The Worlds of Eris and Paireh-That-Was

A series of playtests and fleshing out sessions that take place in the world of Eris.

Eris is a developing world, has been invaded by refugees from Paireh-That-Was, which was destroyed at the end of the demonwar.

The Humans, Dwarves, Halflings and Gnomes that fled here have displaced the aboriginal peoples, the Uruk' and the 'Thiel. Wars have been fought, won and lost; against the savage Uruk' and their strange mental powers, against the adaptive 'Thiel who have become man's greatest "ally", and against the invader's own morals.

The world is one of fell, eldritch magics and burgeoning renaissance technology. Where demons fall from the sky, and the old gods are dead.

Tuesday, December 14, 2010

Backgrounds: Aristocrat

Aristocrats are the ruling elite of the known world. From the peerage of the Kursk Empire to the Theocrats of the Oroxian peninsula, if it’s rich, powerful and haughty it’s an aristocrat.

Health Points: 9

Class Skills: Diplomacy (Cha), Intimidate (Cha), Knowledge; [Geography] [History] [Local] [Nobility] (Int), Linguistics (Int), Ride (Dex)

Initial Skill Ranks: 8 + Int Mod

Class Features

Weapon & Armor Proficiency: Aristocrats are proficient with the following weapons; battle axe, cavalry weapons (mace, pick, hammer), halberd, morningstar, longsword or scimitar, rapier or saber, stiletto and two-handed sword. Aristocrats are proficient with Padded armor, all medium and heavy armors and all shields.

Lifestyle: An aristocrat never haggles; also whenever an aristocrat makes a purchase, they must spend 50% more than normal to purchase the finest quality equipment possible. Consequently an aristocrat tends to receive better treatment by NPCs than other characters, the choicest of meats, the best wines and the cleanest rooms. Failure to buy the best equipment and services available will result in the loss of such favor and soon to follow, the belief by the common folk that you are worthy of support, and the faith of your fellow aristocrats, believing you to be boorish, oafish and pedestrian.

Starting Money and Trappings: 60 GP
Aristocrats may begin play, free of charge, with; a pony/horse (light) which may be combat trained at their discretion, Saddle (military or riding), tack and harness, bit and bridle, any clothing, one weapon, a gambeson and one other suit of armor (Light or Medium). This suit of armor is outgrown upon completing the aristocrat background class. Any starting money not spent on gear may be retained as cash.

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