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consolidated:draishon:paria:races:humans

Humans

There will be four different Human cultures - mainly defined by restricting class archetypes, feats and other abilities. No point having different cultures if everyone has access to everything.

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), 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.
  • 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)
consolidated/draishon/paria/races/humans.txt · Last modified: by johnb