Ero sivun ”RQ Homeland Karolera” versioiden välillä
(Ak: Uusi sivu: = Description = (Taken from Guide to Glorantha, pages xxx-yyy. Used without permission as fair use.) The land is fertile, with extensive forest and light jungle broken by many ri...) |
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Nykyinen versio 24. tammikuuta 2020 kello 18.53
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Description
(Taken from Guide to Glorantha, pages xxx-yyy. Used without permission as fair use.)
The land is fertile, with extensive forest and light jungle broken by many rivers. Most river valleys have been cleared by people for rice planting, and the annual floods bring rebirth for farmers and fishermen.
The foothills are covered in light woods
ranging from subtropical in the south to
temperate and cold coniferous forests in the
north. Many woods have thickets of bamboo
as an understory, replaced by rhododendrons
at higher elevations.
Just north of Kralorela proper lies the
Kingdom of Ignorance, more properly titled
Bliss of Ignorance. This is a human land,
though it has an immense slave class of
miserable trollkin. It is now an autonomous
province of the Kralorelan Empire, whose
common folk have proved unable to be lifted
from their misguided ways. The favorite
deities here are worshiped nowhere else,
and these people have never had a ruler who
followed their own ways.
Inhabitants
Most of the residents of Kralorela are human. Dragonewts, Wind Children, mermen (mostly hostile), and other non-humans lurk at the fringes of civilization.
Culture
Kralorelan. Kralorela is a remnant of an elder age. Its rulers strive to perfect an isolationist policy which was broken only twice, once by the God Learners and later by Sheng Seleris. As a result of these incursions, they consider all outsiders to be God Learners and deal severely with any intrusions into their realm. Since the Opening, they have kept almost everyone away. The only exception is through the city of Lur Nop.
The Kralorelans know that their
civilization is the most perfect in the world.
They believe their arts are the most refined,
their soldiers the most courageous, their
cuisine the most delectable, their rulers the
most inspired, and their magic the most
impressive. When presented with evidence
to the contrary, they maintain that moral
superiority makes up for crude ostentation.
Language
Kralori, a Vithelan language. At one time there were fifteen different languages in the area now covered by the Dragon Empire, but the famous ruler Vayobi standardized speech, taking the best of the old dialects and discarding anything inappropriate. Now all citizens of the Dragon Empire speak one elegant tongue.
Stultan, another Vithelan language, is spoken in the Kingdom of Ignorance. Scholars consider it to be a crude and bastardized form of the original Kralori language, predating Vayobi’s time. It uses many troll idioms and loan words from Darktongue.
Government
The civilization is ancient, based upon Golden Age customs long lost to the rest of the world. A single emperor rules all with legendary benevolence, assisted by appointed officials called exarchs and mandarins. The empire is divided into eight provinces for administrative purposes.
The emperor is rarely involved in
mundane matters of state; court policy is
made by exarchs, eunuchs, and mandarins, and
imperial politics are decided by the effective
central administration.
Military
The regular Kralorelan military consists of four mobile armies and three navies, plus the elite Five Dragon Warriors of the emperor’s bodyguard. The entire military is commanded by an officer called Archexarch Seven Dragon and Wisdom.
Each army is commanded by a Master
General who has worked his way to this
revered position through many years of work,
skill, and luck. Exarchs of the eight provinces
provide quotas of men and equipment as
commanded by the Archexarch Seven Dragon
and Wisdom.
Most military units consist of wellequipped,
trained heavy infantry. They are
divided into regiments of about 1,000 fighting
men, half of whom are spear and pike men,
the others who are archers or crossbowmen.
All soldiers also carry swords and shields.
Cavalry is rare because the Kralori do
not know the secrets of raising great war
horses. The Kralori usually hire Praxian or
Pentan nomads if they feel they will need
mounted troops.
Magic flying creatures, especially
Spearbirds, are sent as reserves or pursuit
forces where other nations would use cavalry.
Dragons are also used, though less often, as
are many other creatures.
The Five Dragon Warriors are so called
because each of them can summon or
turn into a dragon at least five times. Only
twenty guard the emperor. Other qualified
candidates patiently wait for their turn to
prove themselves by working for the Exarchs
or as field commanders.
The Kralorelan fleet remained intact
throughout the Closing, although confined
to the Suam Chow. Their merchant ships are
called junks. Their warships are huge oared
war barges which can be easily linked together
to make a floating island, where men fight as
if on land. Some war barges use animated
corpses as their oarsmen, with more oars for
the foot soldiers to use in case of emergency.
Creating a character
To create a character from Kralorela follow the steps presented here:
Base passions
Passion | Value |
---|---|
Love (Famliy) | 60% |
Loyalty (Kralorelan empire) | 60% |
Loyalty (Ancestors) | 60% |
Occupation tables
Roll 1d20 for parents occupation, or choose from the table. Kralorela is a Caste based society so if your character is not a bandit or martial artist he, or she, should have the same occupation or caster as his/her ancestors. PC can take any none caste profession, but should take -10% to his/her loyalty (Ancestors) passion.
Note that mandarin occupation is open to anyone who completes the imperial tests to become one.
Roll | Occupation | Caste |
---|---|---|
1 | Bandit | None |
2 | Martial artist | None |
3 | Entertainer | None |
4 | Thief | None |
5 | Warrior | None |
6 | Merchant | Trader |
7 | Sailor | Trader |
8 | Crafter | Artisan |
9 | Healer | Artisan |
10 | Scribe | Artisan |
11-13 | Farmer | Grower |
14 | Herder | Grower |
15 | Fisher | Grower |
16 | Priest | Mandarin |
17 | Philosopher | Mandarin |
18 | Noble | Mandarin |
19 | Ship's officer | Mandarin |
20 | Wizard's apprentice | Mandarin |
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.
Year | What happened | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Your grandparents history | |||||||||||||
1582 | In 1587 a fleet of strangers arriwed to sea of Suam Chow.
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1597 | There was a trading mission to the East isles. Roll 1d20, +10 if a maritime profession.
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1602 | A new Martial arts society is formed. The Three petals society looked for a worthy opponents to prove their worth. Roll 1d20 +10 if Warrior, +15 if Martial artist.
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1603-1604 | There was shortage of food that caused rioting. Roll 1d20 +5 if caste is none (Other that warrior) or grower. +5 if Warrior or Mandarin.
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1605 | A large trade fleet was sent to island of Vormain. Roll 1d20, +10 if a maritime profession.
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Your parents history | |||||||||||||
1608 | This year your parent took the Mandarin exam. Roll 1d20 +15 if Grandparent was in Mandarin class.
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1610 | If father is your favourite partner: your mother was kidnapped, If mother: one of your mother's kin was kidnapped. The cultripts were not found. If there is another player from Kralorela roll from table instead:
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1613 | A red fist society had a feud with Three petals society. Roll 1d20 with +10 if Martial artist.
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1615 | Criminal Triads were fighting for controll. Roll 1d20, -5 if Thief or Bandit, +5 if Mandarin.
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1616 | Nothing much happened this year. Roll 1d20:
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1618 | A local mystic came and promised to change all of your parents silver to gold. Roll 1d20:
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1619 | Another year when little happened in the glorious Kralorelan empire, may the Dragon Emperor be blessed:
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1620 | Your parent started to doubt that the Three petal society was up to no good. Roll 1d20:
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1621 | You parent took the Three petal society to trial on the kidnapping that hapenned in 1610.
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Your personal history | |||||||||||||
1622 | This was the time of your mandarin exam. Roll 1d20 add +5 if your parent was a mandarin. -5 if none. +10 if you decide to cheat (make a note of this).
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1623 | A mission was sent to the faraway Dragon Pass. Roll 1d20 -5 if Mandarin:
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1624 | While walking on a street a large group of Three petal society thugs ambushed you and sold you to a slaveship. |
Rune affinities
Fire +10%
Cultural skills
Skill | Value | Cultural weapon | Value |
---|---|---|---|
Swim | 10% | Broadsword | 10% |
Charm | 20% | Dagger | 15% |
Dance | 15% | Spear | 10% |
Orate | 20% | Crossbow | 15% |
Speak other language (Tradetalk) | 20% | Punch | 10% |
Burecaucarcy | 20% | Kick | 10% |
Customs (Kralorela) | 10% | ||
Read/Write (Kralorela) | 05% |