RQ Homeland Kareeshtu

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Loikkaa: valikkoon, hakuun

Description

(Taken from Guide to Glorantha, pages 550-552. Used without permission as fair use.)

Inhabitants

Fonrit is primarily inhabited by a folk of mixed Veldang and Agimori origin, called the Torabs. The upper class is incredibly wealthy and powerful, the poor ruthlessly taxed and beggared into heartless slavery.

Many cities in Afadjann have Vadeli Quarters, populated by Brown Vadeli and governed by their own laws and customs.

Culture

Fonritian. Slavery defines and dominates Fonritian culture. Of the Fonritian cultures, the Afadjanni are of particular interest, as they are somewhat less dominated by slavery, and their culture contains some interesting differences from Kareeshtu.

Across Fonrit, about 5% of the population are free upper class, about 5% are slave or mercenary soldiers supported by the rulers, around 10% are half-free, half-slave artisans and merchants, and another 10% petty landholders. The remaining 70% are slaves.

Fonritian free women wear veils, and both sexes wear draping robes. Harems are the rule for the rich potentates, guarded by jealous and powerful eunuch slaves.

Among the nonslaves of Afadjann, society is divided into two kinds of people, based on whether the family’s mother is of tsanyano (“Renewed”) or bolgaddi (“Oldster”) ancestry. The Renewed are liberal in their attitudes, allowing slaves to marry, buy their freedom (rarely), and enjoy limited religious choice. Oldsters are fierce and relentless. “To live is to suffer” is their motto, and they judge themselves by the same implacable standard they apply to their slaves. Some cities are dominated by one or the other class, but most are factionalized.

Language

Fonritian, Kareeshtan, Afadjanni, Mondoran; Banamban is spoken most by those of Laskal. Thinokan is the preferred language in the land of Thinokos; it is unrelated to the other Fonritian languages, but is closely related to those of Elamle and Flanch.

Government

Slavocracy. The political rulers are tyrannical overlords who must contend with a dozen powerful factions in each city. Cities may be ruled by priesthoods, merchants, or warlords. Fonritian politics lie in the hands of a wealthy plutocracy, which commands internal factions and rules over vast slave estates; they are famed for their cruelty and tyranny. Citystates strive for both independence and to dominate their neighbors. Loyalty between city-states is rare, and the various regions mentioned below are traditional groupings which are sometimes confederacies, sometimes ruled by a single leader, and sometimes divided into many squabbling states. The political units of Fonrit change hands and borders so often that an accurate delineation is difficult. As of 1621, the most powerful city-states are those of Afadjann and Kareeshtu.

Two rival confederations dominate Fonrit. The Jann of Afadjann commands the rulers of other city-states, who send tribute, hostages, slaves, and troops upon command.

Each tributary state may also command lesser city-states or tribes as well. Those cities not subject to the Jann are fiercely independent.

In the north, the undying Archidomides, the Vessel of Tondiji and Ikadz, rules a rival confederation called Golden Kareeshtu with cruelty and vision. At the present (1621), Golden Kareeshtu is the more powerful of the rival confederations.

Military

Each city in Fonrit has at least one contingent of professional soldiers, owned by their commanding officers, who are in turn owned by various ruling contingents. As is usual in Pamaltela, good horses must be imported and cavalry is rare. The ruling faction of each citystate has a professional bodyguard, usually composed of handpicked, free, highly paid foreign mercenaries, skilled in their particular weapons and magics.

Most magic on the field of battle is in the hands of powerful sorcerers aided by assistants. Other magic units are made up of small bodies of temple priests.

The Fonritian city-states have used ships of traditional design since before the Closing. Merchantmen are similar to dhows and xebecs. For war, the Fonritians prefer small ships called warsails, which are faster than any other sailing ship when traveling upwind. They are very numerous and relatively delicate, and a favored tactic is to close and board, using a variety of imaginative means, including ladders, grapples, magical leaps, and teleportation. Kareeshtu is the dominant naval power.

Religion

Fonritian Religion. Earth spirits, fishing spirits, ancestor worship, and city spirits abound. Powerful cults are variously state-supported by particular cities. The god of slavery, Ompalam, is a state cult throughout most of Fonrit.

Among the Afadjanni, the most important god, by virtue of his political import, is Darleester the Noose. This god gives a spell of compulsion to the high priest, the Jann, who can teach the spell to others who are already under his compulsion. The duration of the spell is for the lifetime of the caster. In Sarro, Orlanth (also called Baraku by the Fonritians) is the most important deity; in Ebbeshal, the Invisible God; and in Yngortu, “The Two Brothers” (called by outsiders Humakt and Zorak Zoran). The priesthoods are inevitably corrupt and form one of the factions in their cities.

Creating a character

To create a character from Fonrit use following tables

Base passions

Homeland: base passions
Passion Value
Love (Family) 60%
Love or Hate (Master) 60%
Hate (Another city state) 60%

Occupation tables

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

Homeland: parent's occupation
Roll Occupation Caste
1 Bandit Free
2 Crafter Slave
3 Entertainer Slave
4-8 Farmer Slave
9-10 Fisher Slave
11 Healer Slave
12 Herder Slave
13 Merchant Slave
14-15 Sailor Slave
16 Scribe Slave
17 Ship's officer Slave
18 Warrior Slave
19 Priest Free
20 Noble Free

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 VAdeli arrived and started rebuilding their empire. Gain Loyalty (Vadeli) Passion if not from Kareeshtu or Hate (Vadeli) Passion if from Kareeshtu.
1597 Battle on Oenriko rocks:

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 Kareeshtu conquers Kumaktu islands. Roll 1d20 -10 if not from Kareeshtu. +5 if soldier.
Kumaktu islands:
Roll Result
1-10 Grandparent did not take part. Nothing happens next year either.
11-18 Took part in the conquest of the Kumaktu islands.
19-20 Your grandparent managed to get some booty from the occupation. Roll 3d6+2 on family heirloom table.
1603-1604 If grandparent took part in the conquest of Kumaktu he/she stayed there for a few years.
Kumaktu occupation:
Roll Result
1-2 Grandparent was killed by the rebels.
3-18 Nothing interesting happened.
19-20 Your grandparent stopped an assasination attempt of an importnat official, and he/she was promoted to a personal slave of Tyrant.
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 King of Jonatela was assassinated. If from Jonatela roll 1d20:
Jonatelan assassination:
Roll Result
1-2 Grandparent was killed in the chaos.
3-18 Nothing interesting happened.
19-20 Your grandparent's status changed. If Slave, become free and vise-versa.

If not from Jonatela, roll on normal year table:

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 if free. If not free, become free.
1610 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 if free. If not free, become free.
1613 Astamux became Jann of Afadjann by crushing rebellion of Benestross. Roll 1d20 add +5 if From Kareeshtu. -5 if from Afadjann.
Normal year:
Roll Result
1-5 Fought for the Jann, gain Loyalty (Afadjann) Passion.
6-7 Died in the fighting.
8-12 Captured, if free is now a slave. If slave master changes.
13-18 Did not take part.
19-20 Stole some booty from Afadjann. Roll 3d6+2 on Family heirloom table.
1615 Great slave raid against Umathelan city states. Roll 1d20 +10 if warrior.
Normal year:
Roll Result
1-3 Did not take part, died on other causes.
4-13 Did not take part.
14-16 Died in the slave raid.
17-19 Fought successfully. Gain 1d3% reputation.
20 Stole some booty. Roll 3d6+2 on Family heirloom table.
1616 Your parent heard about a god of freedom. You may take Orlanth as you character's cult.
1618 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 if free. If not free, become free.
1619 Another assassination attempt against the Tyrnat of Kareeshtu was made.
Tyrant of golden Kareeshtu assassination attempt:
Roll Result
1-2 Was executed for no reason. Gain Hate (Tyrant of Kareeshtu) Passion.
3-19 Normal year
20 Managed to save the Tyrant. Is now free, gain 1d6x100 lunars worth of coins.

If not from Kareeshtu, roll from the normal year table:

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 if free. If not free, become free.
1620 There was a war between Kareeshtu and Afadjann. Roll 1d20, +10 if Warrior.
Afadjann-Kareeshty war:
Roll Result
1-2 Did not take part but still died, roll on the random cause of death table.
3-12 Did not take part.
13-15 Died fighting, gain Hate (Afadjann) or Hate (Kareeshtu) Passion.
16-20 Fought and survived. Gain 1d3% reputation.
1621 A new Brotherhood of Blood started to make inroads in to Fonrit. Roll 1d20 add+10 if parent was free.
Brotherhood of blood:
Roll Result
1-9 Was sold to Brotherhood of Blood and killed by them. Gain HAte (Brotherhood of Blood) Passion.
10-12 Disappeared mysteriously.
13-20 Northing happened.
Your personal history
1622 Wolf pirates were waging a war in the nearby jungles. If free, you can choose to go fighting them, if slave you don't have choise.
Wolf pirates in the jungle:
Choise Result
To Jungle While the Wolf pirates were bloodthirsty barbarians, one amongst them seemed like a noble man. This was Sub-commander Argrath. He saw potential in you and offerred a place for you in his crew. If you accept, switch over to Wolf pirate events table.
Stay home Brotherhood of blood approached you. If you have Int 16+ you may take the Wizard's apprentice occupation. If you do, you also gain Loyalty (Brotherhood of Blood) Passion.
1623 A large scale slave raid to Umathela. If free you may decide to not to take part. Else roll on the table:
Slave raid:
Roll Result
1-9 Did not see any fighting.
10-12 Gained an impressive scar. +5% to battle, +1d6% to reputation.
13-17 Took part. +10% to battle.
18-20 Gained booty. +10% to battle, 1d6*100 Lunars worth of coins.
1624 While walking on the street you were ambushed and sold to a Vadeli slave trader.

Rune affinities

Darkness +10%

Cultural skills

Homeland: skill bonuses
Skill Value Cultural weapon Value
Intimidate 10% Dagger 20%
Intrigue 10% Kopis 10%
Manage household 10% Composite bow 10%
Worship (Ompalam) 20% Medium shield 10%
Insight (Humans) 10%
Hide 20%