World cultures

robyn

Mongoose
Has anyone else considered that the somewhat hackneyed Medieval fantasy worlds are worth leaving behind.

My own bias is towards early Iron Age, Late Bronze Age cultures.

Any opinions or does no one really give a damn as long as there is a game to be played?
 
While I have a strong anti-medieval-hackney bias, I will play in almost any other period or locality of pseudo-history or SF. Except steampunk, maybe. I quite like fiction of that sort, but I just can't take it seriously in a game.
 
I am a bronze age fan. The Ancient Greek theme that ran through the original Luise Perenne artwork in Runequest was kind of what turned me on to RQ and Glorantha in the first place. Sounds quite lame, but when I read the armour tables (greaves, linen cuiraiss, linen skirt, etc) I was really excited, having come from D&D.
I've always followed the Ancient Greek imagery, and as far as my game goes, Lunars will always be based on early Romans, Carmanians are like Persians, Yelmalians are like Spartans, and I have always tried to make Sartarites and Tarshites more similar to Ancient Greeks (think Thracian barbarians) than to Celts (yeah, I know I'm weird, but I thought Braveheart was shit).
This leads me to a really pathetic niggle, and I know I shouldn't whine because I can easily make up the stats, but what happened to the Hoplite Shield?
Anyway, Medieval never appealed to me until I got Harnmaster/Harnworld, which is pretty awesome, quite frankly.
But Bronze age still number one...
 
robyn said:
Has anyone else considered that the somewhat hackneyed Medieval fantasy worlds are worth leaving behind.

My own bias is towards early Iron Age, Late Bronze Age cultures.

Any opinions or does no one really give a damn as long as there is a game to be played?

That would be why we play Runequest, I'd believe ;)

Actually finding a "medieval" fantasy world though ? Good luck. its usually a mixture of 1500 years of stuff
 
I usually prefer to think in terms of cultural elements instead of cultural styles. For example, I might have a fuedal-steampunk-Aztec campaign.

A feudal culture is likely to arise at certain technological levels. World of Greyhawk, Forgottem Realms, and Medieval Europe are what I would call Classical-Feudal, arising from a mythology like the classical myths of Greece and Rome.

(Although Medieval Europe would be a Monotheistic-Classical-Feudal culture, while WoG and FR do not enter a monotheistic phase. Iron Kingdoms would be Plesio-Monotheistic since most people in a given kingdom will be worshipping one deity.)

My homebrew of Audor is a Nordic Feudal culture, where worship of Asgardian deities continues as they build castles and networks of dukes and barons and lords. Interestingly enough, my homebrew history has a war in which monotheists from the south tried to impose worship of their deity on the north. They failed, and now all who seek to hold an official position must take an oath recognizing the authority of Odin, although they are allowed to worship or not worship any deities they please.

I dislike the term "oriental" but I suppose it is as good as "nordic", where "oriental" means "east" in the same way that "nordic" means "north". It just so happens that usually my oriental cultures end up on the eastern ends of my continents, but that is just a coincidence. Typically I mix and match, putting oriental style elements in with other cultures.

One of the favorite cultures I invented was the Kosaka, which started out as vaguely mongolian-like, but then I started thinking of a wind goddess and how she would influence their culture. They are still nomadic horsemen from the eastern plains (which makes them vaguely scythian-hun-turk-mongolian-like), but they have their own unique culture based on their relations with the gods I invented.

I created another culture, the Nodihoda, by setting a few things sacred to them: water, silver, their alphabet, and the number 5. My intent was to see how far I could go in inventing something truly novel. I never did much with them, but I am also not sure how I would describe them in traditional terms. They turned out to be a little bit like the mesopotamians, perhaps like the Sumarians.

My terminology:

Classical refers to societies based on or derived from Greek/Roman-style basis, often with deities who are fiercely competitive for worshippers.

Feudal refers to societies with elaborate fortresses and levels of nobles with lower ranks owing fealty to upper ranks; each noble is responsible for maintaining security over a given territory.

Nordic refers to societies that worship Asgardian deities or deities like the Asgardians. These pantheons are much more closely knit than the classical pantheons. Also implies a "northern" culture in which warlike raiders fight trolls and giants in the north, or ride longships on expeditions for adventure and treasure. (My Audor setting was a bit land-locked, but the culture of adventurers seeking treasure was woven throughout the society, with tomb-raiding even considered a legal and respectable activity.)

Oriental refers to societies that typically support high population densities, use bright colors in their architecture and clothing, and express great reference for spirits. Silk is often used for clothing, and rice is often used for food. There is typically an emporer who has almost unquestioned authority, even if it is only ceremonial.
 
By preference a Dark Age setting, perhaps dating from around 200-700AD, with city states, whether late Greek, early Italian or Middle East. But I also like the hoplite period from the original RQ - several characters used to run with ordinary (wargames) hoplite models rather than "fantasy" models.

I like the Late Roman/Byzantine equipment and feel (e.g. civilisation "as we know it") as well as the numerous tribes of nomads and raiders who pestered the Roman/Byzantine empires during that time. It also leaves loads of options for an "Arabian nights" setting and arabic and nomad desert cultures.

The raider cultures - whether or not they raid - can easily be a later style of Celts as well as Franks, and sub-Roman style cultures can be used without being jarring.

On the whole though, the key thing is that there has to be an integrity to the culture mix and a reason as to why they are together in the mix. :)
 
Well, in fact we tend to identify a medieval/feudal setting with monotheism, as both real Earth medieval europe and the Gloranthan West are strongly monotheistic cultures. But remember that medieval Japanese society was both heavily polytheistic and heavily feudal, so you do not need to have a Monotheistic State Church to have a feudal society.

As for the Dark Ages (300-800 AD), do not forget that this was the period depicted in the original RQ3 setting, although not clearly stated in the text. I think there were no city-states at the time, though. Either the city was part of a strong empire with plenty of troops to defend it (i.e. Byzanthium or the Arab Calipphate) or it was sacked by barbarians every other year, so it had very little hope of having a decent governmental organization. City-states appeared again after 1000 AD. The loose organization, however, provides some decent justification for culture mixes as seen in the old "Cormac's Saga".

Halfbat said:
On the whole though, the key thing is that there has to be an integrity to the culture mix and a reason as to why they are together in the mix.

Here I strongly agree. But there are plenty of historical justifications for this.
 
Halfbat said:
I like the Late Roman/Byzantine equipment and feel (e.g. civilisation "as we know it") as well as the numerous tribes of nomads and raiders who pestered the Roman/Byzantine empires during that time.

rome.jpg


If only you knew spanish you could check out the Romequest site (RuneQuest setting in the Roman Empire).

God I love that picture!

SGL.
 
I like turning points: when a society goes through a crisis, and where culture blends into each other. Som favs.

Fall of the Roman Empire (Playing as mercenaries in roman pay, provincial big-bodies trying to cling on to roman culture in the face of the Francs, members of one of the many mystic cults)

High Hellenism (Playing as persianised greeks, mercenaries in the wake of alexander, expansive romans)

The year 1000 (Apocalyptic cults, end of the viking age, playing rootless norman robber-knights)

etc etc
 
Etepete said:
I like turning points: when a society goes through a crisis, and where culture blends into each other. Som favs.

High Hellenism (Playing as persianised greeks, mercenaries in the wake of alexander, expansive romans)

There is large pdf file called "Warlords of Alexandre" or something, which basically is BRP in a setting after the death of Alexander. Looked pretty professional. The site can be found somewhere among the english links on the linklist.

SGL.
 
Trifletraxor said:
There is large pdf file called "Warlords of Alexandre".

The game is right here and though I havent had the chance to play it yet it looks pretty excellent. The strategic/political rules are really good and quirky :)[/url]
 
Here is the MRQ conversion that I started with the permission of the Paul.

http://www.justanotherwebsite.net/mrqwiki/index.php/Warlords_of_Alexander

If anyone wants to help finish it please do, I have been a bit busy as of late to work on it, but I will once I have some free time again.
 
I've been working on a Classic Period Mayan Empire campaign, set sround 600 AD, and focusing on an even mix of the known archaological details of the period intermixed with later Quiche mythology, ala Popol Vuh and other resources that have survived to date.

I also ran a classic Greek Heroes campaign in D20 for a while that I am converting to Runequest, set around 1300 BC and focusing on the collapse/assimilation of Cretan and Pelasgian cultures by repeated inland invasion, along with a healthy dose of mythic intrusion in to the matter.
 
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