KeithN

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About KeithN

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  • RPG Biography
    Runequest, Dragon Pass, Hero Wars, Heroquest, King of Dragon Pass.
  • Current games
    History of Peloria
  • Location
    Sydney
  • Blurb
    Likes Glorantha
  1. I do have a Umathela/Fonrit/Laskal/Enkloso boardgame in the pipeline, but it is in early stages. The Guide in general is excellent at inspiring game ideas, but this section is really so sweeping that there is not enough to go on. I mean, for example, the sentence on p127 "belligerent factions refounded the World Council as the High Council of the Lands of Genertela" might be an interesting set up for some sort of political/diplomatic/wargame but you would need to go and research details somewhere else (somewhere else in the Guide, mostly). The huge green areas at the Dawn I interpret as uninhabited (by human) wilderness rather than Aldryami "strongholds". So Aldryami are there, and are the dominant people, but there are not many of them. So a person from the Serpent Beasts in Ralios might view the Greatwood and Ballid as Aldryami forests, and be scared to enter them but once they actually enter the forests and find there are only a few hundred elves in a huge area, the 'Aldryami'ness of the forest evaporates.
  2. I had assumed that Talsardia was made up of Orlanthi from Peloria, primarily, plus whichever Hsunchen were conquered, or impressed by the Lightbringers and converted, or simply joined the kingdom but kept their beast totem ways and gradually assimilated. I felt that the Kingdom was really either just a powerful individual or dynasty and that it collapsed when the dynasty collapsed.
  3. I have records! We've just met Talor, Arinsor, Varganthar and the King of Akem in a Fronela game.
  4. The historical maps are one of my favourite parts of the whole Guide. I have the same reservations about some of the boundaries as I do on real world maps in the same style, that imply that the boundaries are clear and easy to determine. For example. the population densities in the Dawn age make most areas just empty wilderness. I like the fact that the horse nomads are in a narrow band in 400ST p130 for example, as I think the blank white areas are practically empty of humans and to shade it all yellow because a horse nomad once rode through it is misleading. I would love to see maps in the same style for Fonrit and Umathela - I think Garangordos and his crew are interesting.
  5. Does anyone else use Plastic soldier review http://www.plasticsoldierreview.com/Review.aspx?id=918, as a resource for this sort of thing?
  6. I assumed the hungry goddess was Krarsht but without the Krarshtkid link. The Cult of Krarsht is essentially a method for Krarshtkids to get fed. Without the Krarshtkids you might still have the Hungry Goddess, but not chopped up into little pieces by Storm Bull in Pamaltela.
  7. My suggestion for a trollball simulation, is to base it on Boule, with rocks representing the trolls, the small ball being the trollkin (or badger, or whriling bug beetle). Players throw their rocks (trolls) at the sandy pitch marked out and try to get the trollkin into the scoring zone.
  8. I like the idea that they might be the "bastard" tribe because their khan is not a legitimate heir of Waha!. and that somehow Derik took the role of Khan from Jaldon (but not the legitimacy). In my Glorantha I imagined that Waha being banned from raiding Dragon Pass was a side effect of Varajia Nopor hamstringing him, which I imagined was sidestepped by the name change to Jaldon (Jaldon being an incarnation of Waha! in my Glorantha, but sufficiently different to sidestep magical bans).
  9. In Alkoth they only eat Smashed Potato! Otherwise, it must be a Blue Moon vegetable. I'd make it rare and gift worthy "she gave me a potato!". I like the idea of the Artmal Empire having them - perhaps Loper people carry a few around.
  10. I had a lot of fun with a campaign set during the 830's with Lord Pavis as the patron of the player characters, who were trouble shooters for the new settlement. The idea in the back of my mind was always that Pavis was creating a new universe within the walls - with new creation myths, and new elementals (similar to the new Lunar elementals) The Heroes reenacted some myths which were slightly different to the originals to reflect the new world. They escorted a cradle downriver and it turns out, in my Glorantha, that Thog the Giant (who was a baby on the cradle the PC heroes escorted to Hell) was the son of Lord Pavis and therefore a legitimate heir of the City.
  11. To the North West of Genertela under the shadow of Valind's glacier, lies and land where a great river flows from one sea to another, where Giants live in mountains made of stone, and beasts, barbarians and men from the west battle to control kingdoms. I'm looking for a few more players to take part in a competitive simulation of the history of Fronela starting with Hrestol at the Dawn, the Malkioni colonies, barbarians and beastmen, seeing the formation of the Kingdoms of Talsard, Valmark, Jonat, Akem and Loskalm, the Empire of Sea and Land, and ending with Black Hralf, the Syndics Ban and the Kingdom of War. This will be a boardgame run over the internet. If you're interested, let me know.
  12. The water wyrms are worth looking at as a remnant of the EWF, At least, I think there is something sinister about their recent appearance,
  13. I would suggest that he is a descendant of the Red Emperor, which helped in gaining access to Moonson (even though it is not that special given the Emperor has thousands of descendants). I'm not sure I'd make the Red Book Godlearner, but perhaps an Illuminate group, such as the Teruvians, or Old Good Shadow, Margins, or White Sun Lords, but that is just a personal preference. I like Jon's suggestions. If it were up to me, I would include the Cult of Krarsht, although they keep no written records - perhaps the Red Book is an exception!
  14. I'm loving these maps - thanks for posting them. I once tried to create a sort of Praxian Roulette game where you placed your herds on grazelands and got a payback if there was good grazing that year. I made different herds like different pasture types - high (llamam), low (bison), wet (herdman), dry (impala) with Sable being mixed. I still think it could work, although i've not finished it.
  15. Praxian History is certainly interesting, but unlike Dara Happa (Fortunate Succession) or Orlanthi (History of the Heortling Peoples) I feel it needs to retain a sense of mystery as no one (including the nomads) really knows what is happening, or what happened out in the wastes, but conversely, they are in closer contact with their ancestors. I once tried to get a handle on how many Praxians should be able to claim descent from Waha! (required for being a Khan) and realised it was an interesting question (similar to how many descendants does the Red Emperor have). I imagined that the Rhino were a major tribe until the Second Age but Caylash Rhino led them too aggresively to fight their enemies and the tribe lost too many warriors. I'm not sure steady rate increase in population is how things would necessarily work for Prax, with its good years and bad years, plagues, chaos invasions, the shamanic war games featured in Nomad Gods. I'd be more inclined to think there are population crashes, booms and busts, following herd events, wicked writher events, Storm bull winds, and the like.