I'm just scribbling frantically about the Bronze age these days. Suggestions are welcome (particularly RQ cults that I can import just by changing names, see section on religion below)
Fantasy Aegean (Bronze age, Rules: Runequest 2, 1979)
Island of Ekhinira
Before the fall of Kaftor* and the coming of the Sea Peoples, there was a prosperous small island in the Aegean called Ekhinira, or the "spiky island", named for its impressive mountain tops, tall for such a small island. It was a land known, and feared, because of its many spirits and ghosts. The island itself seemed to be magical, and most islanders knew a spell or two to help in daily life. The culture was rich and colorful, with numerous gods being worshipped, and festivals with sacrifices and daring competitions like wrestling, boxing, and bull leaping. However, it was also plagued by interminable wars and blood feuds. The three main cities were frequently at war, and proud families would often turn against families in age-old vendettas. In the past only the legendary King Minos of Kaftor was ever able to bring the whole island under his domain, ruling from Keftos, but that was over a hundred years ago.
The island culture is influenced by nearby nations of the Acheans, Hatti, and above all Kaftor, but the islanders are known for their proud resistance, and they like to keep their independence from larger political powers. Ekhinira is dominated by three cities. Keftos to the south has the strongest ties with Kaftor, and is often considered highly cultured, even if also seen as a little decadent by others. Drakomaxos to the northeast has trade ties with the Hatti and Phoenicians, in addition to obvious cultural ties to Kaftor and Achaeans like the others. Argurios to the northwest is the city with the strongest ties to the Achaeans, and may have been founded by them originally.
(*or Keftiu, similar to Crete)
Religion and spirits:
Everything has spirit, including mountains, lakes, and even concepts like dreams and victory. Nature spirits include nymphs found in springs, dryads among woods, fire elementals etc. Sacrifices to gods are often done near mountain tops, or in caves.
Spirit magic (basic magic) is the use of your willpower (POW) to make the spirits do your bidding.
Daemons are powerful spirits, messengers of the gods that sometimes take physical form: griffins are usually seen as a positive force, helpful if you are a worshipper of the particular god that sent it, while minotaurs are usually seen as a negative sign, being destructive daemons of vengeance.
(https://i.pinimg.com/originals/30/2b/db/302bdb0e2e3ec9e1d9b570710b4aff2c.gif)
Gods:
Divine magic (Rune Magic) requires offerings/libations/sacrifice to a god. Uses power of the god instead of character POW. Requires initiation to a cult.
Diktaios (somewhat similar to Zeus), main male god, usually shown as a bull, worshipped in mountain caves, can cause earthquakes if angered
Potnia (somewhat similar to Athena)– main female deity, particularly worshipped on Kaftor, but also on Ekhinira, protected by snakes and the Labrys double axes (also associated with the palace)
Rhea (somewhat similar to Aphrodite)–fertility and earth goddess.
Eileithyia protector of birth, also worshipped in caves
Enesidaon (similar to Poseidon) worshipped in caves by the sea, can cause earthquakes if angered
Daedalus – legendary builder/craftsman, worshipped as a god of crafts. Said to have a hidden home among the hills. Beautiful/magical items of unknown origin are often ascribed to Daedalus.
The Winds are worshipped as gods and have special priestesses. Particularly important to make sacrifices before going out to sea.
Temples: Mountain top sanctuaries, and smaller sanctuaries inside palaces are often decorated with protective "horns", and images of bulls, sacred altars are further protected by images of double-axes.
Typical bronze age weapons: spears, short swords, bronze rapiers, daggers, Syrian axes, double axes, bow and arrow, slings.
Inspirational art:
(https://live.staticflickr.com/65535/52514766065_b8dfd37ee5_o.jpg)
(https://live.staticflickr.com/65535/52514163372_2953ec7dde_c.jpg)
(https://live.staticflickr.com/65535/52513816512_f92b3c0c3a_o.jpg)
Found some more great resources. This is probably the best illustration I have seen of Minoan arms and armor (Kaftor in my setting, based on an old name for the island that pops up here and there in the sources)
(https://weaponsandwarfare.files.wordpress.com/2019/01/6e8404e1013f646e5abad8f23965c168.jpg)
Very interesting. I love Bronze age history.
Quote from: TimothyWestwind on December 03, 2022, 10:20:28 AM
Very interesting. I love Bronze age history.
Yeah, I was thinking that since RQ is often associated with the bronze age, why not make an actual setting like that for RQ2? I will see if I can get any players to join this one.
How are you dealing with the magical side of things?
I find that settings like Glorantha introduce too many medieval ideas (Dragons, Trolls etc.) and that the magic is a bit too ubiquitous for my taste.
Do you have any non-human sentient species?
Quote from: TimothyWestwind on December 04, 2022, 07:04:37 PM
How are you dealing with the magical side of things?
I find that settings like Glorantha introduce too many medieval ideas (Dragons, Trolls etc.) and that the magic is a bit too ubiquitous for my taste.
Do you have any non-human sentient species?
The basic idea is to keep RQ2 as close to as written as possible while making it much closer to the actual Bronze Age. This is why the island will have quite a bit of magic. It is very much thought of as part of the religion though (spirits and gods, see above) and I will probably try to keep the magic low-powered for the most part. So casting Bladesharp will sort of be like blessing your weapon or calling upon spirits to make your weapon deadly. This is actually pretty close to how RQ2 is written anyway, but I bet many players forgot this.
There won't be any non-human species per se, but some spirits can take on physical form. Less powerful ones would be something like a nymph, and more powerful would be e.g. a griffin (often seen in actual bronze age art).
Quote from: Trond on December 04, 2022, 08:26:05 PMSo casting Bladesharp will sort of be like blessing your weapon or calling upon spirits to make your weapon deadly. This is actually pretty close to how RQ2 is written anyway, but I bet many players forgot this.
Interesting, I'd always attributed that idea to OpenQuest, but it's been a while since I actually read through RQ2. Definitely forgot this. Back to the book...
Thanks for describing your setting, it looks intriguing. One thing I've struggled to find is a good RQ2 character sheet: what are you planning on using, since your game will not be set in Glorantha?
Quote from: rhialto on December 05, 2022, 06:03:38 AM
Quote from: Trond on December 04, 2022, 08:26:05 PMSo casting Bladesharp will sort of be like blessing your weapon or calling upon spirits to make your weapon deadly. This is actually pretty close to how RQ2 is written anyway, but I bet many players forgot this.
Interesting, I'd always attributed that idea to OpenQuest, but it's been a while since I actually read through RQ2. Definitely forgot this. Back to the book...
Thanks for describing your setting, it looks intriguing. One thing I've struggled to find is a good RQ2 character sheet: what are you planning on using, since your game will not be set in Glorantha?
Honestly. I was thinking of using the original RQ2 character sheet. I'm actually not changing much of the RQ2 rules at all (this is also a bit of an ode to RQ2, although we'll see if I find RQ3 works better later since I have that one too)
As a side note, I accidentally printed this sheet.
(https://i.redd.it/s2c2rc0on8y91.jpg)
Yes, I saw that: an exemplar of serendipity if there ever was one. :)
I scanned the sheet. For some reason my PDF is always too big to upload here, but here's a JPG if anyone is interested:
(https://live.staticflickr.com/65535/52548038849_fafc0a2287_k.jpg)
(https://i.pinimg.com/originals/1c/1a/97/1c1a9744e1c02211949e832d0070044d.jpg)
Finally getting some interest from people. Yay :D
Anyway, I added a bit more info on weapons, relating to RQ2:
Typical bronze age weapons: Apart from spears, most bronze weapons are relatively short to avoid breakage. These are common: spears, short swords, khopesh, bronze rapiers, daggers, Syrian axes, double axes, bow and arrow, slings.
Use RQ2 tables F and p.25, but with following notes/modifications:
Bronze rapier: use dagger but with SR 3, length is 0.6-0.8 m
Double axe (some of these are ceremonial, others for actual use): use Battle Axe (either 2h or 1h)
Syrian axe: use hatchet (an example is shown in photos above)
Bow: use Self Bow
Khopesh: use sickle. Note: an actual sickle is harder to use as a weapon (-10%)
(https://i.pinimg.com/736x/bd/c1/c7/bdc1c74954a2f1b18e0b56bc92b33bdf.jpg)
Impressive scholarly work there. You must be aware of Dr. Cline's book about the Bronze Age collapse. I find it a fascinating read. Was considering to create a campaign around it someday.
Quote from: blackstone on December 08, 2022, 07:45:01 AM
Impressive scholarly work there. You must be aware of Dr. Cline's book about the Bronze Age collapse. I find it a fascinating read. Was considering to create a campaign around it someday.
Oh yes that's an interesting topic that I have looked into, I have to read that book though. Right now I'm flipping through the Iliad and Odyssey again (it's been a long time) to see if I can find some useful mythical bits there.
One quick note: horseback riding is NOT common. Horses are used for pulling carts and chariots.
So the riding skill should be translated as "charioteering".
The Hatti are considered especially skilled charioteers.
(https://i.pinimg.com/474x/db/ae/f1/dbaef1d055185f5a768d9fa280bcfb9c.jpg)
Quote from: Trond on December 08, 2022, 11:14:25 AM
One quick note: horseback riding is NOT common. Horses are used for pulling carts and chariots.
So the riding skill should be translated as "charioteering".
The Hatti are considered especially skilled charioteers.
There is a UK fantasy author, Dan Davis, writing a fantasy series in late Neo-lithic/Early Bronze Age. He's got several good videos on what we know about early horse domestication, including one about early horse riding:
https://www.youtube.com/watch?v=AMHqp0M0T4Q
I took some inspiration from it for the first short story I published at
No More Than 51 Bad Stories.
Also, on chariots, how are you portraying them as being used in warfare? I know this is a bit of a continuous issue.
Quote from: PulpHerb on December 08, 2022, 02:09:02 PM
Also, on chariots, how are you portraying them as being used in warfare? I know this is a bit of a continuous issue.
Good question! I have an issue of Ancient Warfare on this somewhere.
Although there might be a large scale battle in there, I don't think it will be that much of it. We'll see. From what I remember in the Iliad, high ranking warriors seem to come storming in on chariots, probably breaking up battle formation by threatening to trample them, and then the warriors often hop off and fight. I bet all sorts of situations would happen in real life; trampling people, throwing javelins from the chariot or shooting arrows, as well as highly armored warriors simply being transported into the battlefield.
My setting features elephants and water buffalo as the main working animals as there are no horses.
They pose their own unique challenges. They can't be domesticated so they need to be captured and trained and it can take decades before elephants are mature enough to take part in battle.
Quoting some articles I found about war elephants:
QuoteTo sum up: elephants were powerful, but by no means unstoppable weapons in war. While a well-deployed corps of war elephants could pose a very tough tactical problem to an enemy army, well-trained infantry could overcome elephants at a fraction of the logistic and economic cost. Elephants remained in long-term use as weapons where they were both cheaper, but also crucially where their display reinforced the power and prestige of warrior-aristocrats and especially kings.
Since the technology level of my setting is roughly that of the Bronze age 'well-trained infantry' is not a common thing, many armies usually consisting of part timers led by a handful of full time warriors. Also the terrain of the area consists of a lot of jungles, forests, swamps and savannah which might better suit elephants.
https://sundaland-rpg-setting.blogspot.com/2020/12/shout-out-war-elephants.html
Quote from: PulpHerb on December 08, 2022, 02:08:03 PM
Quote from: Trond on December 08, 2022, 11:14:25 AM
One quick note: horseback riding is NOT common. Horses are used for pulling carts and chariots.
So the riding skill should be translated as "charioteering".
The Hatti are considered especially skilled charioteers.
There is a UK fantasy author, Dan Davis, writing a fantasy series in late Neo-lithic/Early Bronze Age. He's got several good videos on what we know about early horse domestication, including one about early horse riding:
https://www.youtube.com/watch?v=AMHqp0M0T4Q
I took some inspiration from it for the first short story I published at No More Than 51 Bad Stories.
Couple of random thoughts: I do find it very odd that Mesopotamians and Egyptians don't depict riding until the 800s BC if there were supposedly skilled mounted warriors around on the steppes for thousands of years before that. How did they keep them out?
It's possible that more limited horseback riding was done earlier like he suggests. Horseback riding is actually a nuts thing to do, until you've seen that it can be done. I would not be surprised if it started as a "dare" or similar to bull leaping.
Also: in Norway we have Sami (Lapps) who have long traditions with reindeer herding, but never riding them. In central Asia reindeer herders do ride them. Not sure if they ever fought while riding reindeer though.
So maybe horseback riding was known in one area but not another, but the moment it was turned into an effective weapon it probably spread pretty fast.
(all of this also makes me wonder about statements that zebras can't possibly be ridden, maybe if they just underwent all the gradual habituation and breeding of horses they could have been. The culture of doing so just never spread until the horse was already available)
Quote from: TimothyWestwind on December 08, 2022, 04:56:44 PM
My setting features elephants and water buffalo as the main working animals as there are no horses.
They pose their own unique challenges. They can't be domesticated so they need to be captured and trained and it can take decades before elephants are mature enough to take part in battle.
Quoting some articles I found about war elephants:
QuoteTo sum up: elephants were powerful, but by no means unstoppable weapons in war. While a well-deployed corps of war elephants could pose a very tough tactical problem to an enemy army, well-trained infantry could overcome elephants at a fraction of the logistic and economic cost. Elephants remained in long-term use as weapons where they were both cheaper, but also crucially where their display reinforced the power and prestige of warrior-aristocrats and especially kings.
Since the technology level of my setting is roughly that of the Bronze age 'well-trained infantry' is not a common thing, many armies usually consisting of part timers led by a handful of full time warriors. Also the terrain of the area consists of a lot of jungles, forests, swamps and savannah which might better suit elephants.
https://sundaland-rpg-setting.blogspot.com/2020/12/shout-out-war-elephants.html
BTW war elephants are one of those cool things about a setting in the Hellenistic age (also India of course).
Religious sanctuaries are often placed on mountain peaks.
Oracles are a big thing in this setting, and I imagine that some such sanctuaries were the dwellings of oracles with messages from gods.
Offerings of wine, good food, magic items, or other resources for the sanctuary would probably be expected.
(http://www.romesburg.com/exodus/exodusgraphics/tripartite-shrine-drawing.jpg)
Quote from: Trond on December 08, 2022, 07:16:01 PM
It's possible that more limited horseback riding was done earlier like he suggests. Horseback riding is actually a nuts thing to do, until you've seen that it can be done. I would not be surprised if it started as a "dare" or similar to bull leaping.
He does admit he goes a bit earlier than he believes it really occurred in his books for dramatic reasons. He also seems to think there was an extended period of "useful for herding" riding before any warfare riding. With the early existence of various chariots and warcarts, I suspect there is some piece of tech we're not realizing was vital to cavalry, which seems to only show up in the Iron Age.
Quote from: PulpHerb on December 13, 2022, 12:03:47 AM
Quote from: Trond on December 08, 2022, 07:16:01 PM
It's possible that more limited horseback riding was done earlier like he suggests. Horseback riding is actually a nuts thing to do, until you've seen that it can be done. I would not be surprised if it started as a "dare" or similar to bull leaping.
He does admit he goes a bit earlier than he believes it really occurred in his books for dramatic reasons. He also seems to think there was an extended period of "useful for herding" riding before any warfare riding. With the early existence of various chariots and warcarts, I suspect there is some piece of tech we're not realizing was vital to cavalry, which seems to only show up in the Iron Age.
A proper saddle some say, or the horse bit, but I wouldn't be surprised if it was actually horse breeding that had to progress to a certain level. Also; strangely, some of the earliest depictions in both Egypt and Mesopotamia show riders sitting far back towards the rump of the horse (though some of them might be donkeys, others are definitely horses).
Stirrups are an important invention that didn't happen until well into the iron age. Plus, wild horses were far too small and weak to take an adult male rider, which is why chariots were initially used. Horse riding may have begun with children, moving on to women and then men as a means of transport, until selective breeding allowed a fully-armoured man to ride one into battle. One possibility of the legends of the Amazons is that there may have been female cavalry units before it was viable for men.
I wonder if sitting on an animal was seen as slightly crazy/foolhardy and not entirely dignified for a while (i.e. in the Bronze Age). And as a side question; I wonder who is the first ruler/king to appear depicted on horseback? The first I can think of is Alexander the Great.
Quote from: Trond on December 13, 2022, 01:07:53 AM
A proper saddle some say, or the horse bit, but I wouldn't be surprised if it was actually horse breeding that had to progress to a certain level. Also; strangely, some of the earliest depictions in both Egypt and Mesopotamia show riders sitting far back towards the rump of the horse (though some of them might be donkeys, others are definitely horses).
He has an entire other video just on breeding and possible origin of the larger modern horse. It was pretty interesting.
Quote from: Krazz on December 13, 2022, 05:55:46 AM
Stirrups are an important invention that didn't happen until well into the iron age. Plus, wild horses were far too small and weak to take an adult male rider, which is why chariots were initially used. Horse riding may have begun with children, moving on to women and then men as a means of transport, until selective breeding allowed a fully-armoured man to ride one into battle. One possibility of the legends of the Amazons is that there may have been female cavalry units before it was viable for men.
That Amazon theory sounds like an exciting vein to mine both for fiction and gaming. Do you have pointers to a more expansive version.
Osprey books (https://www.ospreymembership.com/search-results?any=Bronze%20Age) are always an excellent visual reference.
(https://images-na.ssl-images-amazon.com/images/I/91kULSGetyL._AC_UL900_SR615,900_.jpg)
I've used GURPS setting books (http://www.sjgames.com/gurps/books/low-tech/) more with other systems than with GURPS itself, they are usually well-researched and packed with detail.
(http://www.sjgames.com/gurps/books/low-tech/img/cover_lg.jpg)
Quote from: PulpHerb on December 13, 2022, 11:42:17 AM
Quote from: Krazz on December 13, 2022, 05:55:46 AM
Stirrups are an important invention that didn't happen until well into the iron age. Plus, wild horses were far too small and weak to take an adult male rider, which is why chariots were initially used. Horse riding may have begun with children, moving on to women and then men as a means of transport, until selective breeding allowed a fully-armoured man to ride one into battle. One possibility of the legends of the Amazons is that there may have been female cavalry units before it was viable for men.
That Amazon theory sounds like an exciting vein to mine both for fiction and gaming. Do you have pointers to a more expansive version.
No, and I can't even find where I found the idea originally, unfortunately. In looking, I did find this video related to the introduction of cavalry: https://www.youtube.com/watch?v=1uUk5WGAydI&ab_channel=Lindybeige. According to that, I was wrong about stirrups being important.
Quote from: Vile Traveller on December 13, 2022, 11:45:11 AM
Osprey books (https://www.ospreymembership.com/search-results?any=Bronze%20Age) are always an excellent visual reference.
(https://images-na.ssl-images-amazon.com/images/I/91kULSGetyL._AC_UL900_SR615,900_.jpg)
Nice. That one is excellent. Maybe I should get myself a copy.
Yes, I have used Osprey quite extensively here.
Quote from: Krazz on December 13, 2022, 12:13:51 PM
Quote from: PulpHerb on December 13, 2022, 11:42:17 AM
Quote from: Krazz on December 13, 2022, 05:55:46 AM
Stirrups are an important invention that didn't happen until well into the iron age. Plus, wild horses were far too small and weak to take an adult male rider, which is why chariots were initially used. Horse riding may have begun with children, moving on to women and then men as a means of transport, until selective breeding allowed a fully-armoured man to ride one into battle. One possibility of the legends of the Amazons is that there may have been female cavalry units before it was viable for men.
That Amazon theory sounds like an exciting vein to mine both for fiction and gaming. Do you have pointers to a more expansive version.
No, and I can't even find where I found the idea originally, unfortunately. In looking, I did find this video related to the introduction of cavalry: https://www.youtube.com/watch?v=1uUk5WGAydI&ab_channel=Lindybeige. According to that, I was wrong about stirrups being important.
That happens with Amazon materials for some reason. I keep looking for a documentary tying a handful of steppe burials of women with war gear and horses to the legends of Amazons and then to people of modern Mongolia (including rare births of genetic throwbacks of blonde, blue-eyed girls). I want to rewatch it (saw it sometime a decade ago) to mine for my stories of the lost daughter of the Amazons, but can't find it.
Quote from: Vile Traveller on December 13, 2022, 11:45:11 AM
Osprey books (https://www.ospreymembership.com/search-results?any=Bronze%20Age) are always an excellent visual reference.
(https://images-na.ssl-images-amazon.com/images/I/91kULSGetyL._AC_UL900_SR615,900_.jpg)
I've used GURPS setting books (http://www.sjgames.com/gurps/books/low-tech/) more with other systems than with GURPS itself, they are usually well-researched and packed with detail.
(http://www.sjgames.com/gurps/books/low-tech/img/cover_lg.jpg)
I love Osprey books for quick visuals and enough details for verisimilitude. As for GURPS, if you go back to the boxed versions, that was always a goal of GURPS sourcebooks.
BTW, I use Pinterest as a way to create inspiration boards: https://www.pinterest.co.uk/westtim7/sundaland-rpg-inspiration-board/
Quote from: Trond on December 13, 2022, 01:07:53 AM
Quote from: PulpHerb on December 13, 2022, 12:03:47 AM
Quote from: Trond on December 08, 2022, 07:16:01 PM
It's possible that more limited horseback riding was done earlier like he suggests. Horseback riding is actually a nuts thing to do, until you've seen that it can be done. I would not be surprised if it started as a "dare" or similar to bull leaping.
He does admit he goes a bit earlier than he believes it really occurred in his books for dramatic reasons. He also seems to think there was an extended period of "useful for herding" riding before any warfare riding. With the early existence of various chariots and warcarts, I suspect there is some piece of tech we're not realizing was vital to cavalry, which seems to only show up in the Iron Age.
A proper saddle some say, or the horse bit, but I wouldn't be surprised if it was actually horse breeding that had to progress to a certain level. Also; strangely, some of the earliest depictions in both Egypt and Mesopotamia show riders sitting far back towards the rump of the horse (though some of them might be donkeys, others are definitely horses).
Greetings!
Trond my friend!
Yes, warhorses are a fascinating subject. The various Steppe peoples mastering horses and using them in warfare before anyone else is a certainty. I also think that historical research shows a picture where non-Steppe nations--the civilized kingdoms and empires, the city0states and so on--*didn't* actually embrace warhorses quickly, or in many cases, at all. Even when they considered doing so, embracing such customs evidently could take dozens of years, or even centuries to accomplish.
I'm reminded of the early Han Empire, of China. The Steppe tribes had warhorses for many centuries, and is the chief reason for the Steppe people's fearsome advantages over many civilized kingdoms, including the Han Empire. The Han Empire eventually sent a massive army of several hundred thousand troops to march *thousands of miles away* from the empire's borders, deep into Central Asia to fight a ferocious war in order to gain "The Heavenly Horses".
Eventually, the Steppe Tribes in that area gave the Han Empire 50,000 or a 100,000 of their gorgeous nd mighty steeds in tribute--and as a kind of alliance. The Han Empire then used these horses, along with special knowledge nd training, and worked on building up their own new, Steppe-modelled Cavalry troops, which allowed them to eventually break the power of the Steppe barbarians. (At least for awhile; other challenges and problems would develop with successive emperors). Nonetheless, the Han Empire forged a powerful cavalry force that could defeat the mighty Steppe tribes in war.
There were several foundational problems that faced the ancient Chinese. Firstly, the horses bred and raised natively throughout China were small, and were simply not the same kind of fierce nd strong horses that the Steppe barbarians possessed. No amount of training could--or would change that fact. Yes, the ancient Chinese had tried, many times, over many years, and had always been met with failure. The Chinese horses were smaller, weak, had less endurance, and simply did not have the warlike temperament that the Steppe horses had. Secondly, the natural grasses and horse-feed available to the Chinese was again--inadequate. Yes, even the horse-feed in civilized ancient China was different from--and inferior to--the horse-feed that the Steppe barbarians raised their horses with. Thirdly, again, after many years of research and investigation--and losing hundreds of thousands of troops being slaughtered by the Steppe barbarians in battle--the Han Emperor's wise men had discovered that besides the other problems--the actual soil itself in China was poor for feeding and nourishing the "Heavenly Horses". The "Heavenly Horses" didn't like anything the Chinese horse-masters and cavalry troops fed them, again, regardless of their sincere efforts. Captured Steppe horses eventually grew weak, lazy, and died. Fourthly, Cavalry Doctrine, Training, and Organization. This subset of problems were institutional, and required Imperial Authority to show favour and patronage to forming a new Cavalry Force, funding it, training it, and having the troops well-trained, and well-led by fierce Horse generals.
Eventually, the "Heavenly Horses" were brought back safely to the Han Empire. But also, barbarian horsemasters, horse-breeders, and instructors. In addition, entire caravans of the favoured steppe-grasses and other feed mixtures were brought to the empire, and stored. This was accompanied by caravans of native Steppe soil, as well as gardeners and herdsmen. The Han Empire created special pastures and formed areas to actually sustain--and create--a kind of soil from which to grow a variety of grasses and horsefeeds that were acceptable to the mighty Steppe horses. THEN, a proper breeding program was instituted and strictly followed and supervised by Imperial Officers. This stuff was *State Secret* level of importance, of the highest national security in importance. The emperor made any tampering or betrayal punishable by torture and death.
The Han Empire needed to basically raise a giant system of horse farms that could sustain a force of 500,000 "Heavenly Horses". The Han Empire did all of this, formed a powerful cavalry army, to go along with several traditional Infantry armies, and fought a savage and ruthless campaign against the Xiong-Nu tribes, and eventually broke their power over the people of China. This epic achievement allowed the Han Empire--The Tang Empire--to settle, and fortify the "Great Corridor". The "Great Corridor" is a fairly narrow but hundreds of miles long area of land that cuts through the Steppes and deserts in the North-West of China, connecting China to Central Asia, and is a main terminus point for the Silk Road traveling from all lands beyond China to the West--Persia, India, Russia, Scandinavia, Europe, and the Mediterranean.
This epic, victorious war really put the Tang Empire on the map, and allowed the Han Empire to flourish and grow strong and prosperous for centuries.
It definitely provides insight into the great struggles between the nomadic tribes of the Steppes, and the civilized kingdoms, and the many facets and problems that the Tang Empire had to go through and solve simply to possess enough of the right kind of horses to even have a competitive cavalry force that could give the Tang Empire a fighting chance against the mighty Steppe tribes.
Semper Fidelis,
SHARK
Quote from: PulpHerb on December 08, 2022, 02:08:03 PM
Quote from: Trond on December 08, 2022, 11:14:25 AM
One quick note: horseback riding is NOT common. Horses are used for pulling carts and chariots.
So the riding skill should be translated as "charioteering".
The Hatti are considered especially skilled charioteers.
There is a UK fantasy author, Dan Davis, writing a fantasy series in late Neo-lithic/Early Bronze Age. He's got several good videos on what we know about early horse domestication, including one about early horse riding:
https://www.youtube.com/watch?v=AMHqp0M0T4Q
I took some inspiration from it for the first short story I published at No More Than 51 Bad Stories.
Greetings!
I also highly recommend Dan Davis. His books, his videos are interesting, and very enjoyable. Dan Davis embraces some solid scholarship and research.
Semper Fidelis,
SHARK
I just found out that Egypt definitely had horseback riders in their army by the 1300s BC, but even then it was mostly or only as fast messengers (in addition to chariots, which had been in use for quite some time already). My setting is loosely based around (very roughly) 1500-1400 BC, while filling some gaps with info from later periods. Not that historical accuracy is the prime concern, but I am using history of a relatively under-utilized period as inspiration here, so horses were used mostly for pulling wagons or chariots.
One thing I'm thinking a bit about now (though I'll be traveling soon) is the RUNES of Runequest. I think I will start with symbols for the gods: maybe a bull's head for Diktaios, and double axe for Potnia.
As a related note, Minoans used both hieroglyphs as well as Linear A, and later probably Linear B though this was mostly Mycenaeans. But I like the simplicity of Linear B for game use. I can see images here that look a bit like the head of a bull (towards lower right) and a double axe (far upper left):
(http://www.crystalinks.com/linearb.gif)
I have been brainstorming this setting a bit more. Feel free to use.
(https://live.staticflickr.com/65535/53233197294_2d97dae0ce_z.jpg)
(https://live.staticflickr.com/65535/53233320240_73f99e6e22_z.jpg)
(https://live.staticflickr.com/65535/53233330175_d88018d618_z.jpg)
In the mountains of Ekhinira the people are largely primitive shepherds, some also owning plots of farmland. These are proud people, often hospitable but easily offended, and fickle in their allegiance to the cities. They generally live in small stone huts, and are usually lightly armed (bronze daggers and axes are common). Many of these can be good sources of tales and fables of the creatures, spirits, and ghosts of the hills.
(https://i.pinimg.com/originals/ea/14/10/ea1410d341d4b05b84df81a7c03d10da.jpg)
I'm just seeing this thread now. I had a hankering for something like this myself, then read a few reviews of an Osprey RPG called Jackals that looks interesting. I'd probably tinker with its setting myself, but the adventuring conceit seems like it might easily transfer to homebrewed Ancients settings.
Monsters of Ekhinira (pages refer to Runequest 2)
All characters created for players are human. However, there are other beings on the island. Players will NOT encounter such strange beings on a daily basis (but such and encounter MIGHT be the e.g. the climax of a given game night). It is also (under certain circumstances) possible that a character might be cursed into another form.
Beastmen: certain people have been cursed (though some strange people might have asked to "blessed" in a similar way) by the gods to take on monstrously powerful half-beast forms. In certain cases this seems to be heritable, although beastmen are always exceedingly rare, usually living as outcasts among old ruins, or in a few cases hidden away in a palace somewhere. Most people are terrified of such folk, and would band together to kill a beastman. Legends speak of two kind on Ekhinira.
Minotaur (p. 83), cursed by Diktaios.
Centaur (p. 76), cursed by Inara.
(https://live.staticflickr.com/65535/53244039485_9d9ab35aec.jpg)
Lycanthropes: some individuals are said to be able to take on the form of an animal temporarily. This might be an ability that they are born with, or from certain curses cast upon them. They look almost, but not quite, like their natural counterparts (they retain some odd human-like traits, like occasionally screaming like an angry human)
Werewolves, Mazzeri: (Wolfbrothers p. 90) Note: normal wolves do not occur on the island, so the sight and sound of such creatures is always a strange and magical portent. Some very rare people can transform into wolf-like creatures, running around on all fours at night. According to folklore they tend to congregate in the mountains on certain nights for unknown purposes. They were possibly cursed by older gods before the current ones took over the pantheon, but they also have a strange ability to foretell death (e.g. by howling outside the home of a doomed person).
(https://live.staticflickr.com/65535/53243843058_25706bb736_w.jpg)
Boarmen: (Tuskbrothers p. 88) Boars are common on the island, but some magical men can transform into large and fierce specimens of these savage beasts. These are known for their brutality, and are greatly feared.
"Hidden folk", "Little People, or Janas include Fairies and Subterreneans:
Fairies: (pixies p.84) these are normally invisible and half in the living world, half in the realm of spirits, often dwelling in and around ancient (neolithic) ruins and burial mounds.
Subterreneans: (dwarves) usually hidden underground, their tunnels often opening to the surface near ruins inhabited by fairies (although entrances are small and expertly hidden). Favored by Daedalus, the subterraneans are expert craftsmen. Not bearded like the Norse counterparts, they more resemble the Kobolds of Germanic myth, albeit usually dressed in loincloth.
Giants (p. 81): these colossal man-eaters were previously favored by the pre-pantheon titanic gods. Now almost extinct and living in the highest canyons, they probably do not reach the full size of ancient times (now expect SIZ 9D6 + 18 or about 6 meters tall).
Griffin (p. 81). Trustworthy and proud, these hunters live near the highest peaks. A favored creature of some of the gods, their spirits are exceedingly wise though they cannot speak. Griffins sometimes guard magic items for the gods or other powerful spirits. Some few are their own masters.
(https://live.staticflickr.com/65535/53243030392_3dc111fd56_z.jpg)
Dryads and nymphs (p. 79): appear as beautiful women guarding forests or lakes, appearing nude or clad in leaves and flowers. They inhabit both the normal world and the Spirit World, and can nourish themselves on surprisingly little (berries, lake water) probably due to powerful blessings of Inara. They reproduce with humans, the offspring becoming a new female dryad or nymphs.
(https://live.staticflickr.com/65535/53244061374_60648c4dc9_w.jpg)
Spirits (ghosts p. 81): spirits and ghosts of the dead are surprisingly common on the island, some guarding specific areas and graves. They are usually invisible but may appear as transparent nude people or clad in filmy robes.
Note: the Detect Spirit spell (p. 36) does more than simply detect the presence of spirits; it enables you see into the spirit realm (Spirit World).
Other Undead: Zombies (p. 90) and skeletons (p. 86) are the results of vengeful gods or powerful ghosts or spirits animating the physical bodies of the dead.
Quote from: Baron on October 07, 2023, 02:25:42 AM
I'm just seeing this thread now. I had a hankering for something like this myself, then read a few reviews of an Osprey RPG called Jackals that looks interesting. I'd probably tinker with its setting myself, but the adventuring conceit seems like it might easily transfer to homebrewed Ancients settings.
Could be a good one, but here's the odd thing: judging from art this one and a lot of "Bronze Age" settings miss the mark on what is actually Bronze Age (very roughly 3000-1000 BC, at least in the Mediterranean region, though the early period is usually just using copper). Even if any setting is just Bronze Age-inspired at best, I wanted to hit a bit closer to the mark with this one. Whether others care is another question though.
EDIT: to be fair, I also use terms from the Classical period wherever it seems to suit. But the spirits and such in question were clearly part of the folklore long before. Many Bronze Age cultures were very animistic in the sense that spirits were thought to be everywhere, and you still see some of this belief well into Classical times.
By the way, here's a neat little house rule for those who actually like the Resistance Roll Table. On the left side, write "hard" next to 18, "medium" next to 10, and "easy" next to 2. Perhaps "challenging" at 14. Now use it for simple characteristic rolls. (This is instead of deciding to multiply with 3 or 5 etc. A dash on top means automatic success, on bottom means automatic failure)
"Money" and trade:
There's a short story and long story here. The short story being: there is no money. The long story is that trade is often through a barter system, trading items of roughly equal value, BUT there is also an agreed-upon system of trade in metal lumps, and larger ingots, such as the silver and copper lumps/ingots shown below. Weighing scales are extensively used. In general metals are weighed in shekels (about 10 grams), and one shekel of copper (= 1 Lunar in RQ2) is worth one tenth of a shekel of silver, which is worth one tenth of a shekel of gold. The largest ingots can weigh 20 kg. Checking the RQ2 price list: a shortsword normally costs 25 shekels of copper (25 Lunars).
(https://live.staticflickr.com/65535/53247201664_3d63ba8ff7_z.jpg)
Character creation, creating a competent* character with RQ2:
*the idea here is initial competence with heroic potential
A lot of the RQ2 Appendices are used here. Also money is not used per se.
Roll 2D6+6 for each characteristic. The character with the lowest rolls overall is automatically a poor noble (or roll per choice), the others roll for social status (RQ2 p.12). Remember to calculate Base Strike Rank, Experience Bonus, Attack Bonus, Parry Bonus, Hit Point Bonus, Damage Bonus, Defense Bonus, as well as Perception, Stealth, Manipulation, and Knowledge as per normal rules.
(https://weaponsandwarfare.files.wordpress.com/2019/01/6e8404e1013f646e5abad8f23965c168.jpg)
Normal skill development: Give the character training in a Guild, Militia, Cult, Apprenticeship, or "Barbarian" training (worth the equivalent of 4000L per specialized skill, see RQ2 e.g. pp. 22, 32, 104). Except for cults, most training in Ekhinira is actually through a personal mentor. "Barbarians" are here the dwellers in the highlands, usually shepherds, mounted barbarians do not exist. "Cavalry" on Ekhinira are charioteers instead, and this apprenticeship is only available to nobles.
Quick skill development: This is for fans of quick character creation. Give each character 250 points to distribute on skills, to a max of 75% for starting characters (including bonuses). Characters of the nobility get 300 points. Each spell point costs 20 skill points.
Characters are assumed to be in their early 20s at the start of the game. In either case, start only with the basic equipment that training has been obtained in, plus the equivalent in shekels (=Lunars) obtained from the Background table (RQ2 p. 12, assume 21 years of age).
Bronze age armor:
(see RQ2 table p. 29) Chain mail and brigandine do not exist, but most other types do (in bronze)
Many warriors fight almost naked, but wealthier people can afford armor. Protection run the gamut from a simple boar tusk helmet and shield, to full bronze plate armor. Helmets are often adorned with crests or horns. Most warriors have relatively light armor, but some aristocrats go all out and cover themselves in bronze scale or plate (note that this is extremely expensive). The heaviest types were usually taken to battle on a chariot. Shields of all kinds can be used (some look like a large figure of eight, or are of the "tower type", used mostly in battle formations).
Again, the heavier types are unlikely to be seen on any normal day, except large scale battle. But sometimes, there is agreement of each side to simply pick one of their braves warriors to fight the chosen one of the other side.
(https://live.staticflickr.com/65535/53256190021_cabd042dbf_c.jpg)
Blood feuds
Ekhinira is not for the faint of heart. In every large family there is a ghost that howls for the payment in blood of an old wrongdoing. Even in modern times the blood feud (a.k.a. vendetta) is a tradition that is ingrained in several Mediterranean islands (such as the highlands of Crete). In Ancient Athens, blood feuds were the norm until banned as an "official" form of justice by Draco of Athens in the 7th century BC. It was probably the norm in the Bronze Age Aegean. Ekhinira is no exception to this rule. In fact, its turbulent politics and proud people make it especially susceptible to the violence of the blood feud. Much of the island is wilderness, and there is no such thing as a police force or long arm of the law. In addition, the same code of honor that make many seek to become heroic members of their clan, sung by bards after they are gone, also make them seek revenge for wrongdoing against the family. However, the Archons (rulers) and assembly of elders try to maintain some measure of order in the cities. Even if a killing is deemed honorable, it is likely to create chaos and get you thrown in the Archon's dungeon. So revenge is more likely to happen in the countryside, but no place is completely safe. It has even been known to be supported by high priestesses, who view the family as a holy unit, and revenge a holy ritual.
(https://live.staticflickr.com/65535/53257982755_b5e3fb5b01.jpg)
Adventure ideas revolving around blood feuds could include; escorting a friend targeted by feud through enemy territory, negotiating peace between families, or seeking revenge for a dead relative (making the enemy family irredeemably evil makes this a lot easier). Sometimes, the person asking for help to take revenge is literally a ghost seeking out the PCs.
(Drawing: Eric Shanower, Age of Bronze)
Oracles
(https://live.staticflickr.com/65535/53263535854_f6a7f4e829.jpg)
Some cave and mountain shrines are famous for their oracles, people who can communicate directly with the gods when entering a kind of trance. For a donation, these will help people with all sorts of daily problems, a common question being e.g. whom to marry. However, they sometimes bring the populace more serious messages; messages of angry gods, vengeful spirits, doom, war, and disease.
Oracles are masters of certain kinds of Divine Magic (Rune Magic), such as Divination (p. 61) and they are often the best people to ask for help with Divine Intervention (p. 61). A donation of 1 shekel of gold, as well as some good food and wine, are usually required. The Referee can use oracles in various ways, but they can be an excellent means for dropping hints for players who are stuck, or to introduce a new adventure.
(https://live.staticflickr.com/65535/53264835182_057cb056c7.jpg)
Unlike the other cities, the citadel of Keftos is located in the hills north of the city itself, overlooking the passes through the mountains to the plains below.
Adventure hooks (based on Keftos as a starting point)
-Artisans in Keftos have made a chryselephantine sculpture for a mountain shrine, but the way there has been plagued by bandits. Expect blessings for the safe delivery (one free Divine spell from the Rune Magic section of RQ2, one time only).
-A member of the Keftos assembly of elders have not heard from a small mountain village where he has family. Adventurers are sent to investigate.
-A famous oracle has mysteriously been killed. The remote cave in which she operated is a part of a whole system of tunnels, some of which are poorly known.
-A boy has been embroiled in a family blood feud, and requires escort from his home village to relative safety at an uncle's villa in Keftos.
-A priestess requires incense and myrrh for a ritual. The best quality is sold by Phoenicians trading in Drakomaxos. But what is this important ritual?
-Keftos, recently having been placed in a precarious position by turbulence on Kaftor, is worried that the increasingly aggressive Argurios will attack. PCs are sent to Drakomaxos to negotiate for her to become an ally.
(https://live.staticflickr.com/65535/53266009238_8f9e8832c5.jpg)
The city of Drakomaxos is located on a hill near the sea (near a small bay). Only the citadel is shown here.
Appropriate monsters from RQ Gateway Bestiary (RQGB)
Again, monsters in this world are supposed to be extremely rare, clouded in myth, and in usually found in remote places.
Hydra: (RQGB p. 19) this many-headed reptilian-looking monster is rumored to inhabit a secluded area of caves and hot springs on a nearby island. These caves are said to be connected to the Underworld. It acts as the guardian of a passage to the land of the dead, and is practically unbeatable by any normal hero.
(https://live.staticflickr.com/65535/53293047495_45b962d41b_z.jpg)
Lamia: (RQGB p. 20) this is a particularly frightening vampiric monster, shaped like a woman's upper body, but with the rest being like that of a snake. Her mesmerizing stare can magically convince a man that she's a real woman, making him easy prey.
(https://live.staticflickr.com/65535/53292827158_6861edc257.jpg)
Sphinx (RQGB p. 23): this well-known type of guardian beast is the creation of some vindictive god before the current pantheon was established. They could be said to be the "evil counterpart to the griffin". They are very intelligent and manipulative, but quite chaotic and unpredictable. Females have wings and can fly, but are in the lower range of strength and size (below 26 and 21), while males are rarer, and have size and strength in the upper range (above 26 and 21), but cannot fly.
(https://i.pinimg.com/originals/92/5e/bf/925ebfbc14689031a5b26e3204580939.jpg)
Some notes on combat
RQ2 actually has a lot of cool options for combat, although it could have been better organized. I would suggest using rules for impaling, slashing, and crushing when rolling under 20% of attack ability (round down). Note that these rules make impaling weapons like spears especially deadly, which is appropriate for a "sword and sandal" setting where spears are commonly used. The rules are spread out in RQ2 (Special Damages and Appendices) but summarized here. Impaling (e.g. spear) gives normal damage roll plus full damage (e.g. short spear 1D6+1 + 7) and weapon is temporarily stuck. Slash is a deep wound with a slashing weapon, gives double rolled damage (e.g. battle axe would be 2D8+4) and weapon is temporarily stuck. Stuck weapons are hard to remove in RQ2: I suggest fighters have been trained in "unstucking" weapons, and a normal attack roll (no defense) will unstuck it the same round. If the roll fails, the weapon is currently useless, and the body part that it is stuck in is also useless (shield with large stuck weapon ENC>1 is also useless). Crush: blunt crushing weapons like clubs and cudgels only has the effect of normal damage bonus plus full damage bonus (e.g. if damage bonus is normally 1D4 this gives 1D4+4). Critical rolls (5% of skill round down): armor is bypassed AND damage is added as above (and weapon is potentially stuck). Some more incentive to use shields could be useful, so here's a shield house rule: Shields always protect the shield arm (unless critical) as if the blow was parried, and the largest shields also protect the leg on the same side.
Not sure if this is frowned upon, since this is an old thread, but I scribbled some more on my Bronze Age setting.
(https://live.staticflickr.com/65535/53821136347_0fe200b6f2_z.jpg)
I have always wanted to play/run a Bronze Age game. It was a coin toss for my girls face to face group between it or a Sci Fi Traveller game. They eventually chose my home brew Traveller setting.
I've read Rune Quest before, but not sure I like the idea of EVERYONE has magic and is in a cult. I've read enough (history and bible) to see how important the spiritual realm was for the era, but I think RQ goes to far down that path with every player having magic etc. With that I think I'd lean to using Mythras
Oe question I know how important life events is for RQ character creation. If you aren't using the RQ setting, how did you modify that to fit your setting ? Before my girls chose Traveller, and we were considering RQ/Mythras, I was kicking around ideas on making modified events based on general Bronze Age events.
Quote from: Lurker on June 30, 2024, 10:54:00 PMI have always wanted to play/run a Bronze Age game. It was a coin toss for my girls face to face group between it or a Sci Fi Traveller game. They eventually chose my home brew Traveller setting.
I've read Rune Quest before, but not sure I like the idea of EVERYONE has magic and is in a cult. I've read enough (history and bible) to see how important the spiritual realm was for the era, but I think RQ goes to far down that path with every player having magic etc. With that I think I'd lean to using Mythras
Oe question I know how important life events is for RQ character creation. If you aren't using the RQ setting, how did you modify that to fit your setting ? Before my girls chose Traveller, and we were considering RQ/Mythras, I was kicking around ideas on making modified events based on general Bronze Age events.
Much to my annoyance, I have yet to play the game as written here. I've played current RQ (as a player) and been GM with somewhat similar rules in a short swords & sorcery type game.
For this setting (that I really want to run soon) I'm all about just adventuring, seeing what happens, and take inspiration from 1) the historical Bronze Age 2) Bronze Age myth and 3) the old RQ2 rules. I actually think improvising is easier in RQ than many other games, since it gives you many options on how to resolve actions, how to gain experience etc.
RQ2 is actually pretty loose and adaptable in this sense. You're supposed to just explore the world and learn from it (join cults, guilds etc). Characters would often start very incompetent but RQ2 alternatively allows some learning to be done during character development (as options in the appendices) to make a bit older and more competent characters (5 years older normally).
Personally, I'm a fan of very quick character creation that leads to a bit more competent characters. So, after making a couple of characters using the background option appendices of RQ2, I came up with a very quick and dirty way of doing it was like this: "Option: Give each character 300 points to distribute on skills, to a max skill of 75% for starting characters (including bonuses). Characters of the nobility get 350 points. If the player chooses specialized skills, such as sage skills, assume that there is a mentor. Characters also have basic spells worth 1500 L (table p 32). " I also suggest that instead of rolling for status, you can just pick the character with the lowest characteristics to be the noble in your group (reflecting an easier life).
For life events, I'm not 100% sure which version of RQ you're referring to. Family is potentially important in my setting, because family feuds have historically been VERY prevalent on Mediterranean islands, and I thought I'd add this as an interesting feature. So: do start with some idea of family and clan membership, but I don't want to set too many things down into rules.
As for magic: I'd keep it rare except for magic that looks like e.g. simple blessings and curses (Bladesharp blesses your weapon to cut better). More powerful magic could be saved for powerful monsters (also pretty rare). And again, this suits RQ2 quite well. Even though magic is supposed to be everywhere, nobody starts with powerful magical spells as far as I can see in the rules. You can look into the chance of becoming a cult initiate etc per year. The cults are the ones I listed earlier in this thread. They're not very fleshed out, but I might add to it or just improvise. They do allow very limited things like Divine Intervention, which is used in desperate situations by sacrificing a large amount of POW points (risking death).
Gorgons. Unlike the lamia, there is nothing seductive about a gorgon. The terrible offspring of primordial gods that have since been overthrown, these demonic beings look like monstrous women with snakes for hair, scaly body, claws and wings. Although they are venomous, their most feared weapon is a spell of sheer terror, which will freeze you in place. Unless the spell is broken it will literally petrify your body over time, as the gorgon consumes your daemon (spirit) one point of POW per round. Stats from RQ Gateway Bestiary p. 17.
(https://live.staticflickr.com/65535/53829289161_86f9b2827a_c.jpg)
Quote from: Trond on July 01, 2024, 02:31:42 PMQuote from: Lurker on June 30, 2024, 10:54:00 PMI have always wanted to play/run a Bronze Age game. It was a coin toss for my girls face to face group between it or a Sci Fi Traveller game. They eventually chose my home brew Traveller setting.
I've read Rune Quest before, but not sure I like the idea of EVERYONE has magic and is in a cult. I've read enough (history and bible) to see how important the spiritual realm was for the era, but I think RQ goes to far down that path with every player having magic etc. With that I think I'd lean to using Mythras
Oe question I know how important life events is for RQ character creation. If you aren't using the RQ setting, how did you modify that to fit your setting ? Before my girls chose Traveller, and we were considering RQ/Mythras, I was kicking around ideas on making modified events based on general Bronze Age events.
Much to my annoyance, I have yet to play the game as written here. I've played current RQ (as a player) and been GM with somewhat similar rules in a short swords & sorcery type game.
For this setting (that I really want to run soon) I'm all about just adventuring, seeing what happens, and take inspiration from 1) the historical Bronze Age 2) Bronze Age myth and 3) the old RQ2 rules. I actually think improvising is easier in RQ than many other games, since it gives you many options on how to resolve actions, how to gain experience etc.
RQ2 is actually pretty loose and adaptable in this sense. You're supposed to just explore the world and learn from it (join cults, guilds etc). Characters would often start very incompetent but RQ2 alternatively allows some learning to be done during character development (as options in the appendices) to make a bit older and more competent characters (5 years older normally).
Personally, I'm a fan of very quick character creation that leads to a bit more competent characters. So, after making a couple of characters using the background option appendices of RQ2, I came up with a very quick and dirty way of doing it was like this: "Option: Give each character 300 points to distribute on skills, to a max skill of 75% for starting characters (including bonuses). Characters of the nobility get 350 points. If the player chooses specialized skills, such as sage skills, assume that there is a mentor. Characters also have basic spells worth 1500 L (table p 32). " I also suggest that instead of rolling for status, you can just pick the character with the lowest characteristics to be the noble in your group (reflecting an easier life).
For life events, I'm not 100% sure which version of RQ you're referring to. Family is potentially important in my setting, because family feuds have historically been VERY prevalent on Mediterranean islands, and I thought I'd add this as an interesting feature. So: do start with some idea of family and clan membership, but I don't want to set too many things down into rules.
As for magic: I'd keep it rare except for magic that looks like e.g. simple blessings and curses (Bladesharp blesses your weapon to cut better). More powerful magic could be saved for powerful monsters (also pretty rare). And again, this suits RQ2 quite well. Even though magic is supposed to be everywhere, nobody starts with powerful magical spells as far as I can see in the rules. You can look into the chance of becoming a cult initiate etc per year. The cults are the ones I listed earlier in this thread. They're not very fleshed out, but I might add to it or just improvise. They do allow very limited things like Divine Intervention, which is used in desperate situations by sacrificing a large amount of POW points (risking death).
I guess I should pay closer attention .... RQ2. I have and read through the new RQ (RQ7), and Mythras (I guess it is considered RQ6). I've never read the RQ2 rules/character creation, so my questions may have absolutely no bearing on your RQ2.
That said, in the RQ version I read, family history is important & character history is even more so. Like you point out, blood feuds etc are hugely important in that era.
That is one thing that drew me to RQ, well more my younger daughter. She has become obsessed with RPGs that have a life path character creation process. I don't know if she will ever willingly go back to a basic D&D class based RPG.
However, the new RQ system is focused on the background history specific to the setting. With that it is great at developing the history of the setting and linking the character to it. Unfortunately, that makes it impossible to morph it into a home brew none 'Glorantha' setting.
Quote from: Lurker on July 02, 2024, 11:21:16 AMI guess I should pay closer attention .... RQ2. I have and read through the new RQ (RQ7), and Mythras (I guess it is considered RQ6). I've never read the RQ2 rules/character creation, so my questions may have absolutely no bearing on your RQ2.
That said, in the RQ version I read, family history is important & character history is even more so. Like you point out, blood feuds etc are hugely important in that era.
That is one thing that drew me to RQ, well more my younger daughter. She has become obsessed with RPGs that have a life path character creation process. I don't know if she will ever willingly go back to a basic D&D class based RPG.
However, the new RQ system is focused on the background history specific to the setting. With that it is great at developing the history of the setting and linking the character to it. Unfortunately, that makes it impossible to morph it into a home brew none 'Glorantha' setting.
I agree, the newest RQ is very setting-specific. Glorantha has also grown very detailed over time, and I think I would find it a bit overwhelming if I were to run it as a GM (I'm fine with joining as a player).
I suppose I could have used RQ3, which is one of the most "generic" versions of RQ, but I was a bit enamored with the tone and relative simplicity of the RQ2 rules when I started this, and many people still love that edition.