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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

Unless stated other wise, you can mix families and Factions. In some cases, you can mix Factions and Campaign Backgrounds.

Campaign Specific Backgrounds - Royal Blood, Noble, Pirate

Factions - Merchant, Military

Families

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.

Campaign Traits

and The families associated with them

Magical Knack

The House of Shay are rulers of the city of Porter’s Bar, who have a 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 Magical Knack trait as a bonus. (Note: The Royal Ancestors are not powerful deities, and 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.

Lesser Noble

House Briganda are rulers of the city state of Angasa, an island state that has a complex background including conquest by monsters, then pirates and was finally reclaimed for the Briganda. Unfortunately, you 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 a +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.

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.

House Maistre are a noble family with a chequered history. They lost their holdings years ago, during 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' advantages. Note: 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 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. 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 Magical Talent trait as a bonus. Note: House Ventus 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 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 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 Piggles, 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.

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.

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.

rules_background_and_cultures/factions/start.txt · Last modified: 2023/07/16 08:57 by johnb