RQ Homeland Umathela

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Description

(Taken from Guide to Glorantha, pages xxx-yyy. Used without permission as fair use.)

Umathela consists of seven coastal and river regions and the primeval inland forest regions. The forest is mostly pine woods in Enkloso, and deciduous in Vralos. The forest becomes more open as one travels to the east, until the treeless Fonritian uplands are reached. The coastal lowlands have much farmland, but the primeval Aldryami forest remains. These forests dominate the entire land in Enkloso, and are less extensive, though still large, in Vralos.

A wide variety of megafauna can be found in the forests and river valleys of Umathela, including giant sloths, giant armadillos (glyptodons), several species of long-tusk elephants (gomphotheres), running bears (arctodus), shovel-tuskers (amebelodon), sky bulls, and scimitar-toothed cats (homotherium). Alynx live in Vralos, but are rare in Enkloso.

Climate

Umathela is the coolest region of Pamaltela. The sea is cool, and high mountains shield the land from the worst of the hot savannah winds. It is dry and warm in summer, gradually becoming moister as the year progresses. Heavy fogs roll in from the sea in late Fire Season. When the wind changes in midwinter, it brings lots of rain and an occasional snowfall. Sea Season is unpredictable: often it is calm and warm, but sometimes devastating hurricanes bombard the coastal cities.

Inhabitants

Humans in the river valleys usually follow Orlanthi culture, while those in the cities cling to Malkioni ways. Brown and green elves rule the woods. Brown elves have a small majority in Vralos, while green elves predominate in Enkloso. A Brown Vadeli minority resides in the Vadeli Quarter of most coastal cities. Dark trolls inhabit the Tarmo Mountains and war with the green elves of Enkloso. A species of beetle-like timinits called Lucan were introduced here in the Second Age and can be found throughout Umathela.

Culture

Western cultures predominate along the coasts, Orlanthi in the interior. Western society is divided into castes, each with its own taboos, secrets, clothing, marriage laws, and other regulations of behavior. The noble caste tends to have darker skin than members of the other castes, although there is much mixed blood. The Westerners fish the oceans and rivers, grow almonds, millet, oranges, rice, and wheat. Tea (introduced in the Second Age from the Middle Sea Empire) is grown in warmer areas. The dominant Sedalpist sect of Malkionism abstains from eating meat (excepting fish); as a result, animal husbandry is less important than in other Western cultures.

The Orlanthi of the interior are mixed farming-pastoralists. They raise sheep, cattle, and pigs, and grow apples, barley, beans, grapes, millet, peas, and wheat. Hunting and fishing are more important sources of food than for most other Orlanthi cultures. Indeed, the Orik tribe is primarily hunter-gatherer. Timber is an important source of wealth, but in most regions trees can only be cut down with the permission of the local Aldryami.

Language

Enklosan and Vralan, Theyalan tongues spoken in the west and east parts of Umathela respectively. Tradetalk is the language of trade.

Government

The coastal cities are mostly ruled by kings who preside over more or less powerful advisory councils. In the interior regions, the people are organized into tribes in the Orlanthi manner.

Military

Feuds, raids, and petty skirmishes are as common as in any other Orlanthi land, but actual warfare is uncommon between the humans of Umathela because of the tradition of allowing the elves to mediate serious disputes. Wars with Fonrit and other outsiders are common.

The Orlanthi of the hills are light skirmishers with bows, spears, and axes. Their leaders and champions are often armored and fight with long, curved, two-handed blades that are devastatingly effective. Units of heavy infantry are maintained by the cities. Most of these soldiers are mercenaries from the hill tribes.

Cerngoth is a thalassocracy that dominates the cities of coastal Umathela. It maintains a large fleet of penteconters and biremes fitted with two lateen sails and equipped with an above-water spur instead of a ram. Many ships are armed with a ballista that hurls flaming projectiles. Other coastal cities maintain small fleets of warships, their numbers dictated by the Patriarch of Nikosdros.

Religion

Both Malkionism and the Orlanthi pantheon are accepted here. The coastal cities emphasize Malkionism, especially the Sedalpist School, while the interior people are mostly Orlanthi. The elves, of course, follow their own religion. The dominant Sedalpist School of Malkionism holds that violence against another sentient is sinful and pollutes the actor by ensnaring him into the material world. The Sedalpists are notably tolerant of different viewpoints. The Sedalpist city-states on the Umathelan coast regretfully use the Orlanthi hill tribes as mercenaries to fight when the need arises.

Creating a character

To create a character from Umathela use following tables. Orlanthi clans have different jobs.

Base passions

Homeland: Umathela Malkioni base passions
Passion Value
Love (Family) 60%
Caste rules 60%
Pacifism 60%
Homeland: Umathela Orlanthi base passions
Passion Value
Love (Family) 60%
Loyalty (Clan) 60%
Loyalty (Client city state) 60%

Occupation tables

Roll 1d6 for parents occupation as per caste, or choose from the table. If Orlanthi, roll from the normal table.

Homeland: parent's occupation
Roll Occupation Caste
1-3 Bandit Outlaw
4-6 Thief Outlaw
1 Crafter Dronar
2 Entertainer Dronar
3 Farmer Dronar
4 Fisher Dronar
5
8
9
10
11
12
13
14
15
16
17
18
19
20

Family history

This table determines the history of player characters grandparents and parents. Years are approximate outside of dragon pass, but they correlate fairly well with the years in family history sheet.

Homeland: family history
Year What happened
Your grandparents history
1582
1597
1602
1603-1604
1605
Your parents history
1608
1610
1613
1615
1616
1618
1619
1620
1621
Your personal history
1622
1623
1624

Rune affinities

Cultural skills

Homeland: skill bonuses
Skill Value Cultural weapon Value
Skill 00% Weapon 00%
Skill 00% Weapon 00%
Skill 00% Weapon 00%
Skill 00% Weapon 00%
Skill 00% Weapon 00%
Skill 00% Weapon 00%
Skill 00% Weapon 00%
Skill 00% Weapon 00%
Skill 00% Weapon 00%
Skill 00% Weapon 00%