Broo Haunts

Broos infest anywhere they can, which means away from stronger foes.

Known broo haunts include the Marsh, Ogre Island, Yelmalio Hill, Griffin Gate environs, rarely the Wyvern Gate area and the Puzzle Canal.

Rumors abound among the locals of secret negotiations between the Lunars and various broo gangs, attempting to forge an alliance, or at least to hire the broo as muscle. No reasonable person believes this.

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Heads Will Roll

Is the Marsh at the entrance to the puzzle canal or is it the area west of Ogre Island? I don't think our character's ever visited Ogre Island, but the Marsh seems familiar. The heros just went past Yelmalio Hill twice while going to and coming from the Garden. Is this the area where Speth spotted the 12 Broos? Upon returning from the string quest with Garusharp there was an encounter with Broos inside Griffin Gate. There was a group of them inside a ruined building conducting a ceremony. One wonders why they are seldom seen near the Wyvern Gate. Is the gate more intact than the other two? Could that Guardian be on duty? As it is, the heros are due to visit the puzzle canal very soon, but it looks like Broos could be in almost any out of the way spot.

The latter. Close. No. No.

The latter.
Close.
No.
No.

That's What I Get For Thinking

Tactically, the broo (like everyone) are surrounded by the city walls. A broohunt, from the outermost perimeter inwards, can flush them out and round them up in their stronghold of the Marsh and Ogre Island. The trouble with this might be flushing out anything else, unrelated, that we don't want to face at this time. That is why a heroquest which limits the enemy to broos only or broos and their allies (even if those allies are Lunars) would be best.

Note the scale. You don't

Note the scale. You don't have a tenth of the manpower to do a walls-in sweep.

It is tricky & difficult to target a random selection of enemies in a single heroquest. Do you think the brews are a monolithic group?

More Scale

Did this to give you a more visceral understanding of how huge Pavis is. The Rubble is Glorantha's largest enclosed area of land still in existence. That wall from Wyvern Gate to the corner in the Garden is over a mile and a half long. If the entire population of the Rubble turned out to man that wall section, there would not be enough coverage to keep climbers from getting over. In total, there are over six miles of giant built walls around the Rubble.

Nothing in the overlaying of this map is supposed to suggest any hidden meanings or hints, so don't waste your time. There is no significance to the relative positions, so Jon, don't go looking for a secret entrance in Pavis at the corner of Grove and Strawberry.

For fun, click to compare Pavis to the massive and formidable Middle Ages Fortress, the Krak des Chevaliers.

Update

What about the Ritz or Student Commons? How can I ignore Hollywood Cemetary? I think we should merge the two worlds at 8:00 pm tonight. See you there.

Broo hunt

Speth has given up on the local Broo. She's not ready to hunt them, and she doesn't see any benefits to the large task at hand of eliminating all the Broo.

Speth wishes to begin preparations for the 'Babeestor Gor kills a son of Thed' hero quest.

She wants to enlist the aid of the following people/groups to either join or provide advice.

- An Orlanthi or group of Orlanthi (these are the chaos fighters, right?)
- A Chelana Aroi (maybe the one that healed me earlier)
- The Pavic Ernaldan temple
- Troll allies (as they don't cotton to chaos much either).

Oh yeah...

I totally forgot to mention. Anyone with Rubble experience knows that the area between the Keel Marsh, Yelmalio Hill, Dragonewt Temple and Mani's Fort is called the Devil's Playground.

An open area of grassland and rolling hills, it (according to authorities like Rasa) has never been an urbanized area, meaning it is mostly not full of buried ruins. But legend and rumor from Rubble adventurers says this area is riddled with tunnels unknown to the Mostali and extremely dangerous.

What Rubble knowledge skills tells you

While most Broo gangs are haphazard agglomerations of random monsters, several gangs have existed long enough that the locals have given them names, or in rare cases, the name the gang uses has passed over into human understanding. This is usually due to shouting matches or through the escape of some poor victim from the gang.

Not all broo speak a human language, though the local broo language is often a twisted patois of whatever is spoken locally. This makes it hard for escapees to make much sense out of what they may have overheard, if it ever made sense at all. Most disturbingly though, survivors over several years have independently described two to four notable individual broos who seem to not resemble the gang they're with, and also to be seen with more than one gang.

The Leapers

A hit and run gang specializing in ambushes. From eyewitness reports, most or all of the Leapers are unsurprisingly good at leaping or running very very fast. Not known as heavy hitters, they do not stand and fight but are nearly impossible to catch due to their speed. Members are often antelope broo, or sometimes jackrabbit or rubble runner broo.

The Bison Broos

A group of larger than normal broo, strong and dangerous in hand to hand combat. Praxians hate them more than most chaos, which is saying a lot.

The Mutations

Membership of this group changes more than others, according to victims. Word in the rubble says these broo are extremely mutated by chaos, making them unpredictably dangerous.

Heads Will Roll

This is important information for planning out the quest. Chris said to go forward with "Babeestor Gor kills a son of Thed". Let us get started on the myth so the heros can proceed with it when Speth returns from completing her current vengence quest.

So far, Speth has secured the support of a Storm Bull named "Big Neck".

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