City Dwellers
The argest cities of the Kraje usually hold cultural hegemony over the rest of the Kraje. Their languages, fashion, hair-brained philosophies, et cetera serve as a standard for the culture of most.
If you have any ideas for other, backwater, smaller Kraj– and want to be from one– chat with me.
Men of Hrad. Happy is he whose walls rise high and whose voulge strikes true. +1 LUCK. +1 polearms, +1 city lore (Hrad). +2 Empiric, +4 Hradic.
The men of the border-city of Hrad guard the expansive, wooly, & wild Kraj of Hrad. Known for their polearms, walls, pretending to be close-minded, and thick moustaches.
Men of Yorao. A city that always seems distant; known for merchants, gold, and lion-baiting. +1 LUCK. +1 bargain, +1 city lore (Yorao). +1 Empiric, +4 Yaorese.
Of the distant, gold-littered city of Yorao– and the ebon-skinned, fierce, and wise people who live there– little is known but the vast riches and rarities they trade in foreign lands. Players are welcome to spread rumours and tall tales about their homeland.
Men of Ommon. Where the Yellow Powder is made, the people are addled. +1 LUCK. +1 Second Sight, +1 City Lore (Ommon). +2 Empiric, +4 Ommonian.
A strange place caught up in their own pageantry and the distillation of the Yellow Powder– that granular spice which ignites a sorcerer's powers. Being around all that Yellow Powder makes Ommonians particular experts at detecting arcane meddling.
Men of Dalibar. Lawspeakers live and rule this stone city of justice. +1 LUCK. +1 Law or Con, +1 world lore. +3 Empiric, +4 Dalibad.
A city ruled by a caste of green-wearing lawspeakers and a hub of travel through the Sunken Sea. Protect themselves from barbaric neighbors with roving fleets of brutal corsairs. Known for their ornate clothing, vanity, and draconian legal system.
Men of Sartulla. There are One Thousand Tongues in Sartulla. +1 LUCK. +1 Sea Lore, +city lore (Sartulla). +4 Empiric. +1 to two foreign languages.
The great "Ivory Port" of the Kraje and a city of endless travel and merchantry, the distinct culture of Sartulla– once a place of ancient ocean mystery cults– has been washed away. Nevertheless, it has adopted the thousand ways and languages of the caravels and treasure-ships that grace her ports.
Outcast & OddityA city ruled by a caste of green-wearing lawspeakers and a hub of travel through the Sunken Sea. Protect themselves from barbaric neighbors with roving fleets of brutal corsairs. Known for their ornate clothing, vanity, and draconian legal system.
Men of Sartulla. There are One Thousand Tongues in Sartulla. +1 LUCK. +1 Sea Lore, +city lore (Sartulla). +4 Empiric. +1 to two foreign languages.
The great "Ivory Port" of the Kraje and a city of endless travel and merchantry, the distinct culture of Sartulla– once a place of ancient ocean mystery cults– has been washed away. Nevertheless, it has adopted the thousand ways and languages of the caravels and treasure-ships that grace her ports.
Tieflings. Mutated punishment-babies gifted unto wicked mothers. +1 STAMINA from all that hellblood. +1 religion lore, +1 secret signs. +3 Empiric, +2 one language from where you grew up/were thrown out from.
Every so often a demon from the hellspace manages to worm it's way into a womb. What results is a horned, scaled, and often corrosively-salivating creatures of various hellish shapes and sizes. Understandably thrown out from their homes.
Vulgards. Taking yellow powder is fatal & disfiguring to non-sorcerers*, but survivors seem to shrug off fatal wounds. +1 LUCK. +1 healing, +1 from any other city's choice. Languages as 1 other city.
Nobody knows for what god-forsaken reason they do it, but certain people take Yellow Powder without sorcerous ability. It warps and eats at the flesh, often killing in a remarkably agonising and unsavoury way. However, managing to survive results in a hard-knock body that can recover all but the worst wounds.
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