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rules_background_and_cultures:factions:start [2024/06/18 23:43] – [Other Families] johnbrules_background_and_cultures:factions:start [2024/06/19 09:14] (current) – [Backgrounds & Factions] johnb
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 ===== Backgrounds & Factions ===== ===== Backgrounds & Factions =====
  
-Some potential backgrounds from the game world.  In each cae, there is a Bonus Trait associated with the background, as a reward for working with the world.  You do nopt 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.+Some potential backgrounds from the game world.  In each cae, there 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
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 +<color #ed1c24> 
 +Use these traits</color> 
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 +https://www.d20pfsrd.com/traits/social-traits/artisan/  - for craft skills.
  
 ===== Noble Families ===== ===== Noble Families =====
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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 :) You are never close enough to the head of the family to gain and in-game advantage from your relationship to them :)
  
-**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 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. +**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: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. 
  
-**House Maistre** are a human, noble, family with a 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, and now there are a number of family branches, all with minor titles.    Campaign Trait:  Diplomacy and Sense Motive are both class skills for you.  +**House Maistre** are a human, noble, family with a 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.  
  
-**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).+**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 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 a bonus. +**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 a bonus. 
  
 ===== Other Families ===== ===== Other Families =====
  
-**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.   Campaign Trait  - [[|https://www.d20pfsrd.com/traits/campaign-traits/kingmaker/sword-scion/]]+**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.   Campaign Trait  - [[https://www.d20pfsrd.com/traits/campaign-traits/kingmaker/sword-scion/|Sword Scion]].
-**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 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 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.  Restriction:  You are a half-orc.  
  
  
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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. 
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-[[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.1718746987.txt.gz · Last modified: by johnb