RQ Homeland Maslo bay
Sisällysluettelo
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
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
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.
Year | What happened | ||||||||||||||||
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Your grandparents history | |||||||||||||||||
1582 | Your grandparent met a strange ship sailing down to Maslo sea from open ocean. Roll 1d20.
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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.
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1602 | Normal year.
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1603-1604 | Elves were on the prowl. Roll 1d20 +10 if Elmale -10 if Flanch.
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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.
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Your parents history | |||||||||||||||||
1608 | Mother of monsters arrived. Roll 1d20 +10 if Elmale.
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1610 | Vadeli pirate Forgan Goldeneye was raiding Edrenlin islands north of Elamle. Roll 1d20:
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1613 | A new cult arrived. Your parent investigated this cult on Brothehood of blood. Roll 1d20:
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1615 | Pretty normal year:
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1616 | Some traders from far away came. They had used up almost all of their supplies and were desperate. Roll 1d20:
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1618 | Elves are on the prowl again. Roll 1d20 +10 if Elmale -10 if Flanch.
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1619 | Normal year.
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1620 | Normal year.
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1621 | This year seemed like a normal, but suddenly: Roll 1d20 +5 if Flanch -5 if Elmale.
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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.
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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
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% |