- In WorldofGlorantha_at_yahoogroups.com, "Kevin McDonald"
<kpmcdona_at_...> wrote:
>
>
> Still, you have an excellent point about the Kingdom of War.
Whatever comes
> out of Charg should be something unique.
>
> BTW, If you (or anyone else) think of something really good, don't
hesitate
> to post it, even if it sounds a bit crazy. Even a bad idea can be
> inspirational.
>
So I took this as an invitation to start thinking of possibilities of
all sorts…..
Which eventually led me to realize that they seemed to break down in
three categories:
1) Actual threats of some kind, which is to say things that
surrounding territories have to respond to. Under this category I
thought of:
- A plague land, where the remaining inhabitants are wretched and
infected, surviving and fighting only due to their mastery of disease
magic.
- A monster land. As mentioned this kind of duplicates Dorastor,
but it could be a different take on the same sort of thing, possibly a
more organized menace, like a society ruled by Karshtids or something.
- An inhuman land. Charg is now one large elf forest, and they
have the resources to start extending the forest rapidly. Or they are
totally ruled by Dwarfs, utterly regimented and dour, but with large
squads of musketeers.
- Something that is not outright a threat, but which is disturbing,
unsettling, or outright revolutionary. For example:
- They are lunars, but in a totally different manner. They have
chaos integrated fully into their society, or claim the original red
goddess died and everyone else is worshipping Gbaji, or whatever.
- They are a republic with strong belief in equal rights and
freedom of expression. They have a magic that helps make this so, and
they are aggressive in defending themselves (think Switzerland crossed
with revolutionary America).
- They have some new/re-found magic of the world-upsetting type,
akin to the god learners or EWF. All they want to do is be left alone
while they perfect this magic, and they are quite fanatical about this.
- As mentioned before, they are a prize that is impossible to ignore,
because if someone else seizes it they become too powerful. It should
be something that is essentially impossible for the players to control
(that would change the world too much), so it should probably be
something that can be destroyed or controlled, or which takes decades
to fully exploit.
- The land is empty of sentients. There are still towns and
cities and farmhouses, all somewhat overgrown and broken down but
still restorable. The fields are full of bushes and saplings, but
still less work to clear than full forest. There are even domestic
animals wandering around more or less gone wild, but easy enough to
gather up. You could easily settle a horde of farmers there and
quickly have a rich and prosperous kingdom.
- The land is largely a smoking ruin, with a few heavily fortified
wizarding schools, all in decline due to the attrition of war—but
still possessing grimoires of mass destruction.
- They have become some sort of communistic state as imagined by a
naïve fourteen year old. They all work together for the common good,
have no crime, weapons, or army. They view gold as something you
might make dishes out of if you don't have anything better, like
copper or pottery.
More than one could be true—it could be 1b and 3c, or 1a and 2c, or 1c
and 3b, or even 1b and 2a and 3c….or whatever.