[To Playtest] Colonization of Qek
oliof:
I do animals as such: One Pool, one Ability, Ferocity (F). Special abilities come as Secrets if needed.
Let's not forget that the wild is for some Qek as the "civilized south" is for ammenites or maldorians. So, either whip up a "Secret of Jungle Dweller" which exemplifies the difference (mandatory for jungle dwelling Qek families, not so much the ones on the coast lines) to give the difference mechanical weight, or just keep it in the area of circumstantial modifiers. The Secret would be a nice way to for a savaged settler trope, especially if it brings some limitations.
oliof:
Forgot to add: I will run a convention one shot in february, called "Penal Expedition", which will send some disgraced Ammenites into the deark heart of Qek.
Eero Tuovinen:
Ah, that's quite excellent, Harald. Also interesting: the Helsinki group apparently settled for a penal colony independently. They had one session on Monday and another one today (they're on holiday vacation each, and want to get the scenario out of the way before Christmas), and from what I've heard so far, theirs is a rather gritty Near. The Ammeni are greedy, heartless bastards to a man, it seems, and Qek is a hell on earth with food spoilage, festering wounds and disease running rampant. Perhaps I'll get somebody to provide us with more detail, could be useful for new colonies.
oliof:
That would be splendid.
dindenver:
Eero,
I have two thoughts on this. I'll hit the first one, because its easier. Unfortunately, it is less productive as well.
If I were to cast the Qek into a game that used the setting as is, I would probably cast them as the villain (more so than the Ammeni). The reason is, of all the nations, that the Qek are the least productive and least friendly. For instance, their primary trade is gems. This adds no value, but breeds envy, greed and other negative notions. Their people seem to lack all ambition, they are content to live off the land, as is, without trying to better themselves or their children. Finally, of all the magic in Near, theirs is the most sinister. With a sort of Macabre power source and the most potential for misuse (I mean you could, potentially, send a spirit unseen to spy on your enemies and rivals).
Militarily speaking, the Qek have the perfect defenses. They are protected by very hostile waters and they are decentralized allowing them to operate essentially in a terrorist cell/guerrilla warfare mode from day one. So, if they were to engage in war, I see them doing a polynesian-style invasion with thousands of outriggers or something.
Ultimately, I see them as the perfect breeding ground for a Thoth Amon type character and would use that as my primary source for a BBEG type campaign. I mean, all it takes is for onme of the waluzi to flee Qek and realize that they were basically unrestrained as soon as they were beyond the reach of their cultures taboos and influence.
OK, my second thought was to make up a little faction thing for this campaign-let. Give me some time and I'll post it.
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