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rules_background_and_cultures:factions:start [2024/05/17 20:52] – [Gnome Families] johnbrules_background_and_cultures:factions:start [2024/06/19 09:14] (current) – [Backgrounds & Factions] johnb
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 ===== Backgrounds & Factions ===== ===== Backgrounds & Factions =====
  
-Unless stated other wise, you can mix families and Factions.  In some cases, you can mix Factions and Campaign Backgrounds.  +Some potential backgrounds from the game world.  In each caethere is a Bonus Trait associated with the background, as a reward for working with the world.  You do not have to take any of these backgrounds, but you will not get a bonus trait if you don't.  Many have race or class restrictions.
  
-[[Campaign Specific Backgrounds]] - Royal Blood, Noble, Pirate 
  
-[[Factions]] - Merchant, Military+<color #ed1c24> 
 +Use these traits</color>
  
-===== Families =====+https://www.d20pfsrd.com/traits/social-traits/artisan/  - for craft skills.
  
-These are some of the most active, and widespread, human families in the empire.  They don't rest on their laurels and expect life to continue as it has always been.  They are always looking for new opportunities, and that flows through your blood.+===== Noble Families =====
  
-==== Campaign Traits  ==== +These are some of the most active, and widespread, human families in the empire.  They don't rest on their laurels or expect life to continue as it has always been.  They are always looking for new opportunities, and that flows through your blood.  If you wish to play a noble, you should take one of these noble houses as part of your background.  You  have a choice of bonus traits, you may either take the [[https://www.d20pfsrd.com/traits/regional-traits/ustalavic-noble-regional-ustalav|Lesser Noble]] trait OR the trait associated with your chosen family.
-and The families associated with them+
  
 +You are never close enough to the head of the family to gain and in-game advantage from your relationship to them :)
  
-[[https://www.d20pfsrd.com/traits/magic-traits/magical-knack/|Magical Knack]] +**Clan Marisi** are an old family, who once controlled swathes of land on the Far Coast, but were driven off by barbarian humanoidsNow the rump of the family based in **Angasa**, with their shipping business as the glue that binds them togetherMembers 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:Merchant checks, and one of those skills is always a class skill.  You are a follower of the green, and the Green Way will always be significant to you.   Note:  Clan Marisi is an ancient Royal House, from before the creation of the Empire, but no longer rules anywhere and has the same status as a Noble Family. 
  
-**The House of Shay**  are rulers of the city of Porter’s Barwho have storied history, that involves fantastic ancestors and fleeing from a repressive state.  The house leader is always a  Cleric/Sorcerer of great skill – unfortunately you do not have the skills to qualify.   The House of Shay worship their own ancestors, never any mainstream deity – and are (generally) poor divine casters.  They are often better sorcerers. You gain the [[https://www.d20pfsrd.com/traits/magic-traits/magical-knack/|Magical Knack]] trait as a bonus. (Note:  The Royal Ancestors are not powerful deitiesand can only grant spells to L3)  You cannot take either sorceror or cleric as a PC class.  You are very distantly related to the governor, She //may// take an interest in you, but you won't get any 'crunch' advantages.  Note:  House Shay is a **Royal House** (and rules in Porters Bar) -  but your family is not close enough to the head of family to gain any advantage from that.  See campaign backgrounds for other House of Shay options.  Open to Humans and half-humans (Half-elves & Half-orcs)  only.+**House Maistre** are a humannoble, family with chequered history.  They lost their holdings years ago during the Kin Wars, however, the family reclaimed their noble status in **The Strongholds**, via good political skills and developing overland trade routes,  now there are a number of family branches, all with minor titles   Campaign Trait:  Diplomacy and Sense Motive are both class skills for you.  
  
-[[https://www.d20pfsrd.com/traits/regional-traits/ustalavic-noble-regional-ustalav|Lesser Noble]]+**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.  You gain the [[https://www.d20pfsrd.com/traits/magic-traits/classically-schooled/|Classically Schooled]] trait as a bonus. 
  
-**House Briganda** are rulers of the city state of Angasa, an island state that has a complex background including conquest by monstersthen pirates and was finally reclaimed for the Briganda. Unfortunatelyyou are but a distant cousin of the current ruler.  However, you have been given a good education, and you have the opportunity to make a name for yourself.  You are very distantly related to the governor, She //may// take an interest in you, but you won't get any 'crunch' advantages.  You do, however, get +2 Trait Bonus in any one Knowledge skill of your choice and that skill is always a class skill for you.  Note:  House Briganda is a **Royal House** (and rules in Angasa) -  but your family is not close enough to the head of family to gain any advantage from that.+**House Ventus** are sorcerors of great renown.   They have holdings, and minor titles**all over the north and east** and are known for their mercenary tendencies.  You gain the [[ https://www.d20pfsrd.com/traits/magic-traits/magical-talent/|Magical Talent]] trait as bonus
  
-**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 are spread far and wide, with their shipping business as the glue that binds them together. Members of the family are mainly 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:Merchant checks, and one of those skills is always a class skill.  You are a follower of the green, and the Green Way will always be significant to you.  Some of your distant relatives have an interest in the FFTC, they might take an interest in you, but you won't get any other 'crunch' advantages. Note:  Clan Marisi is an ancient **Royal House**, from before the creation of the Empire (but has lost a lot of its status, and no longer rules anywhere) -  but your family is not close enough to the head of family to gain any advantage from that.+===== Other Families =====
  
-**House Maistre** are noble family with a chequered history They lost their holdings years agoduring the Kin Wars, then one side of the family made their fortune trading, but you are not closely related to them.  Another side of the family, hold titles in a distant land -  but you are not closely related to them either.   Your extended family has helped with your training, and arranged your passage here Campaign Trait:  Diplomacy and Sense Motive are both class skills for you Some of your distant relatives have an interest in the **FFTC**, they might take an interest in you, but you won't get any other 'crunch' advantagesNote:  House Maistre is a **Noble House** (with holdings across the Empire)  but your family is not close enough to the head of family to gain any advantage from that.+**House Yitis** - have become established as house without great titles or landsInsteadsmall branches of the family operate as soldiers and mercenaries in the border areas of The Strongholds.   Campaign Trait  - [[https://www.d20pfsrd.com/traits/campaign-traits/kingmaker/sword-scion/|Sword Scion]].
  
-**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.  You gain the [[https://www.d20pfsrd.com/traits/magic-traits/classically-schooled/|Classically Schooled]] trait as a bonus. Note:  House Cartan is a **Noble House** (with holdings across the Empire) -  but your family is not close enough to the head of family to gain any advantage from that. 
  
-**House Ventus** have are sorcerors of great reknown  They have holdings all over the North and east and are known for their mercenary tendencies You gain the [[ https://www.d20pfsrd.com/traits/magic-traits/magical-talent/|Magical Talent]] trait as a bonusNote:  House Ventus is **Noble House** (with holdings across the Empire) -  but your family is not close enough to the head of family to gain any advantage from that.+**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 bardsTheir family motto is ‘From Whence We Came’. Campaign TraitGain +1 trait Bonus in two different performance skills Restriction:  You are half-orc.  
  
-**House Yitis** - have become established as a house without great titles or lands. Instead, small branches of the family operate as **soldiers and mercenaries**. Often a mix of all three. This is your chance to make a name for yourself. Your family have paid the passage, and you are expected to create a family base here. Trait benefit - Profession:Soldier is always a class skill for you and get +2 trait bonus. Note:  House Yitis has holdings across the Empire -  but your family is not close enough to the head of family to gain any advantage from that. 
  
-**The Nightsky Family** Your great-grandmother/father was the child of a human Monk (Flower Nightsky) with an elven adventurer called Belle. Many of their scions are sent to train as monks, before returning to the work for the family. They believe in bettering themselves by experience and personal learning. Their members are generally Human or half elven, and their family motto is ‘Know Thyself’. Campaign Trait: Gain +2 trait Bonus in one knowledge skill of your choice, and that skill is always a Class Skill for you.  Restriction:  You are a follower of Irori.   Some of your distant relatives have an interest in the **FFTC**, they might take an interest in you, but you won't get any other 'crunch' advantages. 
- 
-**The deKassen Family** traces its origin back to a half-orc adventurer made good. They own land and minor titles, and have a financial interest in the **FFTC**. **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 three different performance skills.  Restriction:  You are a half-orc.  Some of your distant relatives have an interest in the FFTC, they might take an interest in you, but you won't get any other 'crunch' advantages. 
- 
-**The Roth Family** have had a long a chequered past, in the early days travelling a lot to avoid the destruction of their home town, and then on from two other cities as they sought to throw an enemy wizard off of their track.  Now, they specialize in taverns, inns, hotels, breweries, wineries and distilleries. Campaign Trait: Gain +1 trait Bonus in each of - Profession: Brewer, Profession: Tavern Keeper and Diplomacy.  
  
 ==== Dwarf Clans ==== ==== Dwarf Clans ====
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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.  The Pipwhistles all have an overwhelming urge to travel.  Bonus:  Knowledge Geography is always a class skill for you, and you get a +2 trait bonus when you make a Know:Geog check. **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.  The Pipwhistles all have an overwhelming urge to travel.  Bonus:  Knowledge Geography is always a class skill for you, and you get a +2 trait bonus when you make a Know:Geog check.
  
-**The Smiggles Family** trace their origin back to the Matriarch, Ellywick Smiggles, who ran a successful jeweller in Hapsburg, in the strongholds.  Every member of the family has an afinity for gemstones, and Craft Gemstones is always a class skill for you.  You get a +2 trait bonus whenever you use the skill.+**The Smiggles Family** trace their origin back to the Matriarch, Ellywick Smiggles, who ran a successful jeweller in Hapsburg, in ?the strongholds?.  Every member of the family has an affinity for gemstones, and Craft Gemstones is always a class skill for you.  You get a +2 trait bonus whenever you use the skill.
  
 ==== Halfling Families ==== ==== Halfling Families ====
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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. [[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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-[[The Imperial Faction]] - intent on securing and control land, secure  precious metals for the Empire, and happy to exploit the natives. 
- 
-[[The Independents]] -  If you are fed up with the Empire, and/or can't see any future there for you - this might be the faction for you. 
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rules_background_and_cultures/factions/start.1715971929.txt.gz · Last modified: by johnb