Difference between revisions of "Oerdian (Greyhawk)"
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== Cultural Traits == | == Cultural Traits == | ||
+ | Accepting, Loyal, Warlike, Worldly, Practical. | ||
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Oerdians lack the strong vices and virtues of other people; a worldly, earthy culture less concerned with high ideals. Good or evil, Oerdians generally look to results rather than ideals. At the same time, they are a very devout people and loyal to a fault - only their loyalty is to a king or country rather than to an ideal or alignment. | Oerdians lack the strong vices and virtues of other people; a worldly, earthy culture less concerned with high ideals. Good or evil, Oerdians generally look to results rather than ideals. At the same time, they are a very devout people and loyal to a fault - only their loyalty is to a king or country rather than to an ideal or alignment. | ||
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The conflicts within the Oerdian culture is between good and evil, as exemplified in the conflict between Hieroneous and Hextor. The Oerdians are accepting of differences on the Law - Chaos axis; a community can have both lawful and chaotic members living in harmony. | The conflicts within the Oerdian culture is between good and evil, as exemplified in the conflict between Hieroneous and Hextor. The Oerdians are accepting of differences on the Law - Chaos axis; a community can have both lawful and chaotic members living in harmony. | ||
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=== Practices === | === Practices === |
Revision as of 23:38, 22 June 2012
The dominant race of the Flaness, the Oerdians are very accepting and open as a culture, which has let them assimilate large groups of Flan and Suel. As a result, there are today few "pure" Oerdians. Oerdian identity is cultural, not racial.
Cultural Traits
Accepting, Loyal, Warlike, Worldly, Practical.
Oerdians lack the strong vices and virtues of other people; a worldly, earthy culture less concerned with high ideals. Good or evil, Oerdians generally look to results rather than ideals. At the same time, they are a very devout people and loyal to a fault - only their loyalty is to a king or country rather than to an ideal or alignment.
Real-world Models
French.
Alignment
The conflicts within the Oerdian culture is between good and evil, as exemplified in the conflict between Hieroneous and Hextor. The Oerdians are accepting of differences on the Law - Chaos axis; a community can have both lawful and chaotic members living in harmony.
Practices
Prostitution, Sex outside culture/race.
Taboos
Incest, Nudity, Transvestism.
Family
Monogamous. Patrilinear. Liaisons tolerated.
Magic
Pragmatic is the word; Oerdians see magic as a tool. Most often used to create magic items for everyday use and to make ordinary life easier. Arcane magic users tend to focus on combat magic, each adopting a specialty of their own.
Pantheon
A very diverse pantheon. Procan is the progenitor of the Oerdian wind gods, lords of life and the common man. But Procan is barely a part of the pantheon anymore and holds no prominent place. Instead, it is lead by two brothers, Hextor and Hieroneous, both gods or nobility and valor, eternal rivals. These usurped power from Pholtus, their father. These are all gods of nobility and of little concern to common folk.
Atroa | Lesser | NG | Spring, Renewal | Air, Good, Plant, Sun | Oerdian |
Bleredd | Lesser | N | Metal, Mines, Smiths | Earth, Fire, Strength, Metal | Common, Oerdian, Flan |
Celestian | Intermediate | N (NG) | Space, Stars, Wanderers | Knowledge, Travel, Protection, Oracle | Common, Oerdian |
Cyndor | Lesser | LN | Time, Infinity, Continuity | Law, Protection, Travel, Oracle, Time | Oerdian |
Delleb | Lesser | LG | Design, Intellect, Study | Good, Knowledge, Law, Magic | Oerdian |
Eruthnul | Intermediate | CE (CN) | Hate, Panic, Slaughter | Chaos, Evil, Trickery, War, Madness | Common, Oerdian, Humanoid |
Fharlanghn | Intermediate | N (NG) | Distance, Travel, Roads | Luck, Protection, Travel, Celerity | Common, Oerdian |
Hextor | Intermediate | LE | War, Discord, Fitness, Tyranny | Destruction, Evil, Law, War, Domination | Oerdian |
Hieroneous | Intermediate | LG | Chivalry, Justice, Daring | Good, Law, War, Glory, Inquisition | Oerdian |
Kurell | Lesser | CN | Jealousy, Revenge, Theft | Chaos, Trickery, Envy, Greed | Oerdian |
Lirr | Lesser | CG | Literature, Art | Chaos, Good, Knowledge, Magic, Travel | Oerdian |
Merikka | Demigod | LG | Calendar, Agriculture, Home | Good, Law, Plant, Protection | Oerdian |
Pholtus | Intermediate | LG | Light, Resolution, Law, Order, Sun, Moons | Good, Knowledge, Law, Sun, Inquisition | Oerdian |
Procan | Intermediate | CN | Seas, Sea life, Salt, Windstorm, Navigation | Animal, Chaos, Travel, Water, Storm | Oerdian, Elder |
Rudd | Demigod | CN (CG) | Chance, Good luck, Skill | Celerity, Liberation, Luck | Common, Oerdian |
Sotillion | Lesser | CG (CN) | Summer, South wind, Ease, Comfort | Air, Chaos, Good, Healing, Plant, Sloth | Oerdian |
Telchur | Lesser | CN | Winter, Cold, North wind | Air, Chaos, Strength, Cold | Oerdian |
Trithereon | Intermediate | CG | Individuality, Liberty, Retribution, Self-defense | Chaos, Good, Protection, Strength, Liberation, Summoner | Oerdian, Common |
Ulaa | Intermediate | LG | Hills, Mountains, Gemstones | Earth, Good, Law, Cavern | Oerdian, Dwarf, Gnome, Flan |
Velnius | Lesser | N (NG) | Sky, Windstorm | Air, Travel, Water, Windstorm | Oerdian |
Wenta | Lesser | CG | Autumn, West wind, Harvest, Brewing | Air, Chaos, Good, Plant | Oerdian |
Zilchus | Intermediate | LN | Prestige, Money, Business, Influence | Knowledge, Law, Trickery | Common, Oerdian |
Traits
Chivalric Fighter
You have been trained in the weapons of a chivalry.
Benefit: You gain proficiency with longsword, battle axe, lance, and with light and medium armor and shields (light and heavy).
For God and Glory
Your faith gives you power.
Benefit: You must have a patron deity to benefit from this feat. Choose one of your patron's domains. You can use the level 1 domain power of one of this domain as a cleric of you character level.
Push to Glory
When the goal is within reach, you are able to give that final push needed to succeed.
Benefit: Select one weapon you are proficient with. You get a +4 bonus on attack rolls to verify critical hits with this weapon.
Caretaker of the Land
You have a honorable background working the land, be it as a serf or a landowner. Your family has given their all for the land over generations and learned its secrets.
Benefit: You gain a +1 trait bonus to Handle Animal and Ride. One of these skills is a class skill for you.