consolidated:draishon:paria:races:humans
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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?
- Add a Cutter to Hann Naval Ships - basically a tricked up Coaster and you can't buy one. 60 feet long, speed 90, single gaff rigged sail, crew of 10, accommodation for 10 marines, so extra cabin space. Cabins for officers as well, cargo = 75 tons. These are naval messengers. Can't carry siege engines.
- 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.
- 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.1704386727.txt.gz · Last modified: by johnb
