Oliver D. Bernuetz's Regions - The Border Marches - The Hunt for Red Kare Back to my home page Back to regions Back to The Border Marches The Decision The Amberi have finally neared Balmyri land where they are met by their scouts. The scouts greet the Amberi and tell that they have found the hideout of the notorious Gagarthi bandit Red Kare. It's up to the Amberi whether or not they decide to attack this vile bandit but of course this would be a very friendly thing to do for the Balmyri since Gagarthi never stay in one place for long. The Clan Chieftain, Blunt Ash-bjorn's is torn. He likes smashing scum like this but at this time he feels that they really don't need to go looking for trouble at this time. He does ask the assembled full ring for their feedback though. The farmer faction for the most part while hating and despising bandits like Red Kare's riders doesn't really want to risk any more of the fyrd on such an action. Iskalli Endalson, the new war leader also does not think this is a good idea and will speak against it. Branbig Slayer, the clan champion is always willing to kill people and Gagrthi make good alternatives to slaughtering Chaos so he's all for it. Angorri Farnanson, devotee of Issaries speaks up for attacking them as these sorts of bandits are bad for trade and inter-clan relations. Rasmus Borngoldson, devotee of Odayla has had dealings with Gagarthi in the past and is prepared to vote either way. This is how the inner ring is prepared to vote :
Both Blunt and Rasmus are prepared to be swayed by popular opinion. Prominent outer ring members and their votes are :
This places the general vote at :
It's up to the players to persuade Rasmus and Blunt that this is what the Amberi should do. Persuading Blunt and Rasmus (5W): Heortling Customs, Mythology of Orlanth, Mythology of <deity> -5. There are strong mythic arguments for attacking the Gagarthi (and equally strong arguments for leaving them alone). Any degree of success will result in swaying Rasmus and Blunt into voting yea and getting Blunt to decide to attack Red Kare in his lair. Blunt will agree to send forty volunteer fyrdsmen and at least four weaponsthanes. Ashart Bolison is chosen to lead the warband. Jarang Hauberk and Branbrig Slayer both volunteer to go. Since Branbrig's four weaponstorms go along as well that makes seven weaponsthanes. Dag Haukson is also asked along since he'd proven so good at calming Branbrig before. Eight healers will go along to hold the horses and patch the survivors up. Early the next morning the entire band groups. It's a rainy day and a light fog covers the ground. Blunt asks the gods to favour the warband and to watch over them. They ride off following the two Balmyri scouts. Red Kare Red Kare and his followers are followers of Gagarth the Wild Hunter. They are holed up in an abandoned stead south of the Balmyri lands. Red Kare has roughly sixty of his vile followers with him at this time. The Balmyri scouts have located him and his band and can lead a war party to attack him. He and his followers are not particularily alert and he has a hard time getting his followers to do a decent outer patrol so they shouldn't be too hard to sneak up on. As the raiding party nears Red Kare's hideout they will need to
avoid the outer patrols. The outer patrols are made up of four average Gargarthi. Any Victory: The heroes avoid patrols on their way
to the stead. If they make it past the patrols they get very close to the stead. Around the stead at irregular intervals are severed heads attached to wooden stakes. Surprise the stead (2W): Hide In Cover, Warband
Tactics, Ambush The stead itself is composed of two longhouses placed twelve meters apart. Over the entrances are nailed more heads of their foes and victims and spread out to cure on the left longhouse is the hide of a woman who made the mistake of spitting in Red Kare's eye. The two longhouses are the only buildings still standing fairly intact. There is a third longhouse about 18 meters from the closest, the left hand one but it is falling down and is only used to stable mounts. This longhouse holds horses and some Praxian mounts, i.e. two bison, a high llama and six sables. These Praxians joined Red Kare's band for the plunder and the change of scene it offered. They fight much like their Heortling brethern. Gagarthi Abilities Physical Abilities: The majority of the Gagarthi have these abilities and affinities at 17. They are all armed with spears, axes and or swords and wear mixed leather/and or furs and metal armour with shields. Close Combat ^3 Wild Hunter Abilities There are nine Praxian followers of the Wild Hunt as well present. They are all 17 in their abilties as well. Physical Abilities: Their combat abilities are fairly similar to the Gagarthi but they really prefer fighting mounted so their first instinct is to get on their mounts. They will use Dust-in-Eyes fetishes to blind their opponents. Close Combat ^3 Bison Weapons and Armour : Butt 18^1, Thick Skin ^2 Significant Abilities : Charge at Foe 5W, Large 10W, Run Fast 18, Scent Predator 18, Strong 10W High Llama Weapons and Armour : Kick 18^1, Thick Skin ^2 Significant Abilities : Hardy 15, Large 5W, Run Fast 2W, Spit 18, Strong 5W, Surly 12, Tall 12W Sable Antelope Weapons and Armour : Butt and Kick 12^1 Significant Abilities : Large 18, Run Fast 15, Scent Predator 1W, Strong 18 Red Kare Red Kare is a Torkani who managed to escape being killed by his clan after he killed his own brother when he was caught by him while sleeping with his wife. He has successfully led his raiders in terrorizing all travellers passing north to Dragon Pass, exorting tolls or raiding strong parties and destroying weak parties. Both the Torkani and the Balmyri have long tried to kill him but no one has found his hideout before now. He is called Red Kare because of a) his temper; b) his red hair; c) his bloodthirsty temper; d) his red clothes; or e) all of the above. Answer : all of the above. His cruelty, violence and brutality are legendary. His most famous characteristic is his unique Two Sword Whirlwind Fighting technique which he does using two iron bastard swords. Physical Abilities: Red Kare has also incarnated a Gagarthi spirit with a Might of 10W from Prax that gave him his characteristic fighting technique.
Armour : Iron chain and shield ^7 Whirlvish Might: 15W. Last updated January 10, 2017 Glorantha is a trademark of Chaosium, Inc. Gloranthan material on this page is copyright ©1997-2016 by Oliver D. Bernuetz or by the author specifically mentioned on an individual page. Glorantha is the creation of Greg Stafford, and is used with his permission. Email me at bernuetz@mymts.net
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