samedi 4 octobre 2014

[5e] Micro Setting : The Kranj

The Kranj

Flavour : Sword and Sandals

Tropes: Desert nomads, Cat People, Slavers, City States

Cultural Motifs: Magreb, Ancient World,

Races: Human, Graal



Classes:

Human

Fighters - Champion, BattleMaster

Rangers - Hunters (Deseret and Mountain specialism), Beastmaster

Cleric - Death, Knowledge, Life, Light, War,Trickery

Bard - Lore

Rogue - Thief, Assassin

Warlock



Graal (Cat People – see separate section)

Fighters – Champion, Battlemaster

Barbarian - Totem Warrior

Rangers - Hunters, Beastmaster

Rogue – Thief, Assassin

Monks – Open Hand, Shadow, Four Elements

Warlock





Kranj is a desert world bounded to the north by the vastness of the Great Waste and to the south by the Sea of Sighs. Agriculture is restricted to narrow bands along the rivers, a few oases and the fertile basin round Lake Mys. These areas support the Dozen Cities each fiercely independent and highly militarized. The result is a web of alliances and political machinations and it is rare indeed when there is not some war going on between one or other of them.

Most Kanj swear allegiance to their Home City and attach the Suffix “of XXX” to their names. Some exist without cities and these individuals often join mercenaries companies or scratch a living out in the dust.

The wastelands are not entirely deserted however they are home to the mysterious Graal a feline race who exist as nomads and take work as caravan guards, mercenaries and guides.

Kranj is brutal and unforgiving. Honor and pride in one's city are part and parcel of the place and captives are quickly slain or sold into bondage. Slavery and brutality are endemic.



Religion in the Kranj is flexible with rashes of new cults coming and going. Most only last a few years and then fade or are reworked with other gods. The cults of Kadman the Ocean and Rassa the Sky are possibly the oldest and best established with temples in each of the Dozen Cities, but religion amongst the Kranj remains a matter of expediency. THe Graal have their own traditions based on The Axiom, but no real established faith as such.

Horses are uncommon and the usual mount is the native Sal a large bipedal lizard. Generally docile and lethargic Sal can be bread for combat and the cities of Tane and Kansor are famed for the ferocity of their Battle Sal.



Water is a valued resource in the Kranj and the “Gift of Water” takes on a ritual and cultural significance creates a temporary alliance that very few would break.

Timber is rare and wooden goods are highly valued (triple cost for wooden items and inlaid veneers and marquetry are often worth more than gold). Sal laminates often take the place of goods that elsewhere would be wooden, So furniture, boats and carts are often made of this rigid strong material known as Jend. The Xeredan Mountains to the West are rich in ores and the region has outstanding metal workers (weapons that elsewhere have wooden parts here will replace those with metal). Buildings are usually stone or baked mud bricks.



The Kranj has existed in roughly this state for hundreds of years but of late a new threat has made itself known. From the Sea of Sighs a new enemy has been raiding the coast and in the season extending up the rivers to burn farmland and kidnap local people. Frog eyed and amphibian in appearance little is known of these raiders, known variously as toads, flat heads and skane.







Unique Race Graal





[5e] Micro Setting : The Kranj

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