infos on Llort?

Nice, all I´m waiting for now is my copy of the 2nd ed rules, and I can finish my first draft (might even have the old Raiders & Privateers by then, waiting for it to be delivered from the USA). Now the next step will be to find something they can use as ships in the game... my version of the Llort does look promising so far, just different enough to be interesting (I hope)
 
I got my Darkness & Light back. So further information:

The orbit of the LLort homeworld is widely eccentric, causing seasonal extremes of tempreature, hence the reason they live underground.

They were originally divided by tribe. Each tribe had a burrow where they would spend the winters. In the summers they raided from other tribes.

Items are held in common, only a few things such as medical supplies and sacred items can be 'owned'. Anything else can be taken by a Llort who needs it, this is called 'The Excahnge' and bringing 'Good Balance to all'.

As technology developed tribes began to ally. These alliances lead to the creation of Grand Exchanges - lists of items held by a tribe. A Llort could request an item he need from the Grand Exchange, this made it easier to find more esoteric items.

Now there is a planetary Grand Exchange. Instead of earning money, a Llort will be granted greater access to the exchage, getting more valuable items more eaily. Gathermasters oversee the exchange. In this way there is a currency-less economy.

Food is typically free, although the Grand Exchange regulates the availabilty depending on shortages and surplus.

There is no police force. Instead urkus, Llort warriors, investigate serious crimes or take back from those Llort who have too much.

Criminals are exiled from the tribe and denied access to the grand exchange, which tends to be the only source of food in the big urban burrows. The old, sick and lazy can also be exiled. Exiles can quickly starve to death.

Llort have no overriding policies or political parties. They are governed by councils of Gathermasters and Burrow-wardens. There are isolationists, integrationists who want more contact with otherworlds and favour giving up their exchange syatem, and expansionists who favour piracy.

Llort telepaths are called seers and are exiled from birth into the Seer-Tribe.

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The capital burrow is Lunag. There is an underground mass-transit system, whose name translates as 'The Mole Train'.

There is a ship in the adventure - a Llort pirate cutter. But it is only about the size of a large shuttle, with fairly weak plasma weaponry.
 
Shadow Queen said:
MEB, dont you'll only encourage Greg's head to swell ......

Does "Sweller of Heads" still fit into your signature Greg? :roll:

One question though: Would anyone be interested to proofread/give some feedback on what I´m working on? I don´t want to post anything into the forum until I have finished the first version of the fleet list (so far I have only been able to finish the background and come up with two traits as well as the basics for some ships, but the details for the list will have to wait until I have the 2nd Ed books - should be about the same size as he current Drakh/Dilgar fleet books when I´m done), but the whole thing is taking on some shape, and I would love to see whether I´m on the right track or headed directly for disaster...
 
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