Saturday 26 March 2011

PC Creation

HUMAN RACIAL BACKGROUNDS

Characters can receive one of the following Background benefits, as per PHB2 pg 178.
1, One of the listed Background Skills (sk) as a Class Skill, or
2. A +2 bonus on Skill checks when employing one of the Background Skills (sk), or
3. The Regional Benefit (Be), if any.

PCs additionally receive the listed local Human Languages/Dialects for free.

NAME     APPEARANCE                                    SKILLS & BENEFITS                                LOCALE
Alryan north Italian, Tharbrian/Antilian mix         sk: Insight or Diplomacy            The City State area
Altanian barbarians, Copper to Red-skinned, sandy or black-hair, slow aging sk: Endurance or Nature Pazidan Peninsula
Amazon Tall, muscular warrior-women  sk: Nature, Be: Combat Precognition: +1 AC unarmoured or in Amazon Armour,  The South, Sea Rune, scattered all over 
Antillian  south Italian  sk: Bluff,  Antillian Peninsula 
Avalonian Pale skin with light blue tints (nobles azure), tall sk: Arcana, Be: Cold Affinity +1 ATT ice/cold magic, -1ATT fire magic, Valon 
Dunael Woodsfolk black hair, bronzed skin, blue or green eyes sk: Nature or Perception, Be: +1 damage vs Orcs, Dearthwood
Ghinoran Greek competent sailors sk: Athletics southern Wilderlands, Tarsh, Damkina 
Gishmesh  middle-Eastern Skilled at appraising sk: Insight Tarantis & surrounds 
Karakhan east-Asian or Indian  Skilled horsemen sk: Acrobatics Karak, far to the East 
Orichalan, common slight purple cast, some have scaly patches, black/purplish, hair affinity with dragons  sk: Arcana Roglaras and Pazidan
Skandik Sea-Wolves Viking sk:  Athletics, Be: Shield Wall (with large shield in hand, +2 all defences if 2+ allies with large shields & Shield Wall are adjacent) Pagan Coast, Brezal and Croy 
Tharbrian or Tharbo-Skand Celtic or Anglo-Saxon Tharbrians sk: Nature Tharbo-Skands Be: Shield Wall. Battleplain Gwalion, Plateau of Bendigroth, and points south & northwest.   
Viridian greenish skinned, black or tawny-blonde hair sk: History or Religion Viridistan, the Falling Empire of the West
Earthling, any Earth Human  sk: Athletics (due to Earth's higher gravity), The 'Philosopher Worlds' alternate modern Earths.
Lagoldurna 'Savages'  sk: Acrobatics. The Lagoldurna Jungle & similar rainforest areas of Altanis

ALTANIANS
Altanians require CON 10+
Altanians age more slowly than other men, often remaining hale and hearty for over a century before one day quietly passing away.

Altanians
Altanians are musclebound, red-skinned barbarians who live South of the City State where they constantly battle anyone who gets in their way (including other tribes of Altanians). Families are organized into animal-totem clans, like the Great Panther, the Winged Ape, and the Red Serpent. Altanians are among the most renowned trackers in the world. Altanian men follow the Way of the Sword—a quasi-religious cult revering Bondorr the Sword Lord. In the traditional nomad clans women typically control all government and property, except the weapons owned by the men.  Many men leave their clans to seek fame and fortune as mercenaries and adventurers. Most women stay at home and work, though the women of the Ivory Swan lodge are famous female warriors.
Languages: Altanian, Common

Alryans
The city folk of the large Northern cities like the City State of the Invincible Overlord and Warwik. Something like historical Romans, Alryans are proud of their Empire and have nothing but contempt for uncivilized barbarians. They use their might to exact tribute from those they can overpower, and have little time to waste on “meaningless ideals”. They consider a highly developed sense of humor a prerequisite to civilized conduct. Their cultural enemies are the barbarian Skandiks, Altanians and Tharbrians. A vast majority of Alryans are terrified by religion...they offer sacrifices and tithes to the many temples in the hopes that the Gods will leave them alone. The Alryan archetypes are the proud, honorable soldiers who fight for their nation and their family.
Laguages: Common (Alryan), High Alryan (middle to upper class only)

Antillians
Antillians are olive-skinned sea traders with a reputation for cunning and ruthlessness. Proud to a fault, they have taken the tradition of the vendetta to new heights. They use their strengths to increase their personal wealth and buy their way into the nobility and the upper echelons of the Church of Shang-Ta. Antillians are graceful with lithe features, and often wear rich, gaudy clothing. They consider women to be chattel, to be used to further political and social relationships. This sets them at odds with the Amazons, who they despise.
Languages: Common, Antillian

Avalonians
Tall, pale blonds, the Avalonians are often expert sorcerers and wizards from the City of Valon. Avalonians are also celebrated shipwrights, craftsmen, and sailors. Avalonians have an affinity for water and ice, and it is usually reflected as much in their magic as it is in their culture. Much of Valon is made up of sculpted ice and is considered one of the most beautiful cities in the Wilderlands. Mages from all over the world come to Valon to attend the Great School of the Ice Wizards.
Languages: Avalonian, Common

Gishmesh
These bronze-skinned people come from the City State of Tarantis and the surrounding islands. Resembling the Anatolian cultures of Earth, the culture of the Gishmesh is still retains its tribal feel, with people tracing their lineage back to the Gishmesh or Paldorian tribes that once populated the region. The Gishmesh are ruled by Sultans and often the Sultans are at war with one another. Gishmesh are most renowned for being ruthless merchants and pirates.
Languages: Gishmesh, Common

Skandiks
The Norsemen of the Wilderlands, the Skandiks are a proud race of raiders, Vikings, sailors, and plunderers. They are ritually birthed in the water and raised in the ways of the sea. They build their towns along coastlines and use their longboats to raid the surrounding areas. Only true warriors are allowed to wear beards, which are a sign of manhood. They traditionally worship Wotan (Odin) and the Norse pantheon.  According to legend they originate from harsh lands far to the north-east.
Languages: Skandik, Common

Tharbrians
Tharbrians are eternal nomads of the central Wilderlands, having migrated into the Wilderlands from the far West. Their ancestors, the Tharbrian Wild-Men are responsible for many invasions into the Pazidan Peninsula and the lands of the Viridistan and the City State. Though still primarily nomadic and warlike, some have settled into more permanent villages and have become accepted in cities throughout the region. The city of Modron was founded ages ago by less nomadic Tharbrians in honor of the goddess Modron whom the Tharbrians freed from ancient captivity. Most Tharbrian nomads are men and women of honor and battle. They believe in a strict warrior code that forbids the slaughter of innocents or the murder of those that have fought valiantly. Among some, this code seems to be a disdain for all things not dealing with war. The conquered are kept as slaves to tend to the herds and perform other labor that is beneath the warriors of this society. Women are equal to men in Tharbrian society. Tharbrian smiths are renown for their sword making skills, and the Tharbrian saber (Bastard Sword) is infamous in battle, more so when wielded by a Tharbrian warrior. Ruddy tan skin, light build.  Languages: Tharbrian, Common

Tharbo-Skands
Centuries of interbreeding between Skandik Viking adventurers and colonists and their Tharbrian women have produced the tough, fearsome Tharbo-Skands.  Resembling the Anglo-Celts of Earth, this mixed race combine traits of both ancestral stocks.  They are most common along the Tharbrian Coast, but their fortified settlements are found deep into Tharbrian territory.  Many Tharbo-Skand aristocrats ruling over Tharbrians now consider themselves fully Tharbrian, but they commonly worship the Norse Gods, notably Thor and Woden (Odin).  Notable Tharbo-Skand ruled settlements include Hlymdale and Bondmaid.
Languages: Tharbo-Skand, Common, Tharbrian, Skandik

Lagoldurna 'Savages'
The 'Savages' of the Lagoldurna and similar rainforest areas of Altanis are a technologically primitive, black-haired, brown-skinned people, said to be descended from slaves brought to Altanis millenia ago by the Orichalan Dragon-Lords from lands far to the West.   When the Altanians and Dragonborn rose up against the Dragon-Lords, the Lagoldurna fled into the forests, where they have lived ever since in small semi-permanent villages, practicing slash-&-burn farming.    Lagoldurna frequently practice headhunting, a few clans are said to be cannibals.  They frequently clash with the Red Altanians.
Languages: Common, Lagoldurna

Earthlings
Modern humans from alternate Earths, known to the sages of the Wilderlands as the “”Higher Worlds” or “Philosopher Worlds” - Planes where the power of Technology rules, and Magic is defeated. Earthlings  have been flung through a temporal-spatial worm-hole into this other world, Ghenrek IV.  They may have been scientists engaged in experimentation, the targets of slave raiders, or just normal Earth people who once had a very unlucky day.  Most Earthlings entered the Wilderlands with at most a few shreds of clothing, but at the time they enter play they have had time to acquire a normal amount of adventuring gear, as well as survival skills and 'strange powers' – a character class.  They may also retain a few mementos of their old life, such as a treasured knife (dagger).  Many Earthling PCs are former slaves, they may have somehow won their freedom, perhaps in the gladiator pits, or they may be escaped slaves, possibly hunted fugitives.  Some seek to return to Earth, but it is generally much easier to enter the Wilderlands than to leave.
Languages: Common

Amazons
Known in Northern lands as “Shield Maidens” due to their disdain for armor other than a shield, the Amazons live in a matriarchal society. It is said they originated in the Ament Lands far to the South and have migrated, pillaged, and battled their way North over the centuries. Amazons can be found near their home of Sea Rune or on the Pagan Coast North of Ossary. Mercenary Amazons can be found in almost any fighting force in the Wilderlands. Amazons demand that their men be kept in top shape, even though men are not allowed to learn the ways of war. Men are almost always slaves, used either for reproduction or for sport.
Languages: Amazon, Common

AMAZONS
Amazons require: DEX 10+ CHA 10+
Amazons can benefit from Be: Combat Precognition (+1 AC) when wearing no armour or Amazon armours.

Amazon Armour
Amazon armours are typically crafted for the specific wearer, who must be a human female of Amazon proportions.

Light Armour                                                                  Proficiency Equivalent required
Torc & Ring:  +1 AC - 10gp, 4 lb                                             Leather
Chain Bikini:  +2 AC - 20gp, 8 lb                                             Hide

Heavy Armour (magic armour AC bonus L1 +1, L6 +3, L11 +5)
Hide & Bone: +5 AC, 30gp, 16 lb                                            Chain
Breastplate:  +6 AC, 45 gp, 24 lb                                            Scale
Amazon Panoply +7 AC Check -1, Speed -1, 60gp, 36 lb       Plate

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