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KeithN

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Everything posted by KeithN

  1. 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.
  2. This discussion is making me think that the best solution to finding out the true history of Sun County is some sort of board game simulating it, with the various factions and influences. Unfortunately, this is the same solution I apply to almost all Gloranthan questions.
  3. OK - this relates to the Cult of Krarsht. The heroes get involved in something in a village - and are helped out by a family of nice but poor carls. They are genuinely helpful and,on the whole, nice people. They are in some sort of brotherhood/sisterhood or fraternity, which they don't believe to be an evil cult, but actually it is. So far, they have been recruiting enough new people to meet their requirments for membership, but they try to recruit the heroes, and the fact that they are part of a deadly cult of insane underground priests and monsters is eventually revealled. Still, they are nice people, There is no way out of the Cult of Krarsht.
  4. I'm with Hannu - Thanatar is a favourite. Krarsht is excellent fun,
  5. In my game I made Pavis the son of Lord Labrygon and a Cradle Nymph (a spirit of Life like Nemolayope) in my game. He was related to the giant Thog, who claimed the city on that basis. YGWV.
  6. I don't know how mermen build cities underwater, or how they sleep, but the concept of mermen adventurers going down into abyssal depths to dungeon crawl through Gnydron cities in the gloom of the deep is appealling to me. I like the time limit of the hour of breathe that they have, I like the opportunities for unique sea monsters and sunken treasures,
  7. I feel like I'd seen it too, but cannot find a reference. I thought it was in that article on the Dragonkill but nothing. In my game Jaldon was the way that Waha! gets around the curse that prevents him leaving Prax - Waha changes his name to Jaldon and sends his secret identity avatar to raid. Jaldon cannot return to Prax. His Wrong River is either part of that curse (which explains why the name persists) or part of the way around the curse (it is a river that Jaldon deliberately misidentifies to somehow trick dragons )
  8. Joerg - I'm looking for a soft copy. In the meantime, in summary, if you know Chris Gidlow's Credo, which generates a Credo of Christianity, in this game we create a credo of the Horse People - which gives them opinions on various things. for example WE ARE: the Golden Horse Tribe, the Pure Horse Nation, ..subjects of the Luminous Stallion King, ..the descendants of Mother Horse, ..the sons of Hyalor Horsebreaker, ...the vassals of the Imperial Sun, ...the children of the Star Captains, ...nomads who travel the plains. HORSES: make us great, ..are our lifeblood, ..are draconic, ..are descendants of Hippoi,...Hyalor made a sacred bond with HORSES, ..Our herds make us great whether HORSES or not, HERD ANIMALS: Other HERD ANIMALS are not horses, are only fit to be hunted, are only beasts, are not horses, Demi birds and Quake beasts make fine HERD ANIMALS WAR ZEBRA: ..survives in the dreadful wastes, is like a horse, is a new type of horse, is not a horse, Delecti could create something better than a WAR ZEBRA, ...is a descendant of Hippoi, ANIMAL NOMADs: We despise the ...., We fear the sub-human ...., We fight the ANIMAL NOMADS whenever we can, ....kill them! kill them all!, We pity the ANIMAL NOMADS their inferior ways, Youf has defeated the ...., We hate the .... TRADITION We must follow ....no matter what, It is ....al to obey our leaders. Our ....s are sacred, Our ....s have served us well in the pass, We obey our leaders, whatever ....says, It is our .....to slaughter our enemies, New .....for a new world, Draconic wisdom is the new .....,, We do what the stars tell us, that is our ...... ..and so on for LORD PAVIS, VIRTUE, HELLSPAWN. and GROUND PEOPLE.
  9. If anyone is interested I re-themed the card game Credo so that it represented the creed of the Horse People in Prax, as they chose to be either Zebra Riders, Pure Horse People or some sort of mish mash of anti Waha attitudes
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