So, there's a lot about Carcosa I find boring, silly, or unfun. A challenge has been put to me to show how I would "correct" Carcosa to be interesting, engaging, and fun. Never on to shirk a challenge made in good faith, I'm going to be doing a series of posts I'm calling "Carcosa Rehab." Each one will be my particular spin on something I think could be better about Carcosa.
First up, the races of Carcosa. In the book all we've got is a bunch of Crayola color-coded barbaric humans. We're given no sense of their culture, customs, or foibles. This makes them boring to me.
We can fix that, but at the same time I don't think we need to swing to the other side of the pendulum and craft hyper-detailed Glorantha-style cultures. All we need here is a handful of details that give us a sense of the setting and we can fill the rest in during actual play.
Here's what I'd use instead of the M&M people:
- the garuush are roach-men who value survival above all else
- the garuush are adept at repairing advanced technology
- the garuush accept books as legal tender
- the omtrek favor missile weapons such as spears, slings, and boomerangs
- the omtrek worship animal-headed pleasure gods
- an omtrek must pay his debts in order to enter the afterlifeThe Bassangeer
- the basangeer are blue-skinned, three-eyed men addicted to mysticism
- the basangeer are driven into a frenzy by thunder
- the basangeer are adept at riding dinosaurs
Since there are 13 races in the Carcosa book, I'll do 13 races for Carcosa Rehab. More next time.
- the voidanate are duckmen who believe that all deities are just alien entities in disguise
- the voidanate tell jokes before battle
- the voidanate believe that a global apocalypse is comingThe Karlbarg
- the karlbarg are gaunt, mutant scavengers and nomads
- all karlbarg possess at least a small degree of sorcerous potential
- the karlbarg tend to worship a being they call He Who Sifts the Wastelands