Wednesday, April 6, 2011

[From A to Z in Kalamar] Fhokki

Different races are common enough in fantasy settings. One thing I find interesting is how the designers of Kingdoms of Kalamar have included multiple human cultures in addition to the demi-human ones. In our world there are multiple cultures with different languages, traditions and some common physical traits. Why would a fantasy world be different?

Naturally there are people of great stature, blond and blue eyed and a fancy for rough living and disdain of the effete cultures in the civilized lands. More often than not, especially when the world builder are of American background, these are modelled on the old norse culture and the vikings.

I can tell you that people in this part of the world usually cringe when that happen. The popular cultural view of vikings in the US is not always that well aligned with neither self image or history. Not being of Asian descent, I can only guess at how much things like Oriental Adventures make people from east Asia cringe.

Anyway. On Tellene, the world of Kalamar, there are nordic barbarians and they are called Fhokki. One of these days I'm running a campaign with those people mashed up with something else. That is one of the things I like with how many cultures in Glorantha are similar to cultures in our world, but then there are things mixed in which twist them just that much into weirdness. In general I think that is a good idea. Take scoop full of inspiration from our world, but then add that something extra and twist a bit. Imagine something like the Imperial Romans, but add a strong belief in reincarnation and a cyclical view of history like the Mayan calendar. How about that?

Tuesday, April 5, 2011

[From A to Z in Kalamar] Elos Desert

Why on earth would you want to include a desert in your campaign? Sand, rocks and a few scrubs and some poisonous snakes. What is there to like?

Everyone have heard of the long lost city Irem, or City or Pillars or the Nameless City of H.P. Lovecraft's story, right? Lost cities even have been found in classic D&D modules. Basically, deserts invite you to enter the endless seas of sand and prove your mettle against the elements. There might be treasure there.

The Lost Tomb of Kruk-Ma-Kali lies hidden somewhere beyond the Elos desert. There's also that font of knowledge and trade Dijishy, city of time, itself so old nobody knows when it was built or by whom.

Deserts means old and deserted things, mysteries and treasure. One of my favourite covers of a gaming product was the old 2nd ed supplement "Cities of Bone" for Al Qadim. I loved that picture.

Those endless wastes speak of ages gone by, and of ancient things best forgotten. If that isn't spelled "adventure", I don't know what is!

Monday, April 4, 2011

[From A to Z in Kalamar] Diaday

In the Merchant's Tongue, the first day of the week is called Diaday. That is the topic of today's post, the first day of this week.

Many settings have created new funny names for common things, in order to add a sense of otherness to it. Sometimes it's just new names on the same seven week days, and sometimes it's ten days of unpronounceable stuff with multiple syllables. The latter seldom works better for a game setting.

So, except for those who wish they were like Tolkien, what use are these linguistic execises?

I remember when I first got hold of Planescape, the planar setting for 2nd ed. AD&D. I loved that place, and even though I hate alignments I dream of one day go wild with the myriad possibilities inherent in the idea of the planes. Apart from Tony DiTerlizzi's amazing artwork and art direction, one of the most notable things with Planescape was it's use of planar jargon.

Now, have anyone of you out there actually used that stuff? If you think it would sound silly to talk like that round the game table when everyone else is talking English, imagine how stupid you would feel if everyone was talking German, Swedish or Finnish and you as the GM wanted to introduce that exotic phrases?

Nice try, but no thanks.

These days I see things like Diaday and think it might be the limit for me. No more linguistic immersion. Some chrome to make that setting shine, but apart from some words used sparingly I think it is enough.

Tomorrow is Pelsday and I'll take on 'E'.

Sunday, April 3, 2011

[From a to Z in Kalamar] College of Magic

Our 'C' word is the College of Magic, in the Principality of Pekal.

In most fantasy worlds, there are (for lack of a better world) universities. Sometimes they teach all and sundry, and sometimes they are the guardians of knowledge, hoarding the arcane mysteries. Kingdoms of Kalamar is no different.The college in Bet Rogala teaches all the arcane mysteries, but they keep close tabs on everyone practising the mystic arts. Unregistered magic users can expect to be treated roughly, since the college have close ties to the political power in the Principality.

So, how come there are such a site of learning? Quite a few of the pioneers of our hobby met in wargaming clubs at university, like the founder of GDW and Dave Arneson and Dave Wesley to just name a few. I hardly think that it the reason for the common theme of wizard schools, though. Thinking back to some of the classics of fantasy literature I find few if any magic schools neither. Maybe there's something obvious here that I'm overlooking.

Why would you have a college of magic in your game, though? If there's something that have the potential to wreck the best laid plans of evil wizards and other baddies, that must surely be inventive players shuffling the cards of fate by magic. To be able to control what spells, and magical research a player will be able to access you will have a lot more control of your campaign.

Then there is the school of magic as a font of adventure. It's kind of obvious these days, post Harry Potter, what kind of adventure you could have at a school of magic.

Have anyone ever heard of such a campaign idea before Harry Potter? Oddly enough, I have not.

Taken to its extreme, here we see the birth of Ars Magica, a game which I have empirically come to understand just don't work for me. With that I conclude that in my games I think the college of magic is something as simple as my way to control the purses and power of my players.

Saturday, April 2, 2011

Polearms...

You knows you had to do it, right? Yes, I also read Grognardia and followed the link to Wizard's polearm quiz.

I managed 5 out of 22 and was guessing all the way...

[From A to Z in Kalamar] Battle of Kadir Ridge

In the section about the Kalamar empire in the KoK campaign set, under the heading Mountain Ranges, there is a mention of the Battle of Kadir Ridge. Today I'm going to take a look at how to use that in your game.

This is what we know of the battle. The Emperor of Kalamar sough to control the riches of the dwarfs, and marshalled his armies to attack. One of his group of allies were some fire giant chieftains. Then when the battle was won, the Marshall in charge fell upon his allies.

So what can be done with this?

So, both fire giants and the dwarfs have been slighted by this emperor. Both these groups probably want revenge, and the giants wanted something from the dwarfs which lured them into that fateful alliance.

1. The emperor now have in his possession the fabled dwarven warhammer of giant slaying. The very existence of this item is anathema to the giants, who have decided to get it back. What happen when the decoy the giants have used accept the item from the adventurers who have procured it? Will they maybe have investigated a bit and found out about that camp of giants a bit off who are there to receive the artifact? What happens when the dwarfs show up and demand their item? That could be one "fetch this item and earn a bag of gold" adventure to remember.

2. By now the dwarfs and the giants have realized that the Emperor is not to be trusted, and that they have a common enemy. How will the party feel about the idea of earning some luxurious items crafted by dwarven smiths, if they do this small political assassination of a certain Marshall?

3. One day the dwarfs unleash their monstrous automaton they have been building since the day of the defeat at Kadir Ridge (I see before me that steamroller from the cover of module DA1). Maybe the only one mighty enough to stand against it, and it's fire belching powers are a fire giant or three? I bet a diplomatic mission to the giants would be quite interesting for a party in the Emperor's employ.

Hey! Run with it.

Tomorrow we see what can be found in Kalamar with the letter 'C'.

It's here! Nippon goodness!






Nippon! My copy of Bushido have arrived in the mail. Thanks Greg!

This is the only FGU game that I have played, and while quite quirky, it's not hopelessly complicated. There have been some mumbling lately, and there's a new session to come quite soon, I've heard. I'll keep you posted on the coming fate of the Roanaga clan.

This game even has a hexmap. Hmmm. Hexcrawling, anyone?

Friday, April 1, 2011

New book for Houses of the blooded!

Yesterday I noted that there is a plan for a supplement to John Wick's Houses of the Blooded game. I haven't managed to get a group together to play the game yet, but it is a great read, and I have learned a few GM tricks from that book.

So, take a peek at Coronets but Never Crowns! How about chucking in a few bucks if it takes your fancy? I already did.

Blogging Challenge, from A to Z

Like some of you might have noticed, the idea of blogging your way through the alphabet is taking root in the bloggosphere. I have decided to, not very imaginative I know, to jump on the train.

From today and further on in April, I will walk through the Kingdoms of Kalamar setting with the alphabet as my guide. Come along!

[From A to Z in Kalamar] Ablutor - the shimmering one

One thing I like with Kingdoms of Kalamar is that the gods are not the same from all cultures and races. I've always found the idea of a "dwarven pantheon" slightly odd, since why would the gods order themselves after the smaller beings classes and divisions? In KoK, the gods are known by different names and manifestations for each culture, which makes more sense to me.

Another thing is that the campaign set contains mentions of raiments, festivals and how to advance in the church. This is a far step from just a nondescript source of healing spells. Let's take a look at one of these gods for our letter A.

Abluthor, known as "Bendon" among the Brandobians, is the god of moons, night and beauty. While you might wonder why bold adventurers should worship such a silly god, there are great campaign fodder in one of the festivals mentioned in the KoK book. Once every 280 years, the three moons of Tellene line up in the sky and a great festival is held. At this festival, three great magical charms are sacrificed, and then dispersed all over the world again by magic.

How about it's now 278 years since the last time, and your characters are looking for those quests establishing their own immortal legend and place in society as name level heroes? Go hunt for three magical charms in different corners of the world! Thinking of moons, night and beauty I immediately see potential for interesting conflicts with werebeasts (moon), thieves in the night (night) and maybe a new twist on the theme of beauty with traps and dangers that might cause CHA penalties. Quite a hindrance for a cleric of Ablutor, I'd guess? See, NPCs, monsters and traps for a world spanning campaign from just a simple example of a festival!
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