  his jerkin and hands them all over,
  and the scribes scrutinize them
  carefully. “Welcome to Glamour and
  the warm embrace of the Red Goddess,”
  one smiles, “you have journeyed far.
  As new visitors to the city you will
  have to register in full at the
  Temple of Intriplicatos.” (Whilst he
  is speaking a dozen Lunar warriors
  have emerged from the shadows and
  surround you closely, but without
  menace.) “For your own safety we have
  provided an armed escort. This is a
  courtesy service for which there is
  no charge. Have a wonderful visit.”
  After returning the paperwork to
  Raus, the scribes then go back into
  their office, and the Captain of the
  guard says politely “Follow me
  please,” and marches off.
  (After they have entered read out the
  first two paragraphs of the right
  hand column of p4 RGG.)
  13) Glamour
  Use map in RGG, and show route for
  each visit.
  Advise Players that the map is a
  gross simplification and that the
  city is actually a maze of lanes and
  sidestreets, as well as the main
  thoroughfares and larger buildings
  marked!
  General – the city might be compared
  most easily in Real World terms to
  Greco-Romano architecture with an
  extra dose of Byzantine minarets and
  domed buildings. Various areas away
  from the main streets resemble the
  packed and seething backstreets of
  North African cities in the 19th
  century. (Apologies for my
  rudimentary grasp of architecture and
  history.) One of the most noticeable
  features of the main ways, especially
  the central Avenue of Heroes that
  they walk along to the Temple of
  Intriplicatos, are the statues.
  Alone, or in impressive tableaux,
  these life-size creations illustrate
  various events and personages from
  Lunar History, ancient and recent.
  Glamour certainly wishes to glorify
  the triumphs of the Lunar Way, and is
  not shy of showing this. Inscriptions
  beneath more impressive monuments are
  in both Pelorian script and the basic
  Trade pictograms.
  Temple of Intriplicatos (64)
  The party must wait seated inside a
  large corridor of this building for a
  little while, until a scribe comes
  and asks their business. Raus and
  Sardeus are escorted away with the
  paperwork, and return after two and a
  half hours looking a little tired.
  Not for the last time, Raus says to
  Sardeus (referring to his expertise
  in paperwork) “Thanks be to the
  Ancestors that you accompanied us on
  this trip!" Raus now carries a
  leather folder full of this
  paperwork, and distributes visitor
  permits to each group member. “Don’t
  ever lose this!” he says seriously.
  Each permit has the name and homeland
  of the person, plus their main cult
  of allegiance and status in that
  cult, and their job title: (“Retainer
  and bodyguard to the most noble Raus
  of Rone, landholder in the Lunar
  Province of Prax”)
  Read these out for each character for
  atmosphere, perhaps even write on a
  scrap of paper, and hand them to the
  Players.
  Prax House (45)
  Raus then says “The one thing I
  wasn’t able to do was to arrange
  accommodation, so let's see what
  ambassadorial influence I have." He
  marches off.
  If asked, he has no problem in
  telling them they are going to Prax
  House.
  (Use Illustration on p11 RGG.)
  There is a much shorter wait once he
  has announced who he is to the gate
  clerks. After only 20 minutes a
  scribe comes up and announces himself
  to be Tyrol’s Lancer of the Blue
  Sable Clan, and also the Praxian
  Ambassador. Whilst he greets them
  with openness and smiles, he is a
  sycophant, and any nomads amongst the
  
  17
  PCs will clearly see the hypocrisy of
  having a Sable clan member as
  representative of the diverse Praxian
  peoples. Nevertheless, he takes them
  to the ledgers and gives them several
  likely addresses for accommodation,
  plus a letter of recommendation. Raus
  is at all times courteous, and thanks
  Lancer warmly, but as they leave
  anyone who makes a Listen roll can
  hear Raus mutter a suitable
  blasphemy.
  Attitudes of the Citizens to the PCs
  If the PCs decide to seek specific
  individuals to talk to, then the
  attitudes that the citizens have
  towards the PCs might be obvious.
  However the PCs might ask random
  citizens questions on occasion, so
  simply use the D10 rule:
  1 = extremely friendly, and eager to
  impress on foreigners the wonders of
  Lunar achievement
  2-3 = friendly and helpful
  4-5 = helpful but disinterested
  6-7 = barely helpful and distinctly
  cold and aloof
  8-9 = unhelpful and rude
  0 = surly, unhelpful and obviously
  having personal dislike for the PCs
  Attitudes may be softened if the Duke
  and/or Sardeus accompany them.
  Finding Accommodation
  They proceed to Monument Plaza (I
  have situated this near B Gate – the
  circular road junction)
  In the center of the Plaza is a
  massive statue of the Red Emperor
  holding the severed head of a
  barbarian foe. Across a large lawn
  can be seen the Palace of Art. Raus
  then leads them down various lanes
  and streets stopping at various well-
  situated boarding houses. Depending
  on time of day this will run
  differently. Eventually they will
  find a house that has a small suite
  of rooms on the upper floor
  available.
  Raus and Sardeus have a room each,
  the PCs share either one or two small
  bunkrooms, depending on how many of
  them that there are.
  Depending on the time of day, Raus
  and Sardeus will either go to bed, or
  freshen up, eat (by nipping out to a
  local shop and buying kebabs or
  similar) and head off for the Citadel
  of Halfway (1). There they will begin
  the process of obtaining an audience
  with the Red Emperor. If Raus sleeps
  now, then this latter is what he will
  do as soon as he wakes and
  breakfasts.
  Whenever it is day, Raus tells the
  PCs that they are free to go
  sightseeing. (Raus has no hope that
  an important audience will be offered
  immediately.) He suggests that they
  find a city guide, or else buy a map
  from the Irripi Ontor Temple. He also
  requests in no uncertain terms that
  they keep their noses clean. If they
  get into trouble he will have to bail
  them out, and this might threaten his
  application. If asked for local laws
  to obey, he will tell them that the
  Empire recognizes that foreigners
  don’t know all the rules, so simple
  etiquette and sobriety is the way to
  go. The places he personally
  recommends that they visit are:
  Red Square (2) and the Ringing Bridge
  (32)
  The Great Library at the Temple of Irripi
  Ontor (7)
  Imperial Market next to the Etyries
  Temple (11)
  Magnificus Baths (19)
  The Sevenfold Gardens of Enlightenment
  (24)
  The Artifex Theatre (26)
  The Glass Menagerie (37)
  The Palace of Art (which is closeby – 71)
  and
  The Garden of Flowers (80)
  (If they ask for further information on
  these, refer to RGG)
  Telling the Time in Glamour
  In Glamour it seems likely that
  chronomancers call the hour from the
  top of minarets in uncanny precision.
  This is useful to know if the PCs are
  ever required to be somewhere at a
  specific time. There may well be some
  kind of simple call on the half-hour
  as well.
  
  18
  Out and About in the City
  Hiring a Guide – Mostly available at
  the Imperial Market. Usually young
  people who want to get into Etyries
  or Irripi Ontor and are eager to
  increase their knowledge and
  communication skills, but also many
  down and outs pretending to be on
  their way up, and actually just
  looking to make money.
  Public Conveniences – This should
  come as a nice surprise. After they
  have been out for just a little while
  the PC who makes the highest roll on
  a D20 urgently needs to take a dump.
  Refer to p19 of RGG. (Should anyone
  refuse to use these conveniences on
  account of the broo, impromptu
  alternate arrangements might lead to
  arrest and a heavy fine on grounds of
  an affront to public decency.)
  Eating – Many establishments are
  extremely pricey, however there are
  small shops and street vendors
  scattered liberally in most areas who
  will haggle for fairer costs.
  If they hire a guide, or ask someone
  knowledgeable and friendly, use p17-
  18 RGG.
  Getting Around – Dinosaur carts (bus
  service!) down main thoroughfares,
  and Lokarnos Rickshaws, notable
  through being a distinctive yellow
  (see also p15/16 RGG). Everywhere
  they go, they will find awestruck
  Lunar pilgrims and street traders,
  selling all manner of wretched
  memorabilia (from Moonrock Candy to
  cheap copies of religious artifacts,
  to scale models of the more famous
  monuments). Such folk might cast
  aspersions on folk who do not buy,
  proclaiming them heretics and enemies
  of the Empire!
  (The playtest PCs had a great time
  watching the city go past from the
  top of a brontosaurus, but after the
  novelty of this first trip they
  reverted to walking.)
  The Guide, or other citizens asked,
  will also recommend places that Raus
  did not:
  Monument to Time (an architectural wonder
  – 6)
  Temple of Peace (8)
  The Necropolis (15)
  Monster Coliseum (16)
  The Hideous Zoo (17)
  Arch of Robustus (another architectural
  wonder – 20)
  University of Glamour (23)
  Celestine Circus (25)
  Red Light District (27)
  Temple of New Consciousness (28)
  Winter Gardens (29)
  Memorial (38)
  Aqueduct (architecture again - 50)
  Imperial Mint (53)
  Central Post Office (55 – also
  illustration p11)
  Temple of the Seven Mothers (68)
  Moon Rock Café (75) and the Stairs of
  Pleasure (Gate O situated next to 75)
  Most of these places must be ad-
  libbed. Intersperse with details on
  the bustling, sparkling visible city,
  and (if they go off the main streets)
  the relative poverty and squalor of
  the underprivileged (which have
  reasonable living conditions if
  compared to somewhere like Pavis,
  although living costs here will be
  much more expensive.) However always
  check below when they visit
  somewhere, because some places have
  additional expansion material. Also
  remember to refer to the later
  section detailing special encounters,
  because these need to be fitted in
  whilst the PCs wander about. If there
  are no extra details, don’t be
  tempted just to brush it off:
  describe possible tours, the pride of
  the workers/inhabitants/admiring
  locals, the services and facilities
  available…
  Red Square (2) and the Ringing Bridge
  (32)
  Borrowing heavily from Chris Gidlow’s
  article in TRM: Iss12
  See Illustration p12 RGG.
  There are various ways to enter the
  Square, not just the Ringing Bridge,
  but if they cross that, make sure to
  stress its magnificence.
  The massive wall of the Citadel of
  Halfway forms one wall of the Square.
  The Mausoleum of Yanafal Tarnils has
  a queue of soldiers waiting to be
  allowed in. It is a squat red
  
  19
  building without noteworthy
  architectural features. (Humakti
  might begrudgingly find this
  admirable in the face of other Lunar
  pomp and circumstance.) On the
  opposite side of the Square is the
  Etyries Temple and market hall. Also
  on the Square is the Temple of Truth
  containing the Shrine to Glamour
  herself (9) (with its eye-catching
  shining triple domed roof.) Further
  along is the Irripi Ontor Temple (see
  7 and immediately below) with
  illuminating slogans written on its
  walls (including “War is Peace, Light
  is Darkness, Chaos is Fertility”).
  Near the great doors to the Citadel
  is a small building known as the
  Ministry of Information Kiosk. Here
  may be purchased town plans, guide
  books, souvenir statues and etchings
  of the most famous city landmarks
  (including a blank black slate panel
  titled only “Glamour at Night).
  At some point whilst they are on the
  Square, a troop of about a hundred
  shouting people dressed in white
  robes will enter from one of the
  stairs. They are holding placards
  with white circles on, and shouting
  slogans such as “Peace not War”, “the
  only good moon is a white moon”, and
  “Lunars out of Sartar”. This is
  apparently unusual, and locals and
  tourists alike stop and stare. These
  white moonies form a circle, and
  scream and shout. After a few
  minutes, the great doors (next to the
  public doors) in the Citadel open,
  and Char-Un nomad cavalry ride out at
  full speed. (Char-Un are distinctive
  due to their barbarian gear and
  fierce warhorses.) The Moonies hold
  fast and shout defiantly, however the
  Char-Un head for the most outspoken
  woman (who was leading chants)
  hacking aside any that get in their
  way. The Moonies break and flee, with
  some making it out of the Square, but
  many lying injured or dead, and some
  captured. The woman is hauled onto
  the back of a horse and dragged back
  into the gates. From these gates
  regular Lunar soldiers have now run,
  and push everyone back from the
  scene, claiming that the Moonies
  provoked the attack by throwing
  missiles and placards and endangering
  the populace.
  The Great Library at the Temple of
  Irripi Ontor (7)
  Just a note to say that peace and
  quiet are requirements for being in
  the building, a fee of 5L per person
  is required to consult the material,
  and some areas are out of bounds. For
  a further 5L a trained Librarian will
  make themselves available for half an
  hour or so, to aid in finding the
  material of your choice. One part of
  the building is the large temple
  area, with colonnaded walkways, large
  pools of colored fish, and a great
  worship hall with a huge statue of
  Irripi Ontor.
  The Sevenfold Gardens of
  Enlightenment (24)
  Do not include mentions of the Arkat
  Asylum when reading out the
  description. If the PCs choose to
  spend any time here they will
  discover that the Gardens are far
  bigger on the inside than could be
  possible, given their external walls.
  There is no cost to enter. These
  gardens are exceedingly beautiful,
  and players should be encouraged to
  recall the most wonderful parks and
  gardens they have ever experienced,
  and then multiply their sense of
  peace and enjoyment many times. There
  are woods, and lakes, and rainforest
  walks, swamps, and grass lawns. The
  place is also most obviously magical,
  with huge chessboards on which the
  human-sized chess pieces move under
  their own power, and even wander
  freely along the pathways. One can
  entertain oneself for hours merely
  trying to negotiate through one of
  the living hedge-mazes that
  rearranges itself continually.
  In my campaign there was a Trickster
  PC, who I gave a small chance of
  noticing a pathway into the deeper
  gardens. (This chance could also be
  available to an Illuminated, or
  partly-illuminated PC, but there
  should be some reason that this
  
  20
  hidden path is noticed, as most
  people cannot see it.) The chance was
  successful, and the PCs found a
  secluded trackway that led to the
  shores of a lake. On the opposite
  side they could see a huge old
  mansion house, but before they got
  there, they were stopped by an old
  woman (a priestess of Jakaleel,
  although they didn’t know it.) She
  was polite but curious, asking what
  they were doing in this area, as they
  were obviously neither patients nor
  healers. She explained that the
  mansion they could see was a place of
  solace for those who found the
  riddles of the world too much to
  bear, and began questioning the PCs
  as to their own understandings of
  reality. I don’t know how to play
  Nysalor riddles, so I fudged it a
  bit, but even so the atmosphere was
  pretty eerie. Most of the PCs
  answered at least one philosophical
  question and came away with a taste
  of Illumination. Where that goes from
  here is anyone’s guess.
  The Artifex Theatre (26)
  This week’s performance is an
  acrobatic extravaganza by a group of
  Donandar cultists, with jokes and
  comedy routines. It is exceptionally
  good.
  The Glass Menagerie (37)
  This place is more like a regular
  Zoo, except there are no extensive
  areas of greenery within its
  confines. Remember however that the
  PCs have never seen anything like
  this before, so describe the mundane
  interior in awed tones. After this
  you can get a bit nasty and have them
  overhear a small child, who is
  pointing at them say: “Mummy, are
  those people barbarians?" “Hush dear,
  yes they are, now don’t stare at
  them, you don’t know where they’ve
  been!” Entry cost is 5L per person,
  and access is through a turnstile.
  The enclosures are mostly of
  reasonable size, and contain some
  foliage and items of diversion for
  the inhabitants, such as logs, trees,
  streams, pools and the like. Large
  panes of enchanted glass that the
  animals cannot see through also
  protect them. It is a pleasant place
  to spend an afternoon or even
  morning, but closes at dusk. There
  are many regular animals such as
  foxes, varieties of wild dog and cat,
  monkeys, exotic birds of all shapes
  and sizes, and the like. Inside, one
  is able to avail oneself of decadent
  refreshments such as ice-delights, or
  take a ride on a donkey, or even on a
  camel, llama or elephant. The complex
  is open and spacious, and the
  attendants polite and helpful. The
  animals seem happy enough, although
  some few seem listless in their small
  cages. If you need more details,
  creatures of note include:
  Antelopes, Baboons, Bats, Bison,
  Gorillas, Hippopotami, Kanguruh (from
  the Wastes), Parrots, Rhinos,
  Sabretooth cats, Tuskers, Zebras
  The Necropolis (15)
  Not much more to say – guided tours
  take visitors through the towering
  somber buildings, perhaps a Humakti
  might find this impressive, but not
  overly so. Cost is 3L per person.
  Monster Coliseum (16)
  This place is an awesome monument, a
  huge building the like of which they
  have never seen before. In it are
  held only serious events, such as the
  weekend gladiatorial contests. If the
  PCs go in to watch a show, it will be
  as described in RGG. The only other
  alternative is outlined in the poster
  displayed at various locations
  outside (written in Pelorian and
  Trade). “Fancy yourself as a
  Gladiator. Huge cash prizes to be won
  pitting yourself against
  unintelligent beasts. Apply within."
  By the generosity of the Coliseum
  staff, there is no cost to enroll as
  an amateur Gladiator. (Cynical, or
  intelligent, individuals might think
  this is just a way to keep the beasts
  fed and in shape, at the cost of
  ignorant visitors, and desperate or
  deluded citizens.) The beasts
  available, and cash prize, are as
  follows:
  (Bear in mind that the event is
  rarely won by a warrior, so they
  
  21
  don’t expect to lose beasts beyond
  the reach of magical healing very
  often. The Coliseum staff are just
  trying to fill quiet evenings with
  amateur events. Unusual creatures are
  from the Glorantha Bestiary.)
  Rubble Runner (actually 3 at once) – 30L
  Nightstalker – 250L
  Baboon (giant) – 60L
  Bear (Polar) – 200L
  The Hideous Zoo (17)
  This place is walled. Outside the
  only gate is a sign in several
  languages:
  “The Hideous Zoo of Emperor
  Venerabilis – the creatures inside
  may disturb those of a sensitive
  nature.”
  Entry cost is 10L per person, 20%
  discounts for groups of 5 or more.
  The cages and enclosures are made of
  iron bars with only tiny gaps
  between, and there are stone pits
  with some of the creatures at the
  bottom unable to get out. The
  descriptions in the Bestiary should
  be read as the inscriptions on
  plaques outside the monsters’
  enclosures. Pictures are also carved
  on these plaques. When reading
  descriptions out you might want to
  underplay how many of them are only
  found in Pamaltela, and substitute
  ‘rare Gloranthan creature’ or
  something like that. (RM = RQ
  Monsters book) The creatures found in
  here are not happy, and wail and
  scream. If relevant, perhaps one or
  more will break out whilst the PCs
  are here, but such an event would be
  extremely unusual of course. (Unless
  the PCs had fallen foul of the Spoken
  Word, or perhaps other enemies of
  Raus had released them? In the
  playtest, Agrestis used Rune Magic to
  break open a cage. If it is Agrestis,
  he will be seen a little later,
  running away just as he is spotted.)
  A large hydra might be fun, as its
  cage bars warp open, just enough for
  it to get out, just before the PCs
  eyes. You might need to remind them
  about innocent bystanders, and that
  defeating the beast could be seen as
  a public service, however they are of
  course free to run away if they wish
  and let the authorities deal with it
  eventually.
  Dragonsnail (RM), Fachan (RM), Gargoyle,
  Gorger, Gorp (RM), Grampus (RM), Griffin
  (unintelligent as most are), (RM), Gray
  Giant, Gulper, Harpy (RM), Hydra, Lizard
  (Rock) (RM), Lucan, Manticore (RM),
  Nightstalker, Orveltor, Ouori (in a
  tank), Rascullu, Rubble Runners, Scorpion
  Folk (RM), Scythanni colony, Toad (cliff)
  (RM), Walktapus, (RM), Watchwere
  Celestine Circus (25)
  Entry fee is 2L for casual days and
  5-10L for special performances. When
  the Red Emperor speaks, entry is for
  free.
  Here there are opportunities for
  visitors and local talent to compete
  against each other for rewards. (Like
  a game show, this is always popular
  and occurs throughout the afternoons
  and evenings when there are no
  regular performances.) Chariot Races,
  running races, archery competitions,
  combat to the first fall or first
  blood (healers on standby, deaths a
  rare bonus) etc. Also the “face the
  unknown creature” combat for huge
  money. This can be anything from a
  rabbit to a jabberwock, although
  truly fierce and rare creatures are
  unusual. The prize is very tempting
  though, and contestants must sign a
  disclaimer form in case of death.
  Archery – use 3 locals with 60+D20
  skill, and a gladiator plant with
  90%+ skill. Entry is 15L, prize 100L
  To the First – Combat is with
  gladiator. Use Lunar stats. for a
  good officer. Entry 10L, prize 150L
  Facing the Creature (D6) – Entry 10L,
  prize 150L
  1 – a Tusker, 2 – a Rubble Runner, 3
  – Gladiator, 4 – trollkin gladiator,
  5 – giant spider, 6 - Grampus
  Invent other contests as required.
  Temple of New Consciousness (28)
  Atmosphere similar to a Zen
  monastery, except tuition is by
  philosophical discourse as much as by
  riddles and koans. Anyone already
  with Illumination skill who spends a
  morning or afternoon here and
  
  22
  succeeds with an INT roll gains 1%
  more Illumination. (Each further
  attempt cumulatively subtracts 2 from
  the effective INT for the roll to
  succeed). Anyone without
  Illumination, who spends a morning or
  afternoon here, and makes an INT-5
  roll, gains 1% Illumination. (Each
  further attempt cumulatively adds 2
  to the effective roll but a maximum
  of 3% may be gained). Anyone who
  gains % in Illumination here has that
  % as a chance to become tainted by
  Chaos. This is only rolled for the
  once (as they leave Glamour on the
  return trip) and of course is kept
  secret until revealed by detections.
  Moon Rock Café (75) and the Stairs of
  Pleasure (Gate O situated next to 75)
  This is a groovy eating establishment
  with good food, and a selection of
  travellers will always be found here.
  These are mostly Lunars of one kind
  or another, but can include an
  Issaries trade delegation from Vanch
  if you like. This delegation is here
  petitioning for better trade rights,
  but have little hope of success, and
  are otherwise enjoying the holiday.
  This place is also expensive. Despite
  its lack of detail, when the PCs in
  my campaign expressed an interest in
  dining at the best place in town they
  arrived here. I ad-libbed some
  students serving as waiters, and some
  friendly dialogue, and the Players
  loved it. The PCs came and ate again
  here the next night, which goes to
  show that sometimes role-playing can
  surprise even the Storyteller. The
  PCs also had an encounter with
  Agrestis, the Lunar jester whom they
  had uncovered at the Garhound
  Contests, and he tried to exact
  revenge by tipping hot soup on them
  (via a spell to push the waiter’s
  elbow). The PCs saved the waiter’s
  job, and caught Agrestis and beat him
  up – damn pesky Tricksters!
  Special Encounters
  Some credit to Monty Python’s “The
  Life of Brian”
  (Insert these as appropriate
  throughout the travels in the city)
  Vivisculpture
  (Designed for humor. Separate the
  Vivisculpture encounters across the
  beginning of their stay, although #3
  could keep on turning up as long as
  it stays funny and/or interesting.
  Vivisculpture is the (relatively)
  recently popular art of sculpting
  gargoyles expertly into the
  likenesses of famous figures such as
  Fazzur or the Red Emperor. For static
  statues the gargoyles are posed and
  then killed, resulting in a long-
  lasting monument with life-like
  poise. However in the last few years
  it has become trendy to train
  gargoyles into a number of poses and
  actually employ them to maintain
  varying displays throughout the day.)
  #1 - As they stop to admire, or
  simply pass, a scene depicting Fazzur
  Wideread leading a band of warriors
  during the conquest of Dragon Pass,
  Fazzur suddenly begins to move.
  Stepping carefully over the sculpted
  dead and dying Orlanthi, he stretches
  and steps off the platform. It is his
  lunch break (dinner break? tea
  break?), and he wanders across the
  street to a snack bar, where he joins
  the queue for a bison burger. This
  was a total surprise to my
  Players/PCs, and gave them a real
  feeling of the bizarre decadence of
  Glamour. (Sometimes it’s such fun to
  run games for people who know very
  little about Glorantha!)
  Vivisculpture #2
  Several statues are positioned as
  unofficial extras in a tableau
  showing a famous Lunar Council. (A
  special Scan may notice they seem out
  of place – monsters and soldiers at a
  bureaucratic meeting.) They try and
  mug the PCs, but end up begging for
  aid, as they were vivisculptures on
  pieces that were dismantled, and are
  now unemployed and destitute. (Make
  this as violent or as amusing as you
  like. A nice ending might be to flee
  the arrival of a patrol of the City
  Watch.)
  Vivisculpture #3
  A wandering bunch of statues, which
  are sculpted as the Red Emperor and
  
  23
  his bodyguard, roam the city, posing
  in various tableaux from time to time
  (and spying on the populace). They
  may follow the PCs for a while, oddly
  reappearing nearby each site the PCs
  decide to visit, and remaining
  motionless in an artistic piece if
  questioned of examined. Perhaps just
  the Red Emperor himself follows the
  PCs?
  Yanafali Bravoes
  Just back from the front in
  Heortland, these nine soldiers are
  all Lay Members, and are drunk. They
  are not the epitome of an honorable
  Yanafali. Seeing foreigners, they
  decide to have some fun, and ask them
  what they are doing in town, and why
  they don’t worship Lunar deities. No
  answer will be enough for them, and
  if there are Humakti in the group,
  one will challenge him to a combat to
  the first blood. (NB: It is not
  polite or honorable to challenge a
  rival cultist this way in your own
  city, and this will not normally
  happen.) Pick the most suitable level
  of Lunar soldier from the any
  suitable official publication. His
  friends will all stand round and
  support the battle. If the PC kills
  the Lunar, there will be a hearing,
  and the PC will be expelled from the
  city if they can prove they were
  provoked (not a problem as there are
  witnesses, but possibly a harrowing
  time getting someone to step
  forward). If there is no death, then
  real Yanafali officers will arrive
  after a suitable period, and
  reprimand their men, putting them all
  on charges, and apologizing to the
  PCs (especially if there are any
  Humakti). If the PCs are in a small
  group and make any threatening moves,
  the Yanafali will all attack them,
  and give them a beating before
  running away and laying low. If the
  PCs press charges, play it by ear.
  More White Moon Subversives
  A group of apparently ordinary
  citizens will approach the PCs
  offering leaflets. These basically
  outline the White Moon doctrine that
  Lunar civilization is all well and
  good, but that violent imperialism
  can only lead to violent resistance
  and the Lunar way of might by arms is
  wrong. The White Moon is coming, and
  those that embrace violence as
  standard practice will suffer in
  response to their own actions. There
  is a meeting being held this evening.
  Do the PCs want to go? If they do, it
  will be just more of the same. In a
  large back room at a shady tavern,
  about 20 in the audience (plus PCs),
  and a male speaker. In a fit of
  originality, thugs will not break up
  the meeting, although anyone who
  attends it will be tailed home. Later
  that night, a party of Spoken Word
  agents will visit the PCs and make
  enquiries as to their business in the
  City. Presuming the PCs can convince
  the agents of their ignorance, they
  will merely be warned in no uncertain
  terms not to attend such a meeting
  ever again.
  Graffiti Artist
  A night-time encounter. A young man
  with a bucket of whitewash will be in
  a sidestreet, halfway through writing
  “Lunars out of Sartar”. It is in
  Pelorian, however he is Carmanian,
  and the grammar is bad. He is just a
  spoilt nobleman’s son, and if he were
  caught would be let off with a
  caution and a very heavy fine.
  However, as the PCs approach, he will
  sprint off, dropping the paint pot,
  as from round another corner come the
  Watch. They haven’t seen the boy and
  will accuse the PCs who appear to
  have been caught red (white?) handed.
  This may lead to a chase (in which
  the PCs will get away), or else a
  trip to the local City Police Station
  where they will have to undergo truth
  tests. (In the Playtest the Trickster
  character posed as a Lunar Agent and
  made the young man write the phrase
  out correctly 100 times before
  morning.)
  Soothsayers
  A daytime encounter. In a suitable
  area of the city, they will come
  across a small bazaar, with many
  stalls packed together selling
  gourds, clothing, candles, wooden
  
  24
  tools, baskets, bread, wine, parrots,
  snakes, monkeys etc. At one end of
  the bazaar are five men and a woman,
  each standing on a podium and talking
  to a small crowd.
  #1 – Talks about why Lunar military
  conquest is the only sensible way for a
  new Glorantha. That all the gods save one
  have accepted the Red Goddess as their
  mistress and an era of peace and
  prosperity is certainly beginning.
  ******Use the whole box at the bottom of
  p33 in RGG.
  #2 – Why Yanafal is better than Humakt
  (civilized, intelligent, not obsessed by
  death, able to be resurrected)
  #3 – Utter gibberish about his father
  being unable to find tools mislaid in his
  workshop
  #4 – A non-Illuminant (pretending to be
  an Illuminant) talking about the balance
  between Chaos and Law, how one cannot
  exist without the other, and that Chaos
  is necessary to balance out existence.
  #5 – Trying to convince the crowd to live
  simple peaceful lives like the birds and
  plants and animals that live without
  stress and without needlessly harming
  each other. He will exhort a PC:  “You,
  sir, consider the Lily. The Lily lives at
  much more peace than you do, I’m sure.
  How much peace do you have in your life,
  sir?"
  #6 – The female speaker is espousing the
  ‘Equal Rites for Women in Carmania’
  movement.
  Procession
  Crossing a main road, the PCs are
  confronted by Lunar soldiers kicking
  low-lives and throwing them off the
  street, taking their paltry
  belongings, and shouting “Procession
  coming through!" How do the PCs look,
  like beggars or citizens? They may be
  asked to stand at the side of the
  road and get ready to cheer (Lunar
  flags thrust into their hands), or
  they may be asked to move on.
  (Although they are ‘asked’ this will,
  of course, be enforced.) The
  procession is for a visiting Satrap
  (from Doblian) who is a Yelmic noble.
  He is in a gilded carriage pulled by
  two unicorns, and is supported by 40
  Yelmalio warriors all wearing shining
  gold armor. They are off to an
  audience with the Red Emperor.
  Glamour Police
  Checking the papers and identities of
  foreigners and suspect looking
  citizens. They check cafes, theatres,
  zoos, everywhere, and may be
  encountered twice or even three
  times. An extension of this could be
  to have all foreigners on the streets
  rounded up and brought in for
  questioning: the authorities are
  looking for someone whose identity
  they will not reveal to simple
  foreign mercenaries. The Special
  Police of Glamour are Danfive Xaron
  Cultists. These are part of the
  ‘Black Army’, the internal security
  force for the Lunar Empire, and DX
  Initiates are all reformed criminals.
  This makes this arm of the Police
  Force perhaps akin to a military
  Police Force in a ‘real world’
  repressive regime, very scary! They
  are not people you ask the time of
  day, although Lunar citizens in
  genuine need would probably be bold
  enough to approach them. The
  personalities of each Initiate vary,
  as do those of all DX cult members.
  Some have been made wise and serene
  by their ordeals, others are surly
  and unhinged, and some are
  schizophrenic and prone to fits of
  berserk rage (although these are much
  more likely still to be in the
  penitentiary). The average bunch
  should be presented as sinister, with
  barely concealed violence and horror
  hidden beneath the surface. Some will
  have horrible scars, and some will be
  unnaturally and chillingly polite.
  Procession of conquered rebels
  The Aggar campaign is going well, and
  30 warriors with a high chief are
  brought into the city in chains and
  paraded through. At their head, an
  Irripi Ontor scribe shouts out that
  the Lunar missionary movement in
  Aggar has succeeded in capturing some
  dangerous bandits who are being
  brought to face the Emperor’s
  justice. If the PCs follow the
  procession it ends up at the
  Coliseum, and the Emperor does
  actually arrive and sits in his box,
  along with several nobles (not Raus).
  Getting into the Coliseum will be a
  
  25
  scrum affair amongst the eager
  scrambling masses. The rebels are all
  assembled in the ring surrounded by
  armed Yanafali.
  The Red Emperor’s Voice is magically
  amplified as it rings out in
  Pelorian:
  “My people, I am proud to tell you
  that another of our client states is
  becoming a safer place to live for
  honorable law-abiding citizens of the
  Empire!
  Before the bandits here are judged,
  do they have anything to say?”
  Their leader is brought up to the box
  and his voice is not magically
  amplified (Listen roll to make out
  each phrase.) He speaks in Trade:
  “Citizens of the Empire, we are not
  bandits, Aggar is our home. Since the
  arrival of the Lunar Empire our
  traditions and are people are being
  destroyed. We want only the freedom
  to continue out traditional ways,
  freedom from violent oppression and
  the imposition of foreign gods. If
  your homelands were invaded, would
  you not rise up to protect your ways,
  or would you lie still for the
  slaughter, like sheep.
  Long Live Aggar, down with the Lunar
  Empire!”
  He leaps at the Red Emperor and is
  incinerated in a great burst of
  magical flame.
  The Yanafali in the arena retreat
  through the doors, and lions are
  released on the other prisoners, for
  the greater amusement of the populace
  assembled, but perhaps not the PCs.
  If any PCs are obviously Orlanthi
  they will be jostled and taunted on
  the way out, but may be able to
  retaliate in the crowded stairwells.
  Although this might lead to them
  being pursued through the streets by
  an angry mob.
  Ralian Ambassadorial Party Site-
  seeing
  A Malkioni Sorcerer accompanied by
  warrior worshippers of Saint Humakt.
  (An ambassador and his bodyguard.)
  They are from a province in Ralios,
  and may have some things in common
  with the PCs; perhaps they will be
  friends?
  Chaos in Glamour (This is an Aug 99
  Digest Posting by David Cake, stolen
  pretty much in its entirety)
  I think there is a large ‘underclass’
  of chaotics living in (and in the
  sewers beneath) the streets of
  Glamour. Chaotics throughout the
  Empire gravitate there, because
  Glamour is probably the only place in
  the Empire where chaotics are not
  persecuted. Nevertheless, most
  chaotics can only survive in Glamour
  by begging, thieving and other
  criminal activities, because few
  people are willing to employ them.
  All over the Empire, the philosophies
  of the Lunar Empire tempt the unwary
  into experimentation with chaos, or
  otherwise encourage interaction with
  chaotic forces. But obvious chaotic
  features, or other evidence of
  chaotic taint, are still not socially
  acceptable to the majority of the
  Empire. A seven fingered hand or
  third eye might be something a high
  Lunar official can get away with, but
  for most it leads to ostracism and
  lynch mobs. Those afflicted gravitate
  to Glamour - it is noted in the
  Empire that chaotics can live
  unmolested in Glamour, as there are a
  few high profile chaotics who live
  there and are well known (at least
  one broo poet, for example).
  The Teelo Norri cult and other such
  do-gooders will assist chaotics in
  making their way to Glamour - the
  minor level of official assistance
  they can provide is often the only
  reason many chaotics survive the
  journey. At least they can sleep in
  Teelo Norri poorhouses along the way,
  rather than in ditches - chaotics are
  welcome in few inns. Once in Glamour,
  they discover the ugly truth - while
  the few successful chaotics are fêted
  for propagandist purposes, those who
  have played with chaos and lost are
  still losers in Glamour. While the
  citizens of Glamour may accept the
  
  26
  Emperor's edicts about the official
  acceptability of chaos, such are
  still regarded as unwelcome by most.
  The only place where they are truly
  welcome is among their own kind.
  Glamour has a literal underworld of
  sewers and strange excavations (even,
  it is rumored, Krarshtkid tunnels).
  There live the rejected experiments
  of the Empire's grand chaotic
  project. Many were not born chaotic,
  but became chaotic through Chaos Gift
  and similar magics. Many turn to
  crime, including trading in exotic
  drugs and pleasures not socially
  acceptable even in the decadent heart
  of the Empire. The secret masters of
  the Krarsht cult grow fat.
  The crime, of course, as well as the
  use of broos as sewerage workers,
  means that the good Lunar citizens of
  Glamour can justify their
  discrimination, while at the same
  time mouthing the platitudes of Lunar
  acceptance of chaos. 'Of course I do
  not discriminate against those who
  accept the gifts of chaos, but that
  does not mean I need to welcome
  criminals or dung-carriers into my
  neighborhood or employment'.
  I imagine the Underside of Glamour to
  be the Gloranthan equivalent of
  William Burroughs' Interzone -
  deranged half-humans turning to
  exotic vices to cope with their
  shattered lives. A little of Al
  Amarja, too. The scorpion man that
  continually threatens to commit
  suicide with his own sting, strange
  prostitutes that defy classification
  into the normal sexes, half-man/half-
  insect beings that sell their own
  body parts as exotic drugs, and so
  on. And ‘Spare Ass Annie’, of course,
  straight from the title track of the
  William Burroughs/ Disposable Heroes
  CD.
  If you want to make the whole area
  even more remarkable, there are many
  rumors about the Glamour underworld.
  Some say that something else existed
  on the site of Glamour, long ago, and
  the tunnels under Glamour have dug
  into strange ruins. Other rumors say
  that the tunnels actually reach the
  inside of the Crater in places, there
  to contact secret dark Lunar
  mysteries.
  Chaos 1
  The PCs see a crowd ahead, some kind
  of street entertainment. These people
  are gathered about a poet, the famous
  Broo poet Orgrarak Shattral, who has
  been praised by the Emperor himself.
  The poetry is all about the hardship
  of life as an outcast, and the
  wonders of Lunar Civilization.
  Orgrarak is of course a Dorastan spy,
  and may try and befriend the PCs when
  he notices they are strangers to
  Glamour (in order to see why they are
  here).
  Chaos 2
  Sewerage working party. Along the
  side of a street is a great trench.
  Beside the trench stand two men,
  apparently overseers of some kind. As
  the PCs pass they may notice that one
  man has an eye in his forehead,
  whilst the other man has a third arm
  growing below his left armpit. In the
  trench are two dozen humans (with
  varying degrees of obvious chaotic
  taint) and three broo. This group is
  replacing a collapsed sewer tunnel,
  and is an official work party. This
  is one of the few jobs chaotics can
  get in Glamour.
  Chaos 3
  Mugging! – Yup, chance for real melee
  on the streets of Glamour! The low-
  life chaos scum that live in the
  sewers occasionally get desperate
  enough to attempt robbery. They only
  ever attack foreigners, as fear of
  reprisals is much lower. Out of a
  narrow alley romp: a great twisted
  mass, a stunted goat broo and a man
  with no head but a face in his chest.
  The mass attacks with whipping
  tentacles instead of arms, otherwise
  use regular broo stats. An official
  complaint gets an apology stating
  that they must have swum in from the
  river, but the fact is that at some
  point they needed to pass through the
  gates.
  14) Possible Timetable for the PCs'
  
  27
  stay (Playtest Version)
  Day 1 – This will be the rest of the
  day they arrive, or the first day if
  they arrive at night. Raus and
  Sardeus go off to try and make an
  appointment for an audience with the
  Red Emperor. Before they set off,
  Raus buckles on the Rone Sword and
  the characters have a chance to see
  his transformation again, as he gains
  an even greater air of authority.
  Raus forgets to assign a return time
  for the PCs to be back, so the
  Players have their own whims. Raus
  and Sardeus will return exhausted
  after sunset, and Raus will buy
  Sardeus dinner nearby for his help.
  Then they will retire early. If
  asked, they will say that it is a
  tough and exhausting business, and
  they merely queued and got nowhere
  today, and without the influence of
  the Rone Sword, and the knowledge
  that Sardeus has, they would not have
  even made it into the queue. They
  will ask how the PCs are enjoying
  themselves, if an opportunity
  presents.
  Day 2 – Raus and Sardeus breakfast
  early, and leave early. In the
  afternoon the PCs will pass a small
  group of nobles leaving the city. On
  second glance they will see that it
  is Sor-Eel and his party. Agrestis is
  capering behind and every now and
  then, one of the group turns and
  tries to kick or punch him to drive
  him away. Sor-Eel will recognize them
  and call for his group to halt. He
  will tell them that he has been
  removed from office and that he has
  actually recommended Raus for the
  next Governor. He says that he
  believes he was a good Governor and
  perhaps trying to stop the Cradle was
  a mistake, but “what’s done is done.”
  “You don’t need a spare jester do
  you?” he asks wryly. He and his party
  then continue and leave the city. (If
  asked, he is returning to his family
  lands and retiring.) Agrestis does
  not attempt to follow them this time,
  but will tag on with the PC party,
  being a pest and trying to pull
  feeble practical jokes – hopefully
  they will get very angry and tell him
  to clear off. (If he is already an
  enemy, then of course he will not try
  and join with them.)
  Agrestis might try and get them all
  with a cruel joke, by casting ‘Lie’:
  “Well, I’ll go then, but I know
  something that you don’t know. The
  Crimson Bat is coming to town this
  afternoon in preparation for the
  Great Hunt, and they are looking for
  foreigners to feed it. Nowhere in the
  city is safe. If you run now you
  might just get out of the city before
  they lock the gates! Imagine that,
  fed to the Bat and suffering total
  annihilation!!!!” (ends in a shriek)
  Cue for PCs that don’t resist to
  flee, screaming, for the gates, and
  get stopped and cautioned for
  disorderly behavior.
  Raus and Sardeus queue again all day
  with no luck, but hear an
  exasperating rumor that the Emperor
  is soon to leave for a Hunt on the
  Red Moon. They return at 8pm.
  Day 3 – Raus and Sardeus leave early.
  This time they do not return, having
  decided to queue all night so as not
  to lose their place. This is entirely
  allowed, as there are public
  conveniences next to the hall of
  supplicants, and experienced
  petitioners bring their own food and
  bedding (neatly packaged of course).
  The PCs might nonetheless become
  concerned.
  Day 4 – Raus and Sardeus have not
  returned during the night. If the PCs
  go to the Citadel of Halfway and
  inquire, a clerk will go through the
  records and inform them that Duke
  Raus and his brother Sardeus the Sage
  are still registered as applying for
  an audience with the Red Emperor.
  Though the clerk looks down on them,
  he at least is able to inform them
  what they want to know, which is that
  it is not unusual for applicants to
  stay two or three days in order to
  reach the head of the queue. They may
  even meet Sardeus here, nipping out
  to get another couple of kebabs for
  
  28
  him and Raus. Raus and Sardeus do not
  return until late in the afternoon.
  Raus has been granted a five-minute
  audience the day after tomorrow. He
  has been told he can talk to the
  Emperor, whilst he prepares to leave
  for the Imperial Hunt on the Red
  Moon. He reports proudly to the
  characters that the Rone Sword not
  only cuts through foes of the House
  of Rone, but also cuts through the
  small minds of petty bureaucrats!
  Day 5 – Raus and Sardeus do some
  sightseeing. Sardeus finds out
  through his temple that he can get a
  place on a Moonboat to Furthest
  leaving this evening, and so he takes
  it and goes back to Prax. From
  Furthest he will join one of the
  frequent Lunar military columns
  heading down the Lunar Road to Pavis.
  (This is a game mechanic to remove a
  now pointless NPC from the returning
  group of PCs.)
  Day 6 – Raus’ appointment is in the
  afternoon. This time he will require
  some of his mercenaries to accompany
  him as retainers. Once again, he
  buckles on the Rone Sword and gains a
  new boost to his charisma and
  authority. He takes the PCs to some
  expensive shops and has them kitted
  out in specially made matching tunics
  with emblems he invents, which
  combine the House of Rone arms with
  the runic symbol for Prax. He treats
  them to a lunch, before they go and
  report to the Citadel at 3.00 Calls
  (see ‘Telling the Time in Glamour’
  earlier). The following is a
  description of what the PCs observe.
  15) The Citadel of Halfway
  First of all they report to the main
  administration. Before they get
  there, Raus advises them that they
  must behave exemplarily whilst inside
  the City of Dreams, and if this means
  that all they do is walk, hold
  themselves proudly and answer simply
  and honestly when spoken to, then
  that is fine. The whole building is,
  in atmosphere and appearance, a blend
  between Roman and Greek pillared
  corridors and high-ceilinged rooms,
  and stuffy government offices of the
  early twentieth century. Raus
  presents the official scroll that
  confirms his audience, and this is
  passed from the desk clerk to the
  chief scribe of the day. This man
  comes out of the office and looks
  Raus over, firing off a few small
  spells with ease, and scarcely
  flickering his fingers. (These are
  detections.) “These outlanders are
  with you?” “You guarantee their
  behavior within the Citadel of
  Halfway?” Raus looks at the PCs and
  pauses, then grips the Rone Sword and
  says ‘Yes’. The man pales visibly and
  then stutters “Good. Follow me.”
  He takes them down a corridor guarded
  by two huge Yanafali soldiers, and
  into a large waiting room. Another
  clerk sits at a desk, and the chief
  clerk walks over and speaks to him.
  The desk clerk looks at the Raus
  group (Scan or Listen rolls). He
  sniggers. If they succeed he is
  making some snide joke. The word
  Carmanian might be heard. (If the
  Players don’t know by now, explain
  that many Pelorians see Carmanians as
  second class citizens.)
  The Chief clerk comes back. As he
  passes them he pauses and says “An
  escort will arrive shortly.”
  There are leather-covered benches
  that they may sit upon. Raus prefers
  to stand. After about ten minutes, an
  immaculately dressed imperial lackey
  arrives. “Duke Raus and party?"
  “Please follow me.”
  16) The City of Dreams
  (Some ideas taken from RGG)
  The party is taken away “through a
  bewildering series of marbled
  corridors, gilded halls, and splendid
  staircases”. On the trip they
  sometimes pass by huge windows and
  can see out across the City of Dreams
  itself. The fluted towers, colored
  domes and majestic minarets are all
  sparkling under the ruby glow of the
  Red Moon above. More than once when
  the view is in the right direction
  towards the center of the city, they
  
  29
  can see the Silver Bridge rearing
  into the air, and disappearing in a
  thin strip as it plunges upwards to
  the Red Moon. There the heroes of the
  Empire such as Hon-Eel and the Seven
  Mothers dwell in eternal paradise,
  and also where the Empire’s Horrors
  such as Yara Aranis and the Crimson
  Bat are restrained until they are
  needed. (Remind the players, through
  your tones, how in awe the PCs must
  be!)
  The journey continues, with the group
  crossing “marble courtyards fragrant
  with fountains of rosewater”,
  traversing enormous colonnaded walks,
  and even crossing a small park of
  unusual vegetation and unidentifiable
  ornamental birds. One of the more
  memorable features is when they cross
  a large hall with a beautiful mosaic
  floor. (It takes only a few moments
  to work out that the scene depicted
  in the tiles is “the Crimson Bat
  devouring wailing prisoners at Castle
  Blue.”) Throughout the walk they
  occasionally notice other people, but
  none of them approach the Raus party.
  These people are all richly dressed
  and seem to be living a life of
  untroubled leisure. The walk takes at
  least an hour and a half, although
  time is hard to measure here in this
  mid-way place between the mundane
  plane and the myth plane.
  At last they cross another small
  ornamental park, via a walkway whose
  roof is held aloft by particularly
  beautiful columns carved in the
  shapes of naked bodies. As the
  visitors stare in awe, they see that
  the columns are actually moving
  sinuously, they are, after all, the
  famous living Caryatids of the City
  of Dreams. The visitors enter a large
  mansion, and after only a few more
  minutes of walking are ushered into
  an awesomely beautiful waiting room.
  This chamber is decorated with silks
  and tapestries from the most exotic
  of locations. Sumptuous cushions and
  divans are scattered around. At the
  center, a small fountain sprays fine
  jets of water, and as it does so, it
  somehow also plays a continuous soft
  melody. The room has several doors,
  some closed and some half open. Their
  guide indicates that they should
  wait. After a little while, a
  chamberlain with an oiled beard and
  dressed more finely than anyone they
  have ever seen glides into the room.
  Their original guide introduces “Duke
  Raus” in a whisper, then simply turns
  and leaves.
  The chamberlain beckons at them with
  barely concealed disdain, and leads
  them through a large door and under
  an arch decorated with silver symbols
  of planets and stars set on a black
  background. Anyone who fails a CON-5
  roll at this point feels nauseous.
  17) Raus Meets the Emperor
  Beyond the arch is a smaller room,
  the architecture is just as rich, but
  the furnishings simpler. There are
  plain wooden benches, and thick red
  drapes cover three sections of one
  wall. On the wall opposite the drapes
  is a simple mosaic, depicting several
  men in glinting gold and red armor.
  These men are carrying bows and
  riding on hippogriffs, as they fly
  above a beautiful forest.
  The chamberlain says quietly: “Your
  people will have to wait here, the
  Emperor will see you now. You are
  fortunate that he is in very good
  spirits today." Raus, who has been
  rigid with tension the whole trip,
  relaxes slightly. He nods to the
  mercenaries. (Ask do they wish to say
  or do anything?) Then he follows the
  Chamberlain through a small door.
  Does anyone wish to try a Scan roll
  to see what is through the door?
  Anyone who does so sees Raus begin to
  bow deeply as he enters the room.
  Success – the glimpse of several
  people half-naked, attending to a
  central larger person with dark red
  hair, and a goatee, who is wearing
  white sequined clothes.
  Special – Attendants that are mostly
  scantily clad females are helping a
  man with long dark hair and sequined
  white clothes to dress in red and
  gold armor.
  
  30
  Critical – At the center of a marbled
  room, an imposing dark-haired man in
  sequined white clothes, which have
  flared arms and legs, is being
  dressed in red and gold armor.
  Against one wall rests a gold shield
  and a large golden bow. Some kind of
  large lute decorated with gold inlay
  sits on a velvet cushion. Out of the
  window they see the top of a domed
  building bathed in red light.
  Once the Duke is inside, tell the
  players that the PCs have very few
  options open to them:
  i) Listening (either at the door, or
  simply standing near the door)
  ii) Searching the room, either
  diligently or simply in passing
  whilst examining its beautiful
  architectural lines
  (They may also, of course, look
  behind the drapes of their own free
  will, but don’t suggest this.)
  Listening at the door:
  If the character is not obviously
  eavesdropping, reduce their Listen
  success by one level (e.g. Critical
  becomes Special, Success becomes
  Failure).
  Failure - Raus is putting his case
  forward to be Governor of Prax as a
  tributary state rather than a full
  province.
  Success – Raus and a man with a soft
  and resonant voice are talking
  politely to each other. Raus outlines
  his plan to forge a Prax that is a
  safe and valuable tributary state of
  the Lunar Empire. His main point is
  that he believes the fiercely
  independent peoples will cope with
  being a tributary state and having a
  limited military presence, but will
  inevitably rebel if they feel
  themselves to be subjugated and
  enslaved.
  Special – As above, and the other man
  sounds agreeable. He says however,
  that this is only because Prax is
  such a dire and arid country. Sartar
  is a rich client kingdom and must be
  made a full province of the Empire,
  despite its rebellious nature. This
  includes the Heortland Orlanthi.
  Whitewall must fall, and fall soon.
  The term ‘Crimson Bat’ is also heard.
  Critical – As above, and “I am really
  not that happy with my generals. I’m
  gonna send the Crimson Bat against
  Whitewall soon. When this hunt is
  over I’ll start things moving. Just
  you watch me, uh huh!”
  (The references to the Bat are a
  hastily manufactured reference to the
  second part of this adventure in my
  campaign, which was a trip to
  Whitewall to meet Fazzur, outlined at
  the end of this piece. You may wish
  to replace this with words more
  useful in your campaign, leave in if
  historically topical, or simply
  ignore.)
  Searching the room:
  Actually moving things and having a
  sticky beak, even if using the
  pretence of examining the drapes and
  architecture – No roll required. The
  only thing in the room that was not
  already obvious to them is the shadow
  of a stain upon the floor. Of the
  obvious features, when the mosaic is
  examined there can be seen in the
  forest a fleeing creature that seems
  to be made up of the parts of several
  human bodies fused together. And when
  the drapes are examined it is noticed
  that they hang close to large
  windows, and through the windows a
  deep red light shines. (This light is
  far stronger red than the rose tint
  that they have been used to whilst
  crossing the City of Dreams.)
  You may have to ask them if they want
  to look out of the windows.
  Through the windows:
  First of all, ascertain if anyone
  doesn’t want to look, and actively
  closes their eyes or turns away, but
  be casual about it.
  Then, anyone who looks must make a
  POW roll. If they fail, their mind
  cannot comprehend what they have seen
  and they are rendered speechless
  until they have left the City of
  Dreams. This is not a total
  incapacitation, they will make simple
  befuddled phrases like “It was
  beautiful, so red, …”
  Anyone who makes their POW roll sees:
  
  31
  Outside the window your mind makes a
  complicated flip-flop trying to make
  sense of the images. Suddenly it
  becomes clear. You are looking from
  the upper window of a building in a
  small city of red buildings. It is a
  very beautiful city, however this is
  not what draws your attention, and
  your gaze travels over its walls onto
  a plain of red grass dotted with
  stands of red trees. Over to the left
  is a range of unusual mountains (red
  of course) standing almost like a
  parade of leaping dancers bounding
  from beneath the ground. Over to the
  right is a beautiful forest, the
  leaves of the trees sparkle like
  rubies, and the tree trunks are a
  deep reddy-brown. As you look at it,
  you notice that the trees seem to be
  shifting subtly, swaying in an
  unpredictable breeze. Despite all
  this, it is what hangs above the city
  that takes most of your attention. At
  first you think it is an enormous
  patchwork quilt with a great circular
  mandala as its centerpiece, but then
  your mind makes another alteration.
  You are looking down on the crater
  and the city of Glamour from above.
  Out to each side stretches the Lunar
  Empire. As your eye travels you
  notice that your vision somehow
  telescopes, and even though you must
  be looking across hundreds and
  hundreds of miles, larger details
  such as rivers, mountains and even
  cities are visible.
  Viewers must make another POW roll at
  –4, and if they fail, notice that
  they are developing a slight
  nosebleed and headache.
  Anyone who fails, and continues to
  look, will find his or her vision
  begins to blur and will develop a
  terrific migraine and lose 1 INT,
  perhaps being automatically
  Befuddled.
  Those who roll successfully and
  continue to look can see all the way
  to the edge of Tarsh. However after
  that the vision abruptly dims and no
  further detail can be made out.
  Even these people are now subject to
  the POW-4 roll, and discourage
  further viewing attempts by
  Befuddling anyone who looks for more
  than a few moments.
  Raus returns
  After slightly less than ten minutes,
  the door opens (anyone listening who
  rolls successfully will hear someone
  approaching), and both Raus and the
  Chamberlain exit backwards, bowing
  deeply.
  The Chamberlain leads them all back
  through the arch (CON-5 roll again or
  nausea) and back into the waiting
  room. Then he guides them down some
  stairs and along a different hall
  that they didn’t arrive by. At the
  end of the corridor is a small
  vestibule on the other side of which
  narrow stone stairs descend. The
  Chamberlain says “At the bottom of
  the stairs turn left and go through
  the first door on the right. May the
  Red Goddess shine upon you all your
  days." He turns and goes.
  Passing through the vestibule, anyone
  who fails a simple CON roll feels
  nauseous. Raus leads on at a swift
  pace, down the stairs, turns left in
  a small corridor, and unhesitatingly
  opens a wooden door on the right and
  ushers them through. On the other
  side they are at the end of a small
  corridor which leads back into the
  innermost waiting chamber of the
  Citadel of Halfway. A junior scribe
  waits for them at the end and escorts
  them to the main exit and out into
  Red Square.
  What Raus tells them after they leave
  the City of Dreams:
  “The Emperor gave me a good hearing.
  He is interested in my proposal to
  make Prax a tributary state rather
  than a province, and thus divert the
  impending rebellion. However, he says
  that I must also gain the approval of
  General Fazzur Wideread, who is
  currently the military commander of
  the whole Dragon Pass region and co-
  ordinating the invasion of Heortland.
  That campaign is very much on the
  Emperor’s mind." Raus gets a dark
  look and frowns. “He plans to take
  
  32
  stern measures against Whitewall,
  possibly as soon as within the next
  few weeks. I pity the rebels there,
  as they will be totally unprepared
  and shall be utterly consumed." He
  will say no more on these subjects.
  But he will outline their plans: “We
  leave immediately for Whitewall to
  seek an audience with General Fazzur,
  I can only hope he will be as
  appreciative of my ideas as was the
  Emperor.”
  18) Heading for Home
  Note: If you lack “RQAdventures: ‘The
  Fall of Whitewall’” or possibly some
  new official piece from the Hero Wars
  game, you might like to ignore such
  references and have Raus (or whoever
  took the PCs to Glamour in your
  campaign) simply succeed in his
  mission and initiate their departure.
  Raus hurries them back to their rooms
  and packs preparing to leave
  immediately. They may of course spend
  a final night in their rooms, and
  leave after a hearty breakfast, over
  which Raus will ask them what they
  thought of the city!
  As they leave the city, be mindful to
  mention again its impressiveness and
  the thronging masses of Lunar
  citizens again. The gateguards will
  recheck their papers on the way out.
  The group go first to the Moonport
  (39), where Raus is confidently
  expecting to be able to book passage.
  This is a huge and bustling place,
  with many guards checking people’s
  business, a large hall for checking
  flight times and booking-in luggage,
  and several expensive snack bars, and
  last-minute souvenir stalls.
  Unfortunately, the group is told in
  no uncertain terms that there are no
  free berths available for at least
  three weeks, possibly two if there
  are cancellations. If they loiter,
  Lunar guards will firmly escort them
  off the port premises.
  Raus is angry that his progress is
  being impeded:
  “Damn it! We must get to see Fazzur
  at Whitewall before the Emperor
  sends…” his words tail off.
  “There’s no choice we’ll have to get
  a boat down the Oslir. The best
  merchant barges are powered by large
  elementals and make very good time.
  Follow me!”
  He leads them to the Oslir Canal
  Basin (59), a walk of over half an
  hour, and goes into the shipping
  office, asking them to wait.
  From Glamour to Furthest
  Raus books passage for himself and
  his mercenaries on a riverboat
  returning up river to Furthest. He
  doesn’t have a lot of money left, and
  so has bargained for them to be
  relief oarsmen and general helpers on
  the trip.
  Raus takes them down to the dockside.
  Describe the place as bustling and
  filled with ships of all kinds. The
  great warehouses stand back from the
  ornate wooden wharves, and statues to
  the river deities stand at every
  corner. Even the wharfies are
  comparatively civilized, as befits
  one of the most prestigious trading
  hubs of the whole of Glorantha.
  NOTE: If your PCs are suitable, you
  might be inventive enough at this
  point to drop the PCs into a
  variation of the scenario “Akritas’s
  Heir” (by Michael O’Brien and Nick
  Brooke, TRM: Iss. 16 p22). This
  doesn’t fit with my original
  storyline, but might with your
  variation. (Perhaps trading boats
  operated by foreigners are relatively
  common on the Oslir, and someone
  offers the stranded PCs a way to make
  some easy money?)
  After a few minutes searching, Raus
  spies the river boat “Yatha’s Bride”
  (Make Yatha a river spirit if the PCs
  ask.) This large boat looks to be in
  the middle range, well-made and
  indicating reasonable success, but
  certainly not belonging to one of the
  more prosperous trading barons.
  Raus says “We are fortunate again. I
  
  33
  asked in the shipping office if there
  were any Carmanian vessels soon to go
  to Furthest that needed some crew,
  and here is one.”
  Captain Pandras is a businessman
  first and foremost, however when Raus
  takes him aside and talks to him,
  they strike a deal. Pandras explains
  that he is short handed, as three of
  his crew recently transferred to
  another company: Pelorians that are
  trying to cut him out of the
  business. Pandras is keen to get some
  hard workers to help him load up this
  afternoon, maintain the vessel, and
  unload at the end of the trip. Most
  likely, there will be no rowing
  required, unless some of the rowers
  get sick. They should be in Furthest
  in nine days or so. Raus will bunk in
  the first mate’s cabin (the mate was
  one who left), and the mercenaries
  get to share the small passengers'
  common bunkroom. This is not so bad,
  as it could sleep six at a push and
  there are less of them than that.
  The goods aboard the Yatha’s Bride
  are primarily army surplus gear which
  arrives in depots at the Campus
  Militaris  (18 RGG) from around the
  Heartlands and is then sent to equip
  the Borderlands Seven Mothers
  regiments. Pandras counts himself
  lucky to have this regular upriver
  trip. Returning downriver he carries
  differing luxury goods and foodstuffs
  to the Heartland Cities, and
  sometimes slaves.
  So, for 4 hours in the afternoon, the
  PCs join the sweating wharfies
  loading crates aboard. This is all
  completed by early evening, and the
  Captain invites them all to share a
  meal. There are a dozen oarsmen, and
  4 other crew. The meal is fish and
  bread, with a good local wine.
  In the early evening they cast off
  and sail for over three hours down to
  the docks at Goodshore. Even though
  the boat is indeed powered by a large
  water elemental, especially on this
  upriver trip, the rowers must put in
  a good effort.
  The River Trip:
  This will pass swiftly in real time.
  The Oslir River is enormous, like the
  Danube or the Nile, and the banks
  pass slowly because of their distance
  from the boat. Along the way there is
  much river traffic of all types, from
  local fisherfolk, to Imperial
  transports. The scenery also varies,
  although wide, undulating, fertile
  plain is far the most common
  foreground feature. They also pass
  many small and medium settlements,
  and also expanses of farmland
  punctuated by woodlands. The most
  common animals grazing are cattle and
  sheep, but river birds, such as
  waders and divers are also frequently
  seen. (Use the map on p36 of G:G,
  Genertela book)
  Day 1 – setting off early, after a
  few hours they pass Raibanth, that
  magnificent city, and moor at the
  river’s edge in the evening, near a
  small village.
  Day 2 – All the way to Darleep. There
  are a surprising number of jobs to do
  aboard a riverboat, from rope coiling
  to swabbing the decks, and the
  mercenaries build up quite a healthy
  appetite. They moor in the river
  docks at Darleep and leave early
  again.
  Day 3 – Passing Alkoth about noon,
  all towering walls and dark
  atmosphere, once again they moor
  along the river’s edge at night.
  Day 4 – All the way to Jillaro, once
  again mooring in the river dock.
  Day 5 – Alongside the impressive
  Daughter’s Road for most of the
  morning and able to watch the carts,
  wagons and most splendid chariots
  that traverse that edifice.
  (Illustration on p47 TRM: Iss. 16)
  Moor by the riverside at night, next
  to a small town.
  Day 6 and Day 7 – two uneventful days
  to Mirin’s Cross.
  
  34
  Days 8,9 and 10 – two uneventful days
  and a morning to Furthest.
  19) Beyond the Empire
  Furthest, as they saw before, is a
  heavily Lunarised settlement that
  still has a notable Orlanthi element,
  although most of the Orlanthi have
  accepted the Lunar way and become
  ‘civilized’. Raus treats his
  mercenaries to a dinner at a good
  tavern in the dock area on the
  outskirts of town, but does not want
  to waste time by going into the city.
  Exactly how you close this scenario
  depends entirely on any restructuring
  you have done. Possibly Raus and the
  PCs will travel across Snakepipe
  Hollow with an armed caravan, hoping
  to join up with a Lunar Convoy at
  Alda Chur. (And possibly Raus will be
  kidnapped by Chaos during the night –
  a ‘Snakepipe Hollow’ scenario
  opportunity: every campaign should
  have one!) Possibly your PCs will
  simply head south into Sartar, or
  east into Prax, and home?
  When originally run as part of the
  campaign, the PCs had some fun riding
  across Sartar, eventually reaching
  Whitewall. Raus left them in the
  Lunar Camp, and flew to Boldhome by
  Wyvern because Fazzur was at that
  city in lengthy meetings (and not
  directing the siege as they had been
  told). The PCs (with unexpected time
  to kill) then decided it was their
  honorable duty to warn the rebels
  that the Bat was coming. With much
  fun and games they got into Whitewall
  with a troll supply train, and out
  again with the help of a Lanbril
  guide. (The Crimson Bat arrived
  shortly after and added even more
  fun, but this is all a different
  story!)
  Endnote: If you are using this as a
  lead-in between Borderlands and the
  Pavis Companion scenarios, then Raus
  honorably dismisses the PCs once the
  whole party is back in New Pavis. Now
  that he is Governor (presuming he
  is), he has decided it might be bad
  for his image to have types like the
  PCs openly representing him. Also, in
  my campaign, members of his family
  came out of the Heartlands to join
  him, and so he suddenly had a surplus
  of staff, and the PCs were the least
  valuable. Depending on your
  characterization of Raus, he might
  gift them well, and even apologize
  for this political move, promising to
  point any suitable jobs that cross
  his desk towards them. (A likely way
  that they could get the job to look
  after Arlaten and Mikos, replacing
  the random introduction and replacing
  Bor-Eel with Raus, or Sardeus, at the
  tricky Main Gate section.)
  
  35
  Agrestis the Jester
  Agrestis, Pelorian Trickster (liar Aspect) if well-played, the spells
  of this guy make him very powerful.
  STR
  12
  CON
  15
  SIZ
  15
  INT
  13
  POW
  17
  DEX
  16
  APP
  15
  Move 3
  Locations   (AP/HP)
  FP
  27 - (ENC=4)=23
  Rleg
  0/5
  HP
  15
  Lleg
  0/5
  MP
  17
  Abdomen
  0/5
  Dex SR 2
  Chest
  0/6
  Siz SR 2
  Rarm
  0/4
  Arms and armor (total ENC)= 4 Larm
  0/4
                                Head
  0/5
  Armor: none, only jester-like, funny and colorful robe.
  Weapons: only 1 dagger (for personal extreme defense) enchanted for
  extra AP defense.
  Dagger 
  SR 7
  Att%35
  Par%50
  damage 1D4+2+1D4
  AP 12
  Magic
  Spirit Magic (94%) Glamour 3, Silvertongue, Voice Mimicry, Fumble,
  Protection 4
  Divine Magic (109%) Charisma II; Conceal I; Dismiss Magic III;
  Reflection III; Lie IV; Extension III
  Bonuses and skills
  Note that any bonus/modifier is already applied
  (even if evidenced apart)
  Communication (+10%) Speak Sartarite 20%; Speak New Pelorian 60%; Speak
  Pavic 40%; Speak Trade 40%; Fast Talk 60%; Tell Jokes 90%; Sing 15%
  Agility (+2%) Dodge 55%; Dodge in a Funny Way 80%; Dance 25%; Jump 50%,
  Caper Annoyingly 110%
  Manipulation (+10%) Sleight 75%; Conceal 75%; Devise 45%
  Knowledge (+3%) R/W New Pelorian 30%; R/W Sartarite 10%; Human Lore
  45%; Compose Funny Ballads 65%
  Perception (+10%) Search 30%, Listen 60%, Scan 50%
  Stealth (-6%) Hide 75%; Sneak 80%
  Distinctive Traits:
  Joyfully offensive (on one’s weak spots)
  Provoker (with light, ironic and spectacular ways)
  More attentive than he appears to be (he loves to hide his insatiable
  curiosity behind funny, even if annoying, behavior)
  Personal Connections:
  Agrestis is a Trickster of the Liar Aspect; this makes of him a totally
  unreliable Lunar Agent; but he is still one and had the attention (if
  not the trust) of several Lunar personalities in New Pavis.
  
SOURCE: textdata/thevault/D100 [multi]/Runequest and Glorantha/HeroQuest HeroWars (Issaries)/Adventures/RQ HeroQuest - A Rough Visit to Glamour.pdf