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rules_background_and_cultures:factions:start

Factions

Can I make factions that help players choose an RP theme for their characters? Perhaps not factions, per se. More like themes. Change the 'bonuses' to a bonus trait, but leave the restrictions in …

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 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.

Use these traits

https://www.d20pfsrd.com/traits/social-traits/artisan/ - for craft skills.

Noble Families

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 Lesser Noble trait OR the trait associated with your chosen family.

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 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, 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 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 Magical Talent trait as a bonus.

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 - Sword Scion.

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.

Dwarf Clans

Dwarf Clans from Baraduum

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. Baraduum is severely depleted, a complex history left the dwarves with an outlying surface mine that produces copper and small amounts of other metals and minerals. It is not a wealthy Minehold, consequently many of its members have sought their fortune elsewhere. They are all followers of Torag.

Clan Stigmar: A small clan, who have made their name taking Torag’s faith to the the humans who rule the world. They work with miners, smiths and crafters of any race and nationality. Bonus: Knowledge Religion +2 trait bonus and Knowledge Religion is always a class skill for you. You must be a follower of Torag.

Clan Ironheart – A renowned military family, Clan Ironheart have a long history of service in the armed forces. The have served as mine guards, house guards, caravan guards, and in most branches of the military. Bonus: Profession: Soldier is always a class skill for you and you get a +2 trait bonus. You must be a follower of Torag.

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: Profession: Miner is always a class skill for you and you get a +2 trait bonus. You must be a follower of Torag.

Dwarf Clans from Melmond

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. Some dwarves, travel with the trade Caravan as far as The Tannery, then move on from there. They are all followers of Torag.

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. The whole clan are skilled hunters and gatherers, who also watch the local mountains for signs of giants, trolls and other nasties that might have designs on the stronghold. Bonus: Knowledge: Nature is always a Class skill for you, and you get a +2 trait bonus on Knowledge: Nature rolls. You are a follower of Torag.

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. They have a record of starting Dwarf Cultural shops in many towns and cities across the empire. Bonus. +2 Trait bonus on any Knowledge roll associated with dwarf history or culture. You must be a follower of Torag.

Gnome Families

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 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

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: Prof:Merchant is always a class skill for you, and you get a +2 trait bonus when you make a Prof:Merchant check. FFTC

Other Backgrounds

These backgrounds are open to characters of all races.

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’. 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 Imperial Guard are well-trained warriors who are tasked to guard imperial personages (such as the governor) and their home. Highly specialized, they are trained in the Falcata and Buckler style of fighting and are a stunning sight in their breastplate and plumed helmet. You joined them, expecting to graduate as an officer, but something went wrong (Perhaps an opponent was accidentally killed in a duel) and you were released from the Military College. However, as a trait bonus, you are proficient in both the Falcata and Buckler.

The Imperial Navy are a well respected naval force that travels the empire and beyond. You joined them, expecting to graduate as an officer, but something went wrong (Perhaps an accident at sea) and you were released from the Military College. However, you gain a trait bonus of +2 seamanship.


Superceded - Cherry-pick from this and then replace as appropriate.

FFTC - The Far Flung Trading Company - A group of adventurous traders and their allies, intent on establishing a viable trading network in the region.

rules_background_and_cultures/factions/start.txt · Last modified: by johnb