Jump to content

Gerald S

Member
  • Posts

    4
  • Joined

  • Last visited

Converted

  • RPG Biography
    I started with D&D early in high school. In college I ran my first Paranoia game. I got into Glorantha a few years ago, but haven't gotten a chance to run it yet.

Gerald S's Achievements

Newbie

Newbie (1/4)

5

Reputation

  1. Right now I'm thinking of letting Inkarne be somewhat determined by the player's actions. Having her come in as somewhat neutral to the Lunars. Events could change that such as her marrying a Sartarite king, or having to ally with the Lunars with help for a common for/thorn in the side of a new encroaching upstarts Sartarite settlement.
  2. The size of the PC clan I would like to leave up to the PCs at the start. Probably small to medium. The idea would be that the larger the clan the worse the backstory/curse that follows them. I want to give them some control and input into that backstory. Vendref would be the first neighbors they meet and probably come into conflict with, esp if they decide to farm outside the city walls. In My Glorantha, I've decided that the valley around the ruins was largely uninhabited because of the smoke, however it was used as grazeland and hayfields part of the year depending on when the winds come in and clear out the smoke and when the winds hold the smoke in the valley. With the smoke gone those hundreds if not thousands of hides of land become open for farming and looking at the map the valley widens out in that area. In Korolstead's hayday it probably was prosperous because of this large area of farmland. The local vendref would have some claim to the land. Their horselords would be likely to support that claim. The next big thing is that the city is likely to become a major holy site. Orlanth and Ernalda's wedding site is nothing to sneaze at and with investigation the idea will grow and spread. This would bring in a lot of settlers and faithful. Finally one major benefit to the horselords would be increased trade as traders would no longer need to avoid the area and it looks like the lower route to the ruins the PCs use could also be used or at least developed into a shorter trade route between Queens Post and Duck Point. Again a lot of this would depend on how strong in force the PCs come with their clan and how diplomatic they choose to be. The horse lords would certainly take appeasement without too much trouble. Some taxes, allowing their nobles to stable within the walls (to make sure the doors don't get shut against them) etc. I may be mistaken on some of my assumptions. Still working into the lore, but once rubber hits the road it becomes my Gloranta anyway. Still no need to re-invent the wheel.
  3. I am working on a campaign for my rpg group, and am trying to expand The Smoking Ruins adventure recently published in The Smoking Ruins & Other Stories book to the start of the campaign where the PCs work to rebuild Korolstead as a human town. The PCs are Orlanthi champions seeking to build a new home for and strengthen their clan. Their clan has been driven out of their old home for reasons yet undetermined and start play as guests or rather refugees at Clearwine. The first adventure will basically follow the book. After that the PCs will work on exploring the Smoking Ruins and clear out the troll spirits and other nasties. As they do, the ruins will stop smoking. I figure I can have the PCs bring other warriors from their clan in to help secure the place during expeditions and as the smoke clears perhaps start settling the area. However the smoke clearing will be noticed and I'm trying to figure out what reactions would come. From what I can tell the factions would be: Local Vendref - Neutral to warm to the new settlers. From what I figure they'd be happy to have the ruins cleared and the smoke no longer drifting down their valley. There may be conflict as they move into the areas that were previously too smokey for habitation. They would also be the first to notice. Pure Horse People - Informed by the local vendref, they would consider the PCs new settlement to be more vendref in their territory. Happy to no longer have a haunted ruins as long as the new settlement plays along. This relationship would be up to the PCs and negotiation. The Smoking Ruins have been abandoned for a long time they probably would be content to let the newcomers deal with the lingering hauntings as long as they didn't become too powerful. The Dragonnewts - ??? The Beastmen - As long as their shrine is honored and not desecrated they probably don't care too much. Hiaa's Valley is not in their territory (I think). The Uz - Ancestor spirits are contactable now. Tarsj Exiles - New trading partners/not concerned initially. I want to figure out what would likely happen, and how quickly. For a theme in the game I am working on ideas for the PC's clan to have been pushed out of their old home, probably not knowing exactly why. Perhaps with the idea that they did something wrong to mirror the theme of atonement that the first adventure has. Also I can't set too much in stone here as I'd work this up with my group. Currently we're running in a game run by another GM so I've got a couple months probably. I've been reading other threads going over what might really have happened and the history of the place. Any ideas, suggestions or notes?
  4. How about a campaign where Korolstead is restored from the Smoking Ruin? I'm working on expanding The Smoking Ruin adventure from RQ The Smoking Ruin & Other Stories into a campaign and am currently looking up lore and trying to figure out what the ramifications of it would be in the short,near, and long term. The basic idea that I'm still working on is that the PC group is mostly from a village that has lost their homesteads, the reason not determined, and are in Clearwine as they look to find a new place for their families to settle. Breaking the curses on the two troll armies would remove the smoke and make formerly uninhabitable land habitable again. Of course the PCs wouldn't necessarily known this going in. They'd just start out helping with a mission.
×
×
  • Create New...