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consolidated:draishon:paria:races:humans

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consolidated:draishon:paria:races:humans [2024/01/04 16:23] johnbconsolidated:draishon:paria:races:humans [2024/01/09 13:44] (current) johnb
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 However, the game is set in an archipelago of islands, and there will be pirate/buccaneer themes all the way through However, the game is set in an archipelago of islands, and there will be pirate/buccaneer themes all the way through
  
-  * **Hannish Culture** -  my 'traditional' fantasy Game Area -  with deities and attitudes from 3.0, PF and Homebrew -  but all based in European Culture.  Certainly disreputable, probably sewn up the social side -  bars, brothels, gambling dens etc.  I probably need a second, and possibly a third idea for the Hannish culture.  Probably free booters (for the second pirate vessel)+  * **Hannish Culture** -  my 'traditional' fantasy Game Area -  with deities and attitudes from 3.0, PF and Homebrew -  but all based in European Culture.  Certainly disreputable, probably sewn up the social side -  bars, brothels, gambling dens etc.  I probably need a second, and possibly a third idea for the Hannish culture.  Probably free booters (for the second pirate vessel), Temple of the Shrines? 
 +    * Use Kaleb's Cutter -  with 10 crew and up to 10 'marines'  This hires marines and might well be an early job for a bunch of characters.  
   * **Sakharan Culture** -  my standard 'enemy state'  based on Al Qadim crossed with Lankhamar - fantasy middle eastern stereotypes with some undead thrown in for good measure.   I am playing around with the Merchant, Smuggler, Fence, concepts for Sakhar -  although this could change if I think of something better.   * **Sakharan Culture** -  my standard 'enemy state'  based on Al Qadim crossed with Lankhamar - fantasy middle eastern stereotypes with some undead thrown in for good measure.   I am playing around with the Merchant, Smuggler, Fence, concepts for Sakhar -  although this could change if I think of something better.
-  * **Sinan Culture** - a mash-up of different oriental stereotype.  Currently  Monks, Tengu and snake folk represent Sinan settlers in Paria.+  * **Sinan Culture** - a mash-up of different oriental stereotype.  Currently Monks and snake folk represent Sinan settlers in Paria.  As well as the monastery, the Monks run a prisoner exchange and ransom program -  some of the monastic cells are given over to prisoners for ransom or exchange -  their lawful and neutral outlook ensures that messages and money get to the right place, and exchanges are carried out according to agreements.
   * **Grunts** - based on Neanderthals, who are the native human group.  Mainly freed slaves, the majority are untrained and have a broken spirit.   (However, they will be found in their original form, as the game goes on)    * **Grunts** - based on Neanderthals, who are the native human group.  Mainly freed slaves, the majority are untrained and have a broken spirit.   (However, they will be found in their original form, as the game goes on) 
consolidated/draishon/paria/races/humans.1704381790.txt.gz · Last modified: by johnb