Long
Here are my thoughts so far, its rough and a lot more creativity could go into them. This is a project started and discussed briefly on the Forge forums about a year ago. At that time it was brought to my attention that I was perhaps incorrectly using or combining cultural and racial keywords. This is still a dilemma for me; I think I’m on the right track as far as preserving the feel of Greyhawk- examples follow.
I’m of the opinion that there is no reason to expand on the occupational keywords, that all the bases are covered. That being said I do think there is room for some creative keywords covering some of the groups/ societies mentioned in the Greyhawk literature such as the Silent Ones of Keoland and the Knights of the Hart. Again I’ll give an example following.
Magic –clerical and wizardly- posses the biggest barrier as does the concepts of good and evil that are so engrained in and important to Greyhawk and D&D. I think there are a few ways to handle this. The way I’ve chosen to move forward is the easiest, to use it as presented within the Heroquest rules. Although it strays from D&D concepts and Greyhawk it requires the least game mechanics tinkering- important to getting up and running quickly and least game mechanic affecting. And again I include some examples.
Racial Keywords:
I have Gnome, Halfling and Half-Orc as well for brevity I am only posting Dwarf Elf and Perrenlander. The problems as I see it here are that to preserve D&D non-humans seem to have addional abilities unbalancing and forcing us to do additional work on human cultures.
Perrenland Keyword
In general, the average Perrenlander is independently minded, stubborn, and extremely determined to defend what they see as belonging to them. Though not warlike in the sense that they attack and conquer their neighbours, the people of Perrenland can at times be fractious. This leads to numerous small conflicts, some of which lead to violence. However, it should be stressed that only rarely do such conflicts lead to fatalities. Where such instances have occurred the effect has been much like a dousing of cold water, rather than fuel for long-lasting feuds.
Perrenlanders, luckily enough, tend to be practical folk, and rarely let their passions get the better of them. Much of the hostilities that occur in the country are an avenue for building and honing martial skills, as well as an extreme 'sporting activity'. Whereas citizens of other nations may brood over differences of opinions, Perrenlanders usually resolve such differences with a lusty argument or a good fistfight. This leads to the outside view of Perrenlanders as rough-and-ready frontier sorts who love a good punch-up - just the sort of people you want to hire to do your fighting for you. As ever, relying on such generalisations can be dangerous, as the real nature of individual Perrenlanders is as varied as any other people.
Occupations Available: Any
Native Abilities: Perrenlander Customs, Canton Geography, Speak Common, Crossbow or Spear & Shield Fighting, Indepently minded or Stubborn
Native Flaws (not always present): None
Typical Abilities: Canton Heraldry, Ambiguously Neutral to Iuz, Hearty, Marshland or Mountain Survival
Typical Personality: Gruff, Canton Pride, Loyal
Typical Relationships: Family, Canton or Burgh, Worship [Deity], Lord
Magic:
Common Names: Swiss or Germanic
Dwarf Keyword
Occupations Available: Warrior, Entertainer, Noble, Crafter, Merchant, Priest, Thief
Native Abilities: Dwarven Customs, [Local Area] Geography, Speak Dwarven, Identify Precious Minerals, Stone Cunning, Tough, Axe or Hammer Fighting
Native Flaws (not always present): Short, Greedy
Typical Personality: Dour, Taciturn, Love (gold,gems,silver,etc) Courage, Tenacity, Vengeful
Typical Relationships: Clan, Elder, Worship Mordain, [Own] Beard, [Ancestors] Beard
Magic: Common, Mordain
Common Names: A dwarf’s name is granted to him by his clan elder, in accordance with tradition. Every proper dwarven name has been used and reused down through the generations. A dwarf’s name is not his own. It belongs to his clan. If he misuses it or brings shame to it, his clan will strip him of it. A dwarf stripped of his name is forbidden by dwarven law to use any dwarven name in its place.
Male Names: Barendd, Brottor, Eberk, Einkil, Oskar, Rurik, Taklinn, Traubon, Ulfgar, and Veit.
Female Names: Artin, Audhild, Dagnal, Diesa, Gunnloda, Hlin, Ilde, Liftrasa, Sannl, and Torgga.
Clan Names: Balderk, Dankil, Gorunn, Holderhek, Loderr, Lutgehr, Rumnaheim, Strakeln, Torunn, and Ungart.
Elf Keyword
Occupations Available: Cavalry Soldier, Entertainer, Noble, Thief, Scholar, Warrior, Shaman, Spirit Talker
Native Abilities: Elven Customs, [Local Area] Geography, Speak Elvish, Nimble, Woodland Survival, Sword or Bow Fighting
Native Flaws (not always present): Frail, Haughty
Sub-Race Abilities: Wood Elf - Pass Without Trace
High Elf - Inspire Awe
Grey Elf - [Type] Lore
Typical Personality: Amused, Excited, Curious, Aloof, Regal
Typical Relationships: Nature, Family, Lord
Magic: Common, Animism
Common Names: When an elf declares himself an adult, usually some time after achieving him hundredth birthday, she also selects a name. Those who knew him as a youngster may or may not continue to call him by him “child name,” and she may or may not care. An elf’s adult name is a unique creation, though it may reflect the names of those she admires or the names of othims in him family. In addition, she bears him family name. Family names are combinations of regular Elven words, and some elves traveling among humans translate their names into Common while othims use the Elven version.
Male Names: Aramil, Aust, Enialis, Heian, Himo, Ivellios, Laucian, Quarion, Thamior, and Tharivol.
Female Names: Anastrianna, Antinua, Drusilia, Felosial, Ielenia, Lia, Qillathe, Silaqui, Valanthe, and Xanaphia.
Family Names: Amastacia (“Starflower”), Amakiir (“Gemflower”), Galanodel (“Moonwhisper”), Holimion (“Diamonddew”), Liadon (“Silverfrond”), Meliamne (“Oakenheel”), Naïlo (“Nightbreeze”), Siannodel (“Moonbrook”), Ilphukiir (“Gemblossom”), and Xiloscient (“Goldpetal”).
Magic Keywords:
Here are examples of Religious keywords. I think its easiest to allow players to select spell names directly from the Domains. A player should choose two domains and three or four spells from each Domain chosen.
Kord: Theist Cult
A description of the god or hero and common knowledge of the cult is followed by the actual keyword. A hero receives all keyword abilities if he takes the magic keyword during character creation, but does not automatically gain all of them if he joins the cult during play.
Entry Requirements: Specific requirements for the character to join the cult and take the keyword. These might include gender, occupation, culture, or family restrictions, or even specific abilities and ratings.
Abilities: Devotee of or Initiate of Kord, Mythology of Kord, Strong, Athletic, Leadership, Greatsword fighting.
Virtues: Driven, Vain, Good Sport, Competitive
Affinities and Feats: Strength:
Luck:
Chaos:
Good:
Vecna: Theist Cult
A description of the god or hero and common knowledge of the cult is followed by the actual keyword. A hero receives all keyword abilities if he takes the magic keyword during character creation, but does not automatically gain all of them if he joins the cult during play.
Entry Requirements: Specific requirements for the character to join the cult and take the keyword. These might include gender, occupation, culture, or family restrictions, or even specific abilities and ratings.
Abilities: Devotee of [Deity] or Initiate of [Deity], Mythology of [Deity], Know Secrets, Plot and Scheme, Control the Weak Minded, Hide True Motives.
Virtues: Hate Iuz, Secretive, Fear Discovery
Affinities and Feats: Magic:
Knowledge:
Evil: