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Post by distortedhumor on May 31, 2017 23:27:39 GMT
Okay, I have had a odd idea. This is totally out of the norm for me, who normally plays and designs Tolkien-like worlds.
Sarkomand design concepts are inspired by the likes of Carcosa, Lovecraft, Anomalous subsurface environment, and other wacky D&D settings. There is also some Guardian of the Galaxy and Conan.
Basic concepts.
Humanity is split into many "Races of man", which consist not only of cultural changes, but the fact that many are day-glow versions of humanity.
Elves, Halflings, and dwarves do not exist as such. However there is 1 for 1 replacements (basicly reskinned)
The world is a hard world, where survival itself is a win. However there are many great treasures.
There is wizardry (BtB magic) and sorcery. Sorcery is learned by reading old tomes, carvings, or contact with the gods, and require dark rituals to perform. Due to the general evilness of Sorcery, magic itself is distrusted by almost all.
The Gods are actually old AI's left over from the distant past. Most are in orbit and speak to their temples when they orbit overhead. They are still trying to carry out their programming to the best of their ability.
These rules are intended for 0 edition/BX/BECMI 1st, 2nd, and 5th could be handled easily enough with conversions.
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Post by distortedhumor on Jun 1, 2017 0:26:23 GMT
Races of Sarkomand
Humanity - Humanity is split among normal humans a number of sub-races of humanity. All humans are interfertile with each other, with the children having a 50% chance of taking the subrace of one of their parents. (IE - if a human and a Augustine have a child, there is a 50% chance it will appear to be human, and 50% chance to be Augustine)
Humans
Found across Sarkomand, Humans unlike other races of man show a diverse range of colorization and looks. They are the dominate races in the kingdom of Sarkomand, the Grand Duchy of Vilar, and the City State of Ubric * These is a catch all for all humans who are not day-glow colors.
Augustines (Golds)
Famous for their golden skin and hair., the Augustines, also known simply as "Golds" lean towards a lawful nature and seek to make sense of a complicated world. They generally lean to being religious, living in communities of other Golds, and have a militarist side to them. They dominate the Augustine Republic and the Authority of Helva.
Kri (Blues)
Strong individualists and famous for their military ability, the Kri (Also known simply as Blues) are found in many places, and rule over the Kri Empire. They are strongly individualists and many follow a sparten lifestyle. There are many Kri exiles who cannot live under the empire rules. Many have a Chaotic streak to them.
Pakka (Purples)
The Pakka, or Purples mostly live in small bands of 10-40 people. They are by there nature nomadic and hunt, fish, or scavenge to survive. They are also noted for being willing to barter, but avoid coins worth less then a GP as they travel light. Pakka bands are found across Sarkomand.
Ikar (Ivory)
The Ikar, or Ivory live mostly in desert regions. They have a strong Ivory or bone coloration, and black without whites eyes. They are very tough (+1 Con) but are viewed as unslightly (-1 Charisma). Extended family clans are deeply important to the Ikar, and generally they call themselves (Given name) (Clan Name) of (City). So for example, Johan Cloudspeaker of North Oasis. Most Ikar areas are under the loose Ikar Confederation, which is more of a idea then a actual government.
Bonesmen (Bone)
Bonesmen have translucent skin and flesh, and so appear to be skeletons covered in a nearly clear flesh. Most cities refuse them entry, so they are forced to set up camp outside of cities, they make there living as wondering merchants and tinkers, trading items and work for supplies. While hated by almost all (-2 to reaction rolls) they have infravision so are able to be very crafty thieves and assassins at night. Jerri (AKA The Necropolis) is the semi-underground city state controlled by Bonesmen.
Bereet (Pinks)
Famous courtesans and dancers, Bereet (or Pinks) have a pink tone to them. They are all female and noted for their good looks (+1 Charisma) but weak stature (-1 to Strength). They do not believe in marriage as other races do, and instead will sign a exclusive contract for up to 10 years. Needing other forms of humanity to provide male members means they are found across almost all nations living with other forms of humanity.
Drax (Green)
The Drax, or Greens, are a hardy, strong (+1 to Strength) but slightly dimwitted (-1 to Intelligence) form of humanity noted for there green coloration. They not only formed the "Drax States" but colonies are found across Sarkomand. Culturally they generally marry other Drax or Humans, and are well regarded as both farm workers and as troops.
Demi-Humans
Spriggar
Spiggar are a old race of mobile plants who are noted for there long life. They reproduce by budding, and live for around 1000 years unless killed. They do have a strongly humanoid form and have magical natures. They rule the Spiggar council lands. Spriggar's generally revere age and elders.
(Spiggar have the same stats as Elves)
AMaDs
AMaDs are one of the odder races on Sarkomand. Consisting of cogs and clockwork, the AMaDs are famous for there mine workings and metalworking. They reproduce by building new examples of themselves and praying to their god to give life to it (New bodies cost 10,000 GP in parts). while not needing to eat, they require three times the normal amount of fluids, and require alcohol on a daily basis to heal. A AMaD without alcohol for a week will become quite irritated.
(As you may guess, AMaDs have the same stats as Dwarves)
Procyonid
The Procyonid are short bipedal animals that have a resemblance to Racoons. They are smart, hardy, and very good fighters and thieves. While most of them are good nature, they are by there nature Chaotic and many will do things to entertain themselves in the short term, even if it may harm them in the long term. However once befriended a Procyonid is VERY loyal to his or her friends.
(Same stats as Halflings)
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