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[OOC] Shamutanti Hills - psi/gng [3/4]
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<blockquote data-quote="doghead" data-source="post: 1842236" data-attributes="member: 8243"><p>I recently read a book of Irish folk tales, and had that in mind when I pictured this. It not really that much different from regular vanilla dnd, although a little less advanced than the usual late medieval'esque setting. So plate armour is almost unheard of and there are few large cities (at least in the sense that we would recognise. Even those that exist would seem rather small and rustic to us.)</p><p></p><p>Society is ordered largely around the family clans. There is about a dozen or so in Analand, and most people claim membership of one of them. The heads of the clans are most powerful nobility of the Kingdom. Each clan claims part of Analand as its own. Honour and loyalty are the two foundations of society.</p><p></p><p>Life is mostly pastorial and agrarian. A wise clan head knows as much about farming and breeding as he does fighting. Wealth is measured in heads of cattle and sheep and acreage of forest as much as it is gold and silver. The latter being more for displaying wealth. Who can eat gold when times are tough?</p><p></p><p>One option for character's is to be a son or close cousin of one of the clan heads, starting to come into your own as a man and a warrior. But not yet with a name of your own (in other words, still often known as so-n-so, son of such-n-such.) As such, you will be aproached by the head of the clan, or one close to him if he is not in the city, to undertake this mission.</p><p></p><p>Bonus skill: Prof/agriculture: 4 ranks.</p><p></p><p>Another is the Stone Guard. The Stone Guard carry the responsibilty of protecting the stone, and they move when it does every four years. While a presitigious, it is not particularly interesting. There has been no threats to the Stone since mad Morrissy attempted to keep it after his four years were up. Well, there was that group of bandits that attacked the caravan last year, but they really didn't seem to be aware of what it was they had bitten off, until it was too late.</p><p></p><p>The Stone guard is made up of men from all five of the kingdoms. Anyone may apply, regardless of birth or station. Most of the Stone Guard are of young men of good families looking seeking political advantage, or of poor families looking to get a start in the world, and honoured veteren warriors happy enough to see another quiet day. But not all of them. The veterens are amoung some of the finest warriors in the five kingdoms, and many join for a year or two learn from them. And they have a reputation for being tough masters.</p><p></p><p>The Stone Guard are an anomally in one way. Upon initiation, each member vows to put the Stone above all loyalities to family and King. They are not to take up the sword the for any purpose other than to protect the stone (or themselves, obviously). The wisdom of this policy was proved when Mad King Morrissey made his bid for the Stone.</p><p></p><p>Bonus Skill: Know/nobility and royalty: 4 ranks</p><p></p><p><span style="font-size: 9px">ooc: the term warrior also includes psions of a martial bent in common usage.</span></p><p></p><p>Diirk: There is plenty of room for a wandering warrior in the five kingdoms, and Analand especially. The lands are dangerous, especially the deep forests and mountains, of which Analand has both. You could easily be a son (grandson even) or nephew of a clan head who has taken upon himself to keep his clans lands free of danger. A hunter of beasts, and worse.</p><p></p><p>Eluvan: The Stone Guard is an option. There are psions amoung their number. You could also be connected by blood to a clan head, but from a small branch of the family that lives far from the center of things. The "simple country boy at heart" is good. When your talents manifest themselves, the local psion (witch) realised that you had potential to far beyound what he knew and you were sent to live with you uncle in the city where you could receive better instruction. The Stone Guard is an option, but not neccessary. The clan heads all have witches of their own who could oversee your instruction.</p><p></p><p>I'm putting this together as I go and everything is still rather fluid. Perhaps its won't be all that important as far as the game goes, but I like to have a sense of where the character came from, and how he fits into things. So if you have any ideas (your musing above really helped) please feel free to post them up.</p></blockquote><p></p>
[QUOTE="doghead, post: 1842236, member: 8243"] I recently read a book of Irish folk tales, and had that in mind when I pictured this. It not really that much different from regular vanilla dnd, although a little less advanced than the usual late medieval'esque setting. So plate armour is almost unheard of and there are few large cities (at least in the sense that we would recognise. Even those that exist would seem rather small and rustic to us.) Society is ordered largely around the family clans. There is about a dozen or so in Analand, and most people claim membership of one of them. The heads of the clans are most powerful nobility of the Kingdom. Each clan claims part of Analand as its own. Honour and loyalty are the two foundations of society. Life is mostly pastorial and agrarian. A wise clan head knows as much about farming and breeding as he does fighting. Wealth is measured in heads of cattle and sheep and acreage of forest as much as it is gold and silver. The latter being more for displaying wealth. Who can eat gold when times are tough? One option for character's is to be a son or close cousin of one of the clan heads, starting to come into your own as a man and a warrior. But not yet with a name of your own (in other words, still often known as so-n-so, son of such-n-such.) As such, you will be aproached by the head of the clan, or one close to him if he is not in the city, to undertake this mission. Bonus skill: Prof/agriculture: 4 ranks. Another is the Stone Guard. The Stone Guard carry the responsibilty of protecting the stone, and they move when it does every four years. While a presitigious, it is not particularly interesting. There has been no threats to the Stone since mad Morrissy attempted to keep it after his four years were up. Well, there was that group of bandits that attacked the caravan last year, but they really didn't seem to be aware of what it was they had bitten off, until it was too late. The Stone guard is made up of men from all five of the kingdoms. Anyone may apply, regardless of birth or station. Most of the Stone Guard are of young men of good families looking seeking political advantage, or of poor families looking to get a start in the world, and honoured veteren warriors happy enough to see another quiet day. But not all of them. The veterens are amoung some of the finest warriors in the five kingdoms, and many join for a year or two learn from them. And they have a reputation for being tough masters. The Stone Guard are an anomally in one way. Upon initiation, each member vows to put the Stone above all loyalities to family and King. They are not to take up the sword the for any purpose other than to protect the stone (or themselves, obviously). The wisdom of this policy was proved when Mad King Morrissey made his bid for the Stone. Bonus Skill: Know/nobility and royalty: 4 ranks [size=1]ooc: the term warrior also includes psions of a martial bent in common usage.[/size] Diirk: There is plenty of room for a wandering warrior in the five kingdoms, and Analand especially. The lands are dangerous, especially the deep forests and mountains, of which Analand has both. You could easily be a son (grandson even) or nephew of a clan head who has taken upon himself to keep his clans lands free of danger. A hunter of beasts, and worse. Eluvan: The Stone Guard is an option. There are psions amoung their number. You could also be connected by blood to a clan head, but from a small branch of the family that lives far from the center of things. The "simple country boy at heart" is good. When your talents manifest themselves, the local psion (witch) realised that you had potential to far beyound what he knew and you were sent to live with you uncle in the city where you could receive better instruction. The Stone Guard is an option, but not neccessary. The clan heads all have witches of their own who could oversee your instruction. I'm putting this together as I go and everything is still rather fluid. Perhaps its won't be all that important as far as the game goes, but I like to have a sense of where the character came from, and how he fits into things. So if you have any ideas (your musing above really helped) please feel free to post them up. [/QUOTE]
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[OOC] Shamutanti Hills - psi/gng [3/4]
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