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Thunder Rebels
Reviewed by Jamie 'Trotsky' Revell, Copyright © 2001
Edited by Suzanne Campbell for The Guild Companion
Thunder Rebels is the first "player's
book" for the new Gloranthan roleplaying game, Hero Wars.
It focuses on the kingdom of Sartar in Glorantha's Dragon Pass,
and on the storm barbarians who live there. One of the most popular
settings for campaigns in the world of Glorantha, players have,
until now, had to rely primarily on the copious amounts of
fan-produced information about this region, so the publication of an
official supplement is very welcome.
Because you're bound to wonder, the first thing to say
about Thunder Rebels is that the proofing and layout
problems that plagued the Hero Wars rulebook and, to a lesser
extent, the Glorantha worldbook, have now thankfully been laid to
rest. This book is beautifully laid out, free of typos and decorated
with some nice atmospheric art. Especially atmospheric are the
pictures of the gods, each done in a traditional Sartarite style and
looking just like you might expect Iron Age artwork to look. The
book's trade paperback format is its only weak point in this
regard; it really needed a lay-flat spine.
The book assumes that the reader knows little or nothing
about Sartar or Glorantha, and so makes an excellent introduction
for players new to the setting. The first half of the book deals
with background information about the storm barbarians and their
kingdom. The culture is described in rich and vivid detail, with
many in-character quotes from tribal leaders, folk sayings and the
like, yet without the turgid game fiction that fills so many similar
supplements from other game companies. Reading the first couple of
chapters leaves you feeling that the Sartarites are real people,
with their own strengths and weaknesses and should provide plenty of
inspiration for roleplaying Sartarite characters.
Culturally, the Sartarites are clearly based on the barbarian
peoples of pre-medieval Europe, notably the Saxons and Celts. Yet
they are not direct copies of any real-world culture, with many
unique features of their own. Their freedom-loving ways and refusal
to pigeonhole people into specific professions or social roles
against their will should make them particularly attractive to
players; any player character could potentially become a clan
chieftain, for instance. Adding to the atmosphere is a clear enemy
for the Sartarites to rail against. Formerly having entertained
themselves by cattle raids on each other's clans, the peoples of
Sartar have recently been conquered by the mighty Lunar Empire and
the clear implication of the book is that your player characters
should fight to free their country from the foreign oppressors with
their evil magics and demands for taxation.
The next three chapters deal with religion and magic. Some of
this is Hero Wars rules information that elaborates on the
outline in the main rulebook, but much of it is added atmosphere. We
learn of the rites to initiate children into adulthood, the annual
religious ceremonies and of the magical otherworld to which heroes
can travel and re-enact the myths of the gods to benefit their
community.
The second half of the book is taken up by the keywords
necessary to generate Sartarite characters. The occupation keywords
are fairly obvious and don't elaborate much on the shorter
descriptions in the main rulebook. The magic keywords, however,
which define the benefits gained from following particular gods and
demigods, provide over fifty cults and sub-cults, many of them
entirely new. Strictly speaking, only two gods are covered: Orlanth:
storm king and god of men, and Ernalda: earth mother and goddess of
women. But the range of magic provided by the different sub-cults of
these two deities is so wide that you can easily understand why
these are the only gods most storm barbarians ever need.
By emphasising the gender roles that most Sartarites adhere
to, this book does ignore the possibility of male healers or female
warriors, so players wanting such characters will either have to use
the guidelines in the main Hero Wars rulebook or wait until
the companion volume, Storm Tribe, is published in May 2001.
Similarly, many of the more popular RuneQuest cults, such as
Humakt and Lhankor Mhy, are also absent, although they will appear
in Storm Tribe. Those points aside, however, the options
provided for both male and female characters are interesting and
varied, and include much more than just combat-related powers.
Players of Hero Wars should love this book. Those
playing in Glorantha with other game systems, such as RuneQuest,
Rolemaster or Fudge, will also find it invaluable for
the insight it provides into one of the most popular cultures of
that world. The nature of the Hero Wars keyword system is
such that it should be relatively easy to convert to the character
generation system of your choice, and other than the keywords, there
aren't that many rules to bog you down. Even if you're only
looking for a plausible, yet magical, barbarian culture to add to
your own game world, you could do a lot worse than use Thunder
Rebels as a source.
Editor's Note:
Thunder Rebels
is published by Issaries, Inc. who can be reached at http://www.glorantha.com/
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