Ero sivun ”RQ Homeland Seshnela” versioiden välillä

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(Ak: Uusi sivu: = Description = == Inhabitants == == Culture == == Language == == Government == == Military == Seshnelan armies center upon a body of heavily-armed noble cavalry, ca...)
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Versio 26. tammikuuta 2020 kello 01.43

Description

Inhabitants

Culture

Language

Government

Military

Seshnelan armies center upon a body of heavily-armed noble cavalry, called cataphracts, raised from the talar caste. Both the horseman and the horse are fully armored in bronze scale. Usually undisciplined, individual noble warriors are nonetheless fierce and well trained.

Talars are supported by non-noble cavalry or heavy infantry from the soldier caste. These professional warriors belong to war societies, each claiming descent from a Martial Beast (best known are the Lion, Mammoth, Wolf, Snake, Horse, Deer, and Bull). Each society is divided into Regiments, groups of extended families headed by a captain. Regiments can number anywhere from 80 to 1,200 men. Most are Sworn Regiments, supported by a Noble House who they have sworn to serve. A few are Free Regiments, free-booting mercenaries who serve whoever pays them.

Most horali fight on foot, although some regiments are mounted. Their weapons depend on their regimental tradition, all carry swords as a right of caste. Most are armed with a bow or crossbow, and a variety of close combat weapons, including a single- or double-handed broadsword, spear, mace, or axe, depending on the regiment. Cavalry carry spears and bows. Soldiers tend to be more lightly armored than the noble cavalry, wearing boiled leather or leather with metal plates.

Each ranking talar maintains his own favorite zzaburi who may travel with the army to provide magical support and aid. Dronar militia are common, but usually poorly equipped and motivated. They are usually armed as spear or bow men, and are more useful for garrisoning cities and castles than fighting in the field.

The maritime cities of the Quinpolic League use triremes to defend their naval dominance. Broad and round hulled sailing ships carry their goods across the oceans of Glorantha.

Religion

Malkioni, Rokari School The Malkioni venerate the Invisible God who created the Runes, worshiped as gods by the barbarians. The Runes, in turn, created lesser versions of themselves, often in combination with other Runes. One of these lesser creations, Malkion the Founder, revealed the laws of the Invisible God to men. This abstract Invisible God gives little, if any, direct magic to its worshipers; but knowledge of the divine laws give wizards the power to define and manipulate the rest of the world, and turn it into raw materials for their cosmic alembic. Malkion himself died in the Gods War, killed by rebellious gods. Malkioni wizards now shape the universe without consent from gods who elsewhere are believed to rule everything.

The Rokari School of Malkionism dominates Seshnelan religious thought. Hierarchical and centralized, Rokarism is led by its Watcher Supreme. Rokari wizards believe upholding the ancient castes of Worker, Soldier, Wizard, and Noble is required by Malkion’s cosmic laws. They believe a man need only master his own duties of caste in life to achieve salvation, called “Solace”, and philosophically value a great farmer as much as a mighty warrior or powerful king. Converts to Rokarism are assigned to the most appropriate caste by the local ruler, whose decision is final.

Rokarism rejects the Dawn Age revelations of Hrestol, blaming Hrestol for the later abuses of Arkat and the God Learners, and believes that they have returned to the pure truth of Malkion. The Rokari have purged their sacred Abiding Book of God Learner lies and blasphemies. They imitate Brithini concepts in a limited way: some wizards and lords have gained extended lives through their piety, but most mortals live and die within their born caste. Unlike the Brithini, the Rokari reject the Tapping of other sentients for magical energy.

Rokarism is the state religion of the Kingdom of Seshnela, and is closely allied with the king whose authority and legitimacy is sanctioned by the Rokari wizards. Other Malkioni schools are subject to varying degrees of repression.

In the Quinpolic League, Navigationalism is a growing school, based on ancient prophecies incorporated in the Abiding Book. These prophecies were fulfilled when Dormal the Sailor opened the Seas and overcame the Curse of the Closing. Navigationalism uses explorations in the physical and magical worlds to become closer to Malkion. Navigationalism is the religion of the Duchy of Pasos, and coexists uneasily with Rokarism throughout the Quinpolic League. The Rokari Watcher Supreme is investigating accusations that Navigationalism is a Vadeli heresy.

The Castle Coast preserves a Hrestoli school that is less rigid in its caste restrictions. The Brithini enclave of Arolanit is a stronghold of ancient Brithini atheism. The Invisible God is universally acknowledged there as Creator. No other worship is allowed, even by visiting outsiders. Such necessary rituals as the departure rites for sailors are performed only after the ship has been towed out to an offshore rock.

Creating a character

To create a character from

Base passions

Homeland: base passions
Passion Value
60%
60%
60%

Occupation tables

Roll 1d20 for parents occupation, or choose from the table.

Homeland: parent's occupation
Roll Occupation Caste
1
2
3
4
5
6
7
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%