rules_background_and_cultures:factions:start
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| + | ====== Factions ====== | ||
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| + | Can I make factions that help players choose an RP theme for their characters? | ||
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| + | ===== Backgrounds & Factions ===== | ||
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| + | Some potential backgrounds from the game world. | ||
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| + | <color #ed1c24> | ||
| + | Use these traits</ | ||
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| + | https:// | ||
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| + | ===== Noble Families ===== | ||
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| + | These are some of the most active, and widespread, human families in the empire. | ||
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| + | You are never close enough to the head of the family to gain and in-game advantage from your relationship to them :) | ||
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| + | **Clan Marisi** are an old family, who once controlled swathes of land on the Far Coast, but were driven off by barbarian humanoids. Now the rump of the family based in **Angasa**, with their shipping business as the glue that binds them together. Members of the family are human (or half-human) and are bound together by family loyalty and an adherence to The Old Ways. Their family motto (loosely translated from an old Celtic language) is ‘In time we trust’. Campaign Trait: Gain +1 trait Bonus on Profession: Sailor and Profession: | ||
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| + | **House Maistre** are a human, noble, family with a chequered history. | ||
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| + | **House Cartan** of **The Strongholds** were once led by, the almost legendary, Lady Luna Cartan, one of the most well respected wizards in the north. | ||
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| + | **House Ventus** are sorcerors of great renown. | ||
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| + | ===== Other Families ===== | ||
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| + | **House Yitis** - have become established as a house without great titles or lands. Instead, small branches of the family operate as soldiers and mercenaries in the border areas of The Strongholds. | ||
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| + | **The deKassen Family** traces its origin back to a half-orc adventurer made good. They own land and a number of small businesses in **West Telida**. Family members are all half-orcs (Gagak’s blood runs deep) with an aptitude for music - many of whom train as bards. Their family motto is ‘From Whence We Came’. Campaign Trait: Gain +1 trait Bonus in two different performance skills. | ||
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| + | ==== Dwarf Clans ==== | ||
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| + | __**Dwarf Clans from Baraduum**__ | ||
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| + | Like all Dwarf Mineholds, Baradum is not part of the empire, but it is an an ally. It is close to Porters Bar, in the far south east), a city state that is also an ally of the empire. | ||
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| + | **Clan Stigmar:** A small clan, who have made their name taking Torag’s faith to the the humans who rule the world. | ||
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| + | **Clan Ironheart** – A renowned military family, Clan Ironheart have a long history of **service in the armed forces**. | ||
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| + | **Clan Hafgrey** – rumour has it that one of their ancestors was a Duegar, who was integrated into Baraduum Society, many generations ago. They are miners and stone workers, and have a reputation for searching out new seams of ore or rock. Bonus: | ||
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| + | __**Dwarf Clans from Melmond**__ | ||
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| + | Like all Dwarf Mineholds, Melmond is not part of the empire, but it is seen as an ally. It is an isolated holding, high up in the Telidan mountain range, that sends shipments of ingots to The Tannery (part of the Empire), via Berhof - a journey of several weeks through dangerous terrain. They have other, lesser, trade routes, but they are all long, difficult journeys. | ||
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| + | ** Clan Jargen:** weay up in the mountains like that, someone has to hunt for food, and collect the fruits of the land, otherwise times will be hard - in Melmond, that was Clan Jargen. | ||
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| + | **Clan Loreson** - A clan of scholars and teachers who know all the old stories, dedicated to teaching, and reminding travelling dwarves, of their history and culture. | ||
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| + | ==== Gnome Families ==== | ||
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| + | **The Pipwhistle Family** tracing their heritage back to a gnome called Inky who spent much of his life with a travelling circus as a ventriloquist and itinerant crafter. | ||
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| + | **The Smiggles Family** trace their origin back to the Matriarch, Ellywick Smiggles, who ran a successful jeweller in Hapsburg, in ?the strongholds? | ||
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| + | ==== Halfling Families ==== | ||
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| + | **The Sethring Family** made their name selling supplies to settlers and adventurers on the frontiers of society, and trace their heritage back to Beau Sethring, who established a store in Hapsburg (Duchy of Falmar, Urgon) many years ago. Bonus: | ||
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| + | ===== Other Backgrounds ===== | ||
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| + | These backgrounds are open to characters of all races. | ||
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| + | **The Al-Tajir** are a trading brotherhood. Descended from Moorish forebears that have an air of the old ways, although they are comfortable with the ways of the world. They can be of any race or class, although all are skilled merchants. Their motto is ‘We come in trade’. Campaign Trait: Gain +2 trait Bonus in Profession Merchant, and Profession Merchant is always a class skill for you. You are a worshipper of Sarenrae, and you are a believer in ‘Second Chances’. | ||
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| + | **The Imperial Guard** are well-trained warriors who are tasked to guard imperial personages (such as the governor) and their home. Highly specialized, | ||
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| + | **The Imperial Navy** | ||
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| + | ------ | ||
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| + | Superceded - Cherry-pick from this and then replace as appropriate. | ||
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| + | [[FFTC]] - The Far Flung Trading Company - A group of adventurous traders and their allies, intent on establishing a viable trading network in the region. | ||
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