Day 14 of #RPGaDay is "Mystery."
This is an internal one for me, "What do we do about Galmar?"
Galmar is a multi-level problem I have in my dormant fantasy campaign.
First off, Galmar, God of the earth, the ground, was based off of a M.U.S.C.L.E figure from the 80's (like many of my early gods were).
Then the vast steppe, distant forest, and wasteland was labelled Galmar on the map.I have started to separate the Galmar peoples into at least three different Khanates. The Palle-Galmar are the closest to "civilization." Colder temperatures, fewer horses, and some mixing with the Wrymnalians and Kulervo peoples, making characters like Rolf feasible. There's trade, semi-permanent towns, and relations with the large elf and dwarf enclaves.
The Onto-Galmar are more akin to the stereotype if one thinks of "steppe-riding horsemen." Their control of vast swaths of territory, have kept human nations along the coastline of the Mer Kasp, and have forced the leaders of the Shires of Stronghome and the Gnomish City-States to keep much larger standing armies than either is comfortable with.
The Mohro-Galmar would be my direct Mongolian cultural appropriation, but none of my campaign groups have ever been within 4,0000 miles of them, I'll save that part of the world for another day.
Or maybe I should just buy more M.U.S.C.L.E guys and expand the pantheon.

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