Grimlanders: Difference between revisions

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The nomads of the Sand Sea are surely one of the most interesting subcultures that exists in the Empire today. Their entire culture is based on a nautical tradition, of all things. Their tribes are called ships by the natives and they march nightly in ritual paths they call currents. They fight with naval weapons, sabers, whips, cutlasses, etc. In most of the Empire, fighting with curved blades is considered almost taboo since the Age of the Warrior Kings, but the Grimlanders use nothing but. Since the ever changing Sand Sea has no landmarks they navigate by using the stars, just as more traditional sailors do. The only water they get is that which is created by their priests every day in prayers to their strange nautical gods.
The nomads of the Sand Sea are surely one of the most interesting subcultures that exists in the Empire today. Their entire culture is based on a nautical tradition, of all things. Their tribes are called ships by the natives and they march nightly in ritual paths they call currents. They fight with naval weapons, sabers, whips, cutlasses, etc. In most of the Empire, fighting with curved blades is considered almost taboo since the Age of the Warrior Kings, but the Grimlanders use nothing but. Since the ever changing Sand Sea has no landmarks they navigate by using the stars, just as more traditional sailors do. The only water they get is that which is created by their priests every day in prayers to their strange nautical gods.


The Grimlanders worship an ancient and mostly forgotten pantheon of sea gods, as well as Primal Desert, Termanent, and Daneth. According to their legends they were shipwrecked in the Sand Sea by the wrath of Domana and are suffering beneath His curse. Their name for the sun is "Domana's Hammer”, and they refuse to go abroad in daylight, a taboo with a solid basis in good sense, as the daylight temperature of the Sand Sea can exceed 150 degrees. They hunt the lizards in the Sea for food to supplement what their priests can create.
The Grimlanders worship an ancient and mostly forgotten pantheon of sea gods, as well as Primal Desert, Termanent, and Daneth. According to their legends they were shipwrecked in the Sand Sea by the wrath of Domana and are suffering beneath His curse. Their name for the sun is "Domana's , and they refuse to go abroad in daylight, a taboo with a solid basis in good sense, as the daylight temperature of the Sand Sea can exceed 150 degrees. They hunt the lizards in the Sea for food to supplement what their priests can create.


In typical Celegian fashion, the Empire regularly patrols the Sand Sea in large groups, heavily supported by mages and priests. This is the most feared punishment detail in the Empire, simply because marching in the salty sand in the heat is incredibly uncomfortable. Fortunately, the Grimlanders (as they like to call themselves) are by and large a peaceful group. The simple struggle for survival in the extreme conditions is enough to occupy most of their aggression, and the desert itself keeps them safe from the depredations of their neighbors, the Arrakanza. The Arrakanza find the Grimlanders totally despicable for some odd reason of their own and regularly ride into the Sand Sea to kill them. Far more often the Grimlanders find the bones of the Arrakanza a few days later. On those occasions when the Arrakanza do find some Grimlanders, the Grimlanders give a fairly good account of themselves.
In typical Celegian fashion, the Empire regularly patrols the Sand Sea in large groups, heavily supported by mages and priests. This is the most feared punishment detail in the Empire, simply because marching in the salty sand in the heat is incredibly uncomfortable. Fortunately, the Grimlanders (as they like to call themselves) are by and large a peaceful group. The simple struggle for survival in the extreme conditions is enough to occupy most of their aggression, and the desert itself keeps them safe from the depredations of their neighbors, the Arrakanza. The Arrakanza find the Grimlanders totally despicable for some odd reason of their own and regularly ride into the Sand Sea to kill them. Far more often the Grimlanders find the bones of the Arrakanza a few days later. On those occasions when the Arrakanza do find some Grimlanders, the Grimlanders give a fairly good account of themselves.
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Capable Survivors: Grimlanders receive +4 ranks in Survival at first level, and 1 free rank in Survival every level they gain. Essentially, Grimlanders get maximum ranks in Survival for free, allowing them to spend their other skill points elsewhere.
Capable Survivors: Grimlanders receive +4 ranks in Survival at first level, and 1 free rank in Survival every level they gain. Essentially, Grimlanders get maximum ranks in Survival for free, allowing them to spend their other skill points elsewhere.


Resistance: Grimlanders have Resistance 10 to negative energy. This allows them to withstand the chill touch of lichs, and withstand the damaging effects of "Cause wound” spells, for example.
Resistance: Grimlanders have Resistance 10 to negative energy. This allows them to withstand the chill touch of lichs, and withstand the damaging effects of "Cause spells, for example.


Automatic Language: Common
Automatic Language: Common

Revision as of 22:33, 5 January 2016