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agony
07-09-2005, 10:18 AM
I'm working on ironing out some traits for the Human cultures of the Midnight campaign setting. The main reason I decided to actually come up with these traits was that I had been helping my brother create a Sarcosan free rider and he had a hard time coming up with the skill points to have the bare knowledge neccessary and I felt it was somewhat odd to make him have to pay full price for Astrology when nearly every Sarcosan has it (as well as Ride), so this is what I have come up with:

Sarcosan Cultural Traits:

Master Astrologers Dt
The common belief in the influence of the stars is widespread among those of Sarcosan descent. As a result, deference to the favor of the stars is given whenever possible; Crops are harvested, marriages are sealed, and even raids are planned by the alignment of constellations.
Because of this natural affinity those of Sarcosan descent begin play with Astrology opened at no cost. The skill may be raised as normal and is considered added to the character's master skill list.

Horse Lords Dt
Above all else, the Sarcosans are a people of the horse. Their long history is one intertwined with and dependent on horses and it is they who first brought them to Eredane. It was from horseback that the Sarcosans built their great empire, it was from horseback that they ruled Erenland and it is from horseback that they now resist the Shadow.
Due to this ingrained element of society Sarcosans begin play with Ride opened at no cost to the character. The skill is raised as normal and considered part of the character's master skill list.

Tell what you think, I may add another (was thinking about Oathsworn due to their inherent sworn service to those of greater rank but I have a hard time implementing this with the common folk who no longer have Oaths due to the false sussars).

I also have ideas for the Dorns and Erenlanders and will post them soon enough.

agony
07-09-2005, 02:53 PM
On second thought, these seem rather strong as a free bonus for Man (considering the suggestions in the CB are free character traits).

What if I changed the mechanical bonus above to simply:

The Sarcosan considers Ride and Astrology part of his Master Skill List whether he took a lifepath containing them or not.

Thus he could spend skill points on them (and they would detract from his totals) but he would not have to spend general points.

luke
07-10-2005, 08:59 AM
i agree with your revisions. They should be skills available on the Born Sarcosan LP. You might even give them 4 GPs, so players can afford them.

-L

agony
07-10-2005, 01:42 PM
i agree with your revisions. They should be skills available on the Born Sarcosan LP. You might even give them 4 GPs, so players can afford them.

-L

Would you suggest using a Born (culture) lifepath in place of say Born City/Noble/Peasant etc. Or in addition?

So it would be say:

Born Sarcosan/Born Noble/Page/Squire/Strider (which is what the character in question had chosen-besides having a Born Sarcosan lp of course)

foxandwarlock
07-11-2005, 08:43 AM
In addition to the two skill selections during character creation, I might also include a Character Trait called Stargazer or Led By The Stars. You could also encourage Sarcosan players to link the stars (or astrology) into one of their Instincts or Beliefs (i.e. When faced with a decision, I always consult the stars.). That way each player can use that portion of the culture in a way that they think is cool.

luke
07-11-2005, 09:13 AM
agony,

i can't answer your question because I, uh, don't know what a Sarcosan is. Give me some details/color and I'll help you out.

-L

foxandwarlock
07-11-2005, 09:21 AM
Luke,

Think Sarcens.

Horse lords, shamshirs, scimitars, domed rooftops on their astrology towers, etc. They've got elements of the mongols, middle east and arabian flavors.

Wuxing
07-11-2005, 09:55 AM
As to the lifepath question, I think that is getting a bit granular. The lifepaths are "career" paths not cultural paths. You would ultimately have to redo all the lifepaths for each culture. That could be cool, mind you. But for me that seems like a huge undertaking for mininal return.

I think your "revised" solution is best. Adding some skill to the lists, or even adding appropriate traits to general traits list for the different cultures, seems the easiest "nonbroken" way to add to the game. I'm a fan of the easiest solution and you're revised idea is actually good. The degree to which one is good in horse riding or astrology is up to the player. Player choice is good. :D

Oscar

agony
07-11-2005, 09:56 AM
Luke,

Think Sarcens.

Horse lords, shamshirs, scimitars, domed rooftops on their astrology towers, etc. They've got elements of the mongols, middle east and arabian flavors.

Summed up nicely. It is neccessary to make the rather sweeping generalization that nearly every Sarcosan looks to the stars utilizing astrology as a religious tool to teach lessons.

They learn to ride as soon as they can walk as well, and for a Sarcosan male to not be able to ride would be rather shameful to say the least.

I believe I will just keep to the revision and allow the player to purchase them with skill points (not be forced to use general), and refrain from giving him extra alloted general skills as that will effectively make the character a five lp one and I wished for the group to start at four.

It's not that big of a deal as the player has already alloted a number of his skill points to ride and merely opened astrology, keeping it at a low B2 (which he hopes to strengthen through play).

Kublai
07-11-2005, 10:06 AM
Also, and just a small thing, how the heck can you be "Born..." twice?

foxandwarlock
07-11-2005, 10:24 AM
I think what Agony's saying is his player is:

Born Sarcosan Noble/Page/Squire/Strider.

If he were Dorn it would be:
Born Dornish Noble/Page/Squire/Strider.

And then on the "revised" Born lifepaths, he's adding whatever cultural skills are available to every member of that culture (in addition to their General Points).

Kublai
07-11-2005, 11:23 AM
The addition of "Dornish" in front of Noble suggests a racial or cultural thing. This is best expressed with additional LP traits or even a cultural trait package that the character would receive for free.

well-dressed gentleman
07-11-2005, 07:57 PM
Also, and just a small thing, how the heck can you be "Born..." twice?

Sounds like a religious lifepath.

passengerpigeon
07-11-2005, 08:04 PM
On second thought, these seem rather strong as a free bonus for Man (considering the suggestions in the CB are free character traits).

Just for the record, one of the example cultures in the CB gets Lithe (a call-on for any one athletic skill, which is an awfully nice bennie) and the other gets Stubborn (a die trait that gives you a bigger body of argument if you're arguing about your beliefs). So there is precedent for handing out free call-ons and die traits for Mannish cultures, although I wouldn't overdo it.

--p

agony
07-27-2005, 09:53 PM
Just finished with all three of Midnight's Human Cultures and thought someone out there might appreciate this or offer suggestions.

The Human Races of Eredane

Sarcosan Cultural Traits:

Master Astrologers Dt
The common belief in the influence of the stars is widespread among those of Sarcosan descent. As a result, deference to the favor of the stars is given whenever possible; crops are harvested, marriages are sealed, and even raids are planned by the alignment of constellations.
Because of this natural affinity those of Sarcosan descent begin play with Astrology available on the character’s Master Skill List whether he would have taken a Life-path with Astrology available or not. The skill may be raised as normal with regular or general skill points.

Horse Lords Dt
Above all else, the Sarcosans are a people of the horse. Their long history is one intertwined with and dependent on horses and it is they who first brought them to Eredane. It was from horseback that the Sarcosans built their great empire, it was from horseback that they ruled Erenland, and it is from horseback that they now resist the Shadow.
Due to this ingrained element of society, Sarcosans begin play with the Affinity for Horses Die Trait.

Olive-Skinned Char
The Sarcosan race is a people in stark contrast to their Northern neighbors. Rather than the milky white flesh of the Dorns, the Sarcosans bear an olive tone to their demeanor which tells of their ancestry of Pelluria. This allows a character of Sarcosan descent to be readily recognizably by any of the races of Erenland with even the most miniscule intelligence.

Dorn Cultural Traits:

Physical Prowess Dt
The Dorns have always been a people of strong stature and great build. Their physical prowess and fitness is renown amongst the lands of Eredane and is one of the chief factors which have allowed them to combat their occupation and survive under the dark grip of the Shadow.
Due to the Dorn’s physical prowess a starting character receives the Robust Die Trait for free.

Stern Demeanor Char
Dorns receive this character trait for free due to their inherent visage of hardness. Even a calm and merry Dorn will appear quite imposing and unsettling.

Bitter Unyielding C-O
Having settled in the Northern lands long ago, the Dorns have adopted to the cold climate and harrowing weather conditions persevering under the relentless abuse of Izrador’s cruel intent.
This trait acts as a Call-On for any Forte, Health, Foraging, Hunting, etc rolls when in the cold environs native to the north (the exact Attributes/Skills which may be affected are up to the GM).

Erenlander Cultural Traits:

Survivors Dt
Central Erenland lies under the oppressive feet of countless Orc Legions which have mercilessly torn huge swathes through the countryside. Every Erenlander has come to fear the tithe and with such heavy demands has been delineated to a state of subsistence slavery in which ones life is dedicated to survival in order to sustain one’s family as well as the Shadow.
Due to this ingrained degree of labor and hardy lifestyle Erenlanders receive the Hardened Die Trait for free.

Bastard Race Dt
Due to the inherent mixed bloodlines persistent on the Central Eredane traits inherent to both the Dorns and Sarcosans appear in a mixed variety amongst any group of villagers. These traits are carried through the bloodline of a family and so long as their ancestry has not been diluted by repeated mixing of Sarcosan and Dorn lineage the character may choose to either start out with the Bitter Unyielding AND Stern Demeanor traits OR start with the Master Astrologers AND Olive-Skinned traits.

foxandwarlock
07-29-2005, 01:06 PM
Nice work. I really dig these.

I might rename "Horse Lords" to "Saddleborn" just for flavor.

agony
08-01-2005, 06:15 PM
I'm still considering axing the Bitter Unyielding and Bastard Race traits due to the fact that these traits as a whole seem somewhat powerful.

If I got rid of Bitter Unyielding it would balance the Dorn out a bit, and if I got rid of Bastard Race and replaced it with perhaps a Paranoid or Distrustful character trait (due to the nature of Central Erenlanders to not accept outsiders) it seems like everything would balance out a bit.

The Sarcosan would still be somewhat more powerful but if you take into consideration that Master Astrologers still requires the character to expend Skill Points you realize it really is not that strong.

I also thought it would be a good idea to axe Bastard Race so that it made Central Erenlanders more unique in their own right (plus a Paranoid cultural trait would be rather nifty and cause some exciting roleplay).

Fox you have any thoughts on this considering your proficiency with the Midnight setting? Or does anyone else have any thoughts on giving Human Cultures these traits and if they may be too powerful to give a group of people a Call-On as well as a Die Trait to begin with for free.

Wuxing
08-02-2005, 01:00 PM
I think it's too much, frankly. I'm all for access to extra skills and traits, but when it comes to just handing them out I'm more conservative. As a list of things that give each culture flavor, I think they're great. I would simply make playes pay for them during creation.

That's my two cents at least.

Oscar

foxandwarlock
08-02-2005, 01:56 PM
Sarcosans

Stargazer
This trait allows the character access to the Astrology skill regardless of whether or not it appears on the skill lists of his Lifepaths. This reflects how thoroughly ingrained Astrology is in all walks of Sarcosan life.

Saddleborn
I could go a bunch of different ways depending on what you were trying to do with your Sarcosans.

1. I mean, at the simplest level, you could give them access to the Riding skill as Astrology above. This would mean that all walks of life could have access to Riding when they normally wouldn't. This reflects the basic idea of the Horse Lords.
2. Low Speech: Horses. Now you've got a more Horse-Whisperer Sarcosan race. A race who rides so well because they "understand" their mounts.
3. Affinity for Horses, to me, is probably my last choice. Just to easy to throw an extra die on and be done with it.

Child of the South
Olive skinned, dark haired, and almond eyed. The character trait that separates them from the Men In The North.

Dorns

Steelborn
I don't have my book with me so I don't know what the Robust Die Trait is but I would be more apt to do something in line with Astrology above. This Trait allows the character access to one Weapon Skill regardless of whether or not it would normally appear on his Lifepath lists.

Stonefaced
Spot on here for the description.

Man Of The North
I'd go with this. This is also the trait that gives Dorns their milky white skin. Let it be a Call-On Trait for trouble originating with cold environments. Think about how cool it would be when a Dorn loses this due to lack of use (due to travelling) and how other Dorns would view him.

Erenlander

Survivor
Due to their scarcity of goods in their homelands, any Erenlander that has lived to adult hood has been forced to find a way to survive and make do. Therefore, this trait allows the character to purchase Mending and Foraging as if these skills appeared on their Lifepaths.

Determined (as per BW)

Unified
Due to the struggles of the Erelanders and their xenophobic nature, they have learned to be a unified race in the face of outsiders. This trait allows the character to have an additional Belief but it must relate to Erenlanders (their cultures, issues, faith, xenophobia, etc.).

luke
08-02-2005, 02:28 PM
cool stuff, guys. I love the idea that the cultural traits give you access to skills. I never really thought of that!

Depending on how qwazy you want to get, but you could have a list of skills. Each player could pick one for free as his "cultural skill" (which he got from his trait).

But you should playtest this stuff. Burn up a few characters.

Also, the other way to rearrange culture in BW is to change the leads. Think about how leads would be different for these guys. Any changes could be described in another trait.

-L

agony
08-02-2005, 03:01 PM
Sarcosans

Stargazer
This trait allows the character access to the Astrology skill regardless of whether or not it appears on the skill lists of his Lifepaths. This reflects how thoroughly ingrained Astrology is in all walks of Sarcosan life.

Saddleborn
I could go a bunch of different ways depending on what you were trying to do with your Sarcosans.

1. I mean, at the simplest level, you could give them access to the Riding skill as Astrology above. This would mean that all walks of life could have access to Riding when they normally wouldn't. This reflects the basic idea of the Horse Lords.
2. Low Speech: Horses. Now you've got a more Horse-Whisperer Sarcosan race. A race who rides so well because they "understand" their mounts.
3. Affinity for Horses, to me, is probably my last choice. Just to easy to throw an extra die on and be done with it.

Child of the South
Olive skinned, dark haired, and almond eyed. The character trait that separates them from the Men In The North.

Dorns

Steelborn
I don't have my book with me so I don't know what the Robust Die Trait is but I would be more apt to do something in line with Astrology above. This Trait allows the character access to one Weapon Skill regardless of whether or not it would normally appear on his Lifepath lists.

Stonefaced
Spot on here for the description.

Man Of The North
I'd go with this. This is also the trait that gives Dorns their milky white skin. Let it be a Call-On Trait for trouble originating with cold environments. Think about how cool it would be when a Dorn loses this due to lack of use (due to travelling) and how other Dorns would view him.

Erenlander

Survivor
Due to their scarcity of goods in their homelands, any Erenlander that has lived to adult hood has been forced to find a way to survive and make do. Therefore, this trait allows the character to purchase Mending and Foraging as if these skills appeared on their Lifepaths.

Determined (as per BW)

Unified
Due to the struggles of the Erelanders and their xenophobic nature, they have learned to be a unified race in the face of outsiders. This trait allows the character to have an additional Belief but it must relate to Erenlanders (their cultures, issues, faith, xenophobia, etc.).

All around great ideas and thanks for the suggestions. Much more balanced and thorough.

First Age
08-16-2005, 08:06 AM
All around great ideas and thanks for the suggestions. Much more balanced and thorough.
Theyare and I've yoinked them for my Burning Midnight game. Have only had the BW game for a couple of days and I'm already getting ideas above my station - I'd like to run a campaign using it NOW!

If I get the time to do any Lifepath specifics or stat up some halflings/gnomes etc I'll post 'em, but knowing me, and being short on time, I'll try to busk it and play on the fly. Actually this raises another question I have about BW; I'll post it on the BW Revised section.

Cheers