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(Ak: Uusi sivu: = Description = (Taken from Guide to Glorantha, pages xxx-yyy. Used without permission as fair use.) == Inhabitants == Humans here are of the Agimori physique, but languages and...)
 
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Description

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

Inhabitants

Humans here are of the Agimori physique, but languages and cultures are vastly different from the Doraddi. Furthermore, several distinct groups exist among the Elamle cultures.


While not a part of Maslo, the great Errinoru Jungle, bordering the coastal regions that make up Maslo, is demographically significant. A vast number of elves of varying types inhabit this jungle. A large tribe of Ludoch mermen also populate the Maslo Sea. Related, semi-independent Ludoch tribes live in the Marthino Sea and to the east.

Culture

The Maslo culture is made up of a variety of Agimori peoples living along the coasts of Elamle and Onlaks. They are divided into many independent tribes, but all claim descent from the lost sunken city of Thinobutu.

These people are endangered by hostile forces – in Elamle by the Mother of Monsters, and in Flanch by enemy elves.

Despite this pressure they are generally friendly and open. They are suspicious of the supernatural, and thus intentionally worship weak deities, importing needed sorcerers from other lands rather than practice the arcane arts themselves.

The Maslo peoples are organized into loose confederations of kin-based groups whose clans sometimes exhibit widely different customs and manners, most notably in rites of passage and peculiarities of dress and custom. Most reside in small villages, but the coast is dotted with small city-states.

The largest subculture, called the Elamle Aroin, is noted for its unusual four-tiered caste system. The children of each class are automatically members of the next higher class. The children of the aristocracy, the highest class, become members of the lowest class. Hence, upward mobility is assured, and the rulers and kings always try to ensure prosperity for the underprivileged.

In Elamle, slash and burn horticulture is widespread, but not in Flanch, where the elves are hostile.

Language

Elamle dialects.

Government

Clan elders have the most political control over the people. Even the cities are run by a council of elders. The Flanch confederation is a group of aggressive cities and clans led by the Dynast of Flanch and supported by tribute from around Maslo, which is paid to supply a navy.

Military

Elamle has never been attacked by other than pirate raiders, nor have its people shown any desire for conquest, so a militia is all that is deemed necessary. In addition to other jobs, the second to the lowest caste makes up the defensive militia.

Flanch, in contrast, is in a state of constant warfare with the yellow elves and each city there has warriors who specialize in fighting against the elves. The Dynast of Flanch maintains a unit of heavily-armored axemen, and hires mercenary sorcerers and priests from Fonrit or Umathela who specialize in Fire or Air magic.

The sailors of the Maslo Sea use the same ship style for both merchant vessels and warcraft. They use huge, double-hulled catamarans propelled by clumsy sails or banks of oars pulled by well-drilled men.

These are independently financed by people in either Flanch or Elamle. They maintain their ancient tradition “from before we came up from the sea bottom” of treating all ship captains as equals, of cooperating in fleet actions, and electing fleet leaders from among themselves based upon the captains’ popularity and perceived admiralty skills.

Religion

Masdoumari (now usually sleeping) is the Creator, a Trickster called Running Nose (banished long ago) is the Changer, and a monster (killed annually) is called the Destroyer. Active worship centers on ancestor worship and hero cults.

Creating a character

To create a character from Maslo sea region use following tables.

Base passions

Homeland: base passions
Passion Value
Love (Family) 60%
Loyalty (Clan) 60%
Flanch: Hate (Elves) 60% Elmale: Loyalty (Elves) 60%

Occupation tables

Roll 1d20 for grandparents occupation, or choose from the table. If Elmale, parents occupation is from the higher caste, and your's is from the highest, or lowest if your parent's were nobles or ship officers. In this case roll 1d6 instead, or 1d2 from first caste

Homeland: parent's occupation
1d6 Roll 1d20 Roll Occupation Caste
1 1 Bandit Lowest
2-4 2-5 Fisher Lowest
5-6 6 Farmer Lowest
1 7 Assistant shaman Third
2 8 Crafter Third
3-4 9-10 Sailor third
5 11 Hunter Third
6 12 Thief Third
1 13 Entertainer Second
2 14 Healer Second
3 15 Merchant Second
4 16 Scribe Second
5 17-18 Warrior (Marine) in Elamle, also (Heavy infantry) in Flanch
1 19 Ship's officer First
2 20 Noble First

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 Your grandparent met a strange ship sailing down to Maslo sea from open ocean. Roll 1d20.
Strange ship arrives:
Roll Result
1-19 Grandparent was amazed and excited about the new possibilities.
20 Your grandparent was the one who learned the sea opening dance from strangers. If your characters int is 13 or higher, start the game with knowledge of Command and Water rune sorceries and Sea opening dance at 1d6% plus magic skill category bonus. Note that unlike normal sorcery this spell is not limited by read/write, but instead dance skill.
1597 The Vadeli empire was rising in the Umathela, Dynast of Flanch gatheres a large fleet to defeat them. Roll 1d20 +5 if Maslo or Kareeshtu. -5 if Umathelan or Afadjann.
Oenriko rocks battle:
Roll Result
1 Grandparent died in battle.
2-5 When Vadeli feet was crushed by Kareeshtu Maslo alliance your grandparent realized that they were not gods, but mortals. Gain Hate (Vadeli) Passion.
6-15 Your grandparent did not really took part of the battle itself.
16-19 Defeated the Vadeli fleet in Oenriko rock battle. Gain 1d3% reputation.
20 Managed to bring booty home, roll 3d6+2 on family heirloom table.
1602 Normal year.
Normal year:
Roll Result
1-2 Died, roll on the random cause of death table.
3-19 Normal year
20 Windfall, add 1d6*100 Lunar worth of coins.
1603-1604 Elves were on the prowl. Roll 1d20 +10 if Elmale -10 if Flanch.
Elves prowling:
Roll Result
1-2 Did some sporadic fighting against elves.
3-5 Died fighting elves. Gain Hate (Elves) Passion.
5-6 Fought bravely against the elves. Roll 3d6+2 on family heirloom table as booty.
7-8 Fought with great honor. Gain Honor Passion.
9-14 Did not take part.
15-16 Gained a gift from elves. Roll 3d6+2 on family heirloom table.
17-20 Took part in elven ceremonies. Gain Loyalty (Elves) Passion.
1605 On this year there was a great quest to find Seeds of Falmal from Jrustela. This would hopefully deepen the friendship of Elves and Humans, and hopefully stop the war in Flanch. Roll 1d20.
The quest for seed of Flamal:
Roll Result
1-5 Your grandparent did not take part.
6-8 Died fighting.
9 Died with great glory. Gain 1d3% reputation.
10-14 Fought with great honor. Gain Honor Passion.
15-18 Managed to convince the elves to let the group to ruins of Piskos, gain Loyalty (Elves) Passion.
19 Gained treasure from outskirts of Piskos. Roll 3d6+2 on family heirloom table.
20 Was one of the few who managed to find the seed from a ruin of an old God learner university. Gain Loyalty (Son of first seed)
Your parents history
1608 Mother of monsters arrived. Roll 1d20 +10 if Elmale.
Mother of monsters:
Roll Result
1-15 Managed to avoid the monster.
16-17 Parent was killed by mother of monsters. Gain Fear (Chaos) Passion.
18-20 Parent witnessed the Mother of monsters. Gain Fear (Chaos) Passion.
1610 Vadeli pirate Forgan Goldeneye was raiding Edrenlin islands north of Elamle. Roll 1d20:
Forgan Goldeneye raiding Edrenlin:
Roll Result
1-5 Your parent did not take part.
6-7 Parent died fighting the raiders. Gain Loyalty (Waertagi) Passion.
8-18 Parent fought the raiders. Gain Loyalty (Waertagi) Passion.
19-20 Parent fought the raiders with great gourage. Gain Loyalty (Waertagi) Passion and 1d3% reputation.
1613 A new cult arrived. Your parent investigated this cult on Brothehood of blood. Roll 1d20:
Investigation of Brotherhood of Blood:
Roll Result
1-3 Your parent disappeared in mysterious circumstances.
4-12 Parent did not find out anything interresting.
13-18 Parent found out that the Brotherhood taught sorcery to it's members, but she/he was not interested.
19-20 Parent was initiated in to the Brotherhood. With their help she/he made some good business. Add 1d6x100 Lunar worth of money.
1615 Pretty normal year:
Normal year:
Roll Result
1-2 Died, roll on the random cause of death table.
3-19 Normal year
20 Windfall, add 1d6*100 Lunar worth of coins.
1616 Some traders from far away came. They had used up almost all of their supplies and were desperate. Roll 1d20:
Faraway traders:
Roll Result
1-6 Parent gave some things freely to the traders, after all they were fellow sailors. Gain Loyalty (Crew) Passion.
7-12 Your parent did not take part.
12-17 Parent sold supplies in a fairly high price. Gain 1d6x100 Lunars worth of coins.
18-20 Parent made an excellent deal. Roll 3d6+2 on Family heirloom table.
1618 Elves are on the prowl again. Roll 1d20 +10 if Elmale -10 if Flanch.
Elves prowling:
Roll Result
1-2 Did some sporadic fighting against elves.
3-5 Died fighting elves. Gain Hate (Elves) Passion.
5-6 Fought bravely against the elves. Roll 3d6+2 on family heirloom table as booty.
7-8 Fought with great honor. Gain Honor Passion.
9-14 Did not take part.
15-16 Gained a gift from elves. Roll 3d6+2 on family heirloom table.
17-20 Took part in elven ceremonies. Gain Loyalty (Elves) Passion.
1619 Normal year.
Normal year:
Roll Result
1-2 Died, roll on the random cause of death table.
3-19 Normal year
20 Windfall, add 1d6*100 Lunar worth of coins.
1620 Normal year.
Normal year:
Roll Result
1-2 Died, roll on the random cause of death table.
3-19 Normal year
20 Windfall, add 1d6*100 Lunar worth of coins.
1621 This year seemed like a normal, but suddenly: Roll 1d20 +5 if Flanch -5 if Elmale.
Normal year:
Roll Result
1-5 Captured by elves. Gain Hate (Elves) Passion.
6-15 Normal year
16-20 Got eaten by a monster. Gain Feat (Chaos) Passion.
Your personal history
1622 Wolf pirates were attacking jungle tribes in the west. You can fight against them, join them or do nothing. If you join them, switch to Wolf pirate events table. Else proceed to next year.
Against the wolf pirates:
Roll Result
1-10 Missed the fight.
11-18 Fought with the wolf pirates. Gain 1d6% reputation.
19-20 Managed to get some booty from Wolf Pirates. Roll 3d6+2 on the family heirloom table.
1623 An wise man of the Edrenlin isles offered to teach you secrets of their magic. You can take Wizard's apprentice as your occupation.
1624 You took a simple sea trick but sudden storm sank your ship. You managed to swim to a small inhabited island. From there you was picked by a slave ship.

Rune affinities

Water +10%

Cultural skills

Homeland: skill bonuses
Skill Value Cultural weapon Value
Boat 10% 1H Axe 10%
Swim 10% 2H axe (Flanch only) 10%
Bargain 10% Dagger 10%
Dance 20% 1H Mace 10%
Sing 10% Javelin 10%
Speak other language (Tradetalk) 10% Fist 10%
Speak other language (Boatspeech) 20% Graple 20%
Speak other language (Aldyrami) / Elamle only 20%
Elven lore 10%
Shiphandling 10%