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"The Char-Un are coming!"
Throughout Glorantha, this has been an alarm cry terrible enough to
send even the strongest of warriors fleeing in terror. The Char-Un
are a savage and brutal race of nomads from the frozen north, used as
atrocity troops by the Lunar Empire to cow and punish the most
recalcitrant of their foes. The Char-Un are a bloodthirsty, cruel,
merciless, and violent people who delight in torture and painful
killing.
And this is the sourcebook that allows you to play them as PCs.
This is a difficult project to pull off. The Char-Un have always been
portrayed as sociopathic killers, without redeeming features. But to
make them suitable for use as PCs, the authors have got to bring out
the more human side to the Char-Un, to make them more sympathetic
characters, while retaining their reputation as brutal sadists. This
book manages that feat, and does it very well.
Physical layout
The book is a perfect bound softcover, A4 size, and 64 pages long.
The cover is full colour and has an excellent map of Erigia (the
Char-Un homeland) on the back. The interior is black and white. The
text is clearly laid out, and there is about one illustration every
other page. (In my copy, the illustrations have some noticeable
aliasing artefacts; apparently, this was a printer error and corrected
after the first batch was printed.)
The writing is uniformly clear and concise, though there is a typo
every five pages or so. Font selection clearly identifies different
levels of organisation and there are numerous text boxes that expand
on various topics in the main text. I'm not really a visual aesthete,
but the illustration quality varies from good to excellent, with no
stinkers.
The book has a fairly detailed table of contents and a full index.
Content
The book covers just about everything that is needed to play a Char-Un
hero (PC). It starts with an overview and history of the Char-Un and
then describes how the current ur-Pan (high king) of the Char-Un
retains his power over the unruly and violent people. The 'What the
Elder told me' section gives an in-character description of how the
Char-Un live, which also illustrates the Char-Un's values and morals
by giving answers to questions like 'What is important?' and 'What
makes a man great?' It then moves on to describe the Char-Un year,
including the major rites, and a brief overview of their (rather
Slavic and Turkic) language.
The next section is perhaps the most useful for those using the
Char-Un in their traditional role of foes, as it describes the Char-Un
way of war and details their major regiments and their distinctive
features. There follows a description of the Char-Un funerary
practices and a discussion of the great Skyburn ritual (when an entire
elven forest was destroyed in an instant), including a few plot hooks.
Next comes a gazetteer of Erigia, the Char-Un homeland. It has nearly
fifty entries, ranging from the town of Aldog (beside a magical ford
made of water, which is sometimes sculpted by strange shamans) to
Zaronger (a land of the fertile rolling hills, scattered with the
bleached bones from many battles). In between are Hooked Hole (where
young romantics hunt the Stinging Roses, which they present to their
lovers' parents as flensing whips), Sigunta the Killing Tree (a
surviving Elven wartree against which Char-Un heroes test their
mettle), Cheka Tuvna (the Lunar gulag and quicksilver mine), and the
Grey Mountains (haunt of the Thunder Herder and the holy horse-eating
Griffins). Every place is richly described in the paragraph or
two it is allotted, and each description should give you at least one
or two ideas for adventures among the Char-Un.
The remainder of the book holds information for character generation
and much of it provides inspiration for adventuring. The section
starts by outlining the factions in Char-Un society and the tensions
between them, followed by the Char-Un homeland keyword and
descriptions of some brotherhoods and societies. But, this being
HeroQuest, the bulk of this section is given over to the rich tapestry
of the Char-Un's magical abilities. Many animist practices are
described, including notes on the personalities of typical
worshippers. This section is rounded off with a short introductory
adventure, a overview of a typical clan (apparently, more will soon be
released electronically), and some details on the Char-Un outside
their homeland. Finally, there is a short bestiary.
The main text in the book mainly concentrates on packing the maximum
amount of information in the pages, so it leaves little room for
fluff. However, scattered through the book are text boxes that expand
on the main text, some by giving more detail and some by describing
scenario hooks. Many of the text boxes are written from an
in-character perspective that gives more flavour of Char-Un ways. But
the most evocative parts of the book are the little vignettes that
are the figure captions. My favourite is on page 13. The figure
shows a Char-Un man arriving back at his ger to his wife and happy
little girl. The caption reads,
Bo'Orok of the Rutrigurs returns home to his first wife,
Chirini, and daughter, Sirini Laughs-like-Bloodshed. Sirini has
almost lost the scars left when she was exposed to the perils of a
winter night to prove her fitness as one of the People, so Chirini
intends to rub ash into them, lest she lose all traces of her
fang-blessing by no less than an albino wolf.
To me, that figure and that little piece of text speaks volumes about
just how the Char-Un view themselves as being proud of the constant
struggle that is their life.
Discussion
As with many of the Unspoken Word's output, this book is characterised
by two main features. One is the depth of research and thinking that
has gone into its production. The other is the distillation of all
this material into a product that is immediately gameable.
The authors of this book have obviously read widely and deeply about
horse nomads, both in Glorantha and the real world, and this knowledge
has been used to create a society that is rich, detailed, and
eminently believable. For instance, the description of the Char-Un
way of life gels with what I've read of Asian nomadic peoples. The way
the sophisticated Lunar religions have influenced the Char-Un's
animism is reminiscent of how Buddhism influenced shamanic practices
in Central Asia. Finally, I suspect that personal experience informed
some of the more evocative descriptions of the Siberia-like Erigia.
This depth of reading means that it is very easy for those interested
in further developing the Char-Un to draw from, and incorporate,
real-world sources.
However, prospective buyers should not be intimidated by this level of
detail. Virtually everything in the book has been written from the
point of view of giving something for a player or narrator to pick up
and thrust into a game. There are sites for dungeon bashes, vital
rituals to enact (or disrupt), strange peoples to raid, bribe, bargain
with, or flee from. There are opportunities to show bravery and
fearlessness, and times for romance and persuasion. In short, almost
every page has a plot hook and opportunities for PCs to act and
interact to achieve heroic goals.
High points
There are many good things about this book. For me, I think the best
points are the flavour text scattered throughout, in boxes and
captions, that lift the book above a mere recitation of facts and
breathe much life into what could have been a dry exposition. The
other high points are the way the places of Erigia are written to
provide opportunities for adventure, and the way the description of
the religions illuminates and amplifies the cultural values of the Char-Un.
Low points
It's actually quite difficult to find some low points in this
book. The short adventure presented is nothing special and any decent
narrator could produce something similar quite easily; perhaps an
outline of something more epic would have been better. Some space
given to the many and detailed religious practices could have been
instead used to expand the description of the default home clan.
There are quite a few typos.
Conclusions
As I'm sure you'll have worked out by now, I'm quite a fan of this
book. It is, I think, one of the better supplements to have been
released for HeroQuest. It provides a fairly detailed look at a good
old-fashioned baddy that we all love to hate, and in so doing it makes
them sympathetic and playable without detracting from their central
brutality.
If you want a Gloranthan game set somewhere different from the deserts
of Prax or the mountains of Sartar, you could do worse than to try the
tundra of the Char-Un. And if you want to keep the Char-Un as enemies,
this book will provide more than enough to make them a challenging and
memorable foe.
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