Baklunish (Greyhawk Action)

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Attributes and Schticks

Body: 4-10
Mind: 4-10
Reflexes: 4-10
Move: 5

Hybrid Race

Inherent

Select one Race other than human. You are a hybrid of human and the selected race. The GM might not allow hybrids with all races, check before making your selection. Someone with this feat is often called a half-X, where the X stands for the selected race.

  • You look like a hybrid between a human and your selected race and might be mistaken for either.
  • You can purchase the racial schticks of the selected race.
  • Note which attribute has the highest racial maximum for the selected race; you get to pick one if there is a tie. Your racial maximum for this attribute becomes 11.

Throwback

Inherent

Select one Race Schtick; you learn this schtick. You do not become a halfbreed or otherwise have your looks or physical form changed except as required for the schtick to work.

You cannot take this schtick go learn a schtick you already know a second time, nor can you pick Throwback multiple times.

Wise Precaution

Trigger Action

When you have failed at an attack or stunt, you can spend a Fortune point to add 1d6 to the result. This additional die is not open-ended.

Description

Fantasy Persians. The Baklunish once had a great empire to the north-west, which was ruined by war with the ancient Suel. They remain a homogeneous people, a distinction aided by their religion.

Appearance

Humans have differing skin tones. The base human has sandy complexion, becoming progressively darker as you go south and progressively more red as you go west. They are between 150 and 180 cm tall. Their appearance varies from hideously ugly to strikingly beautiful, and they are among the most varying races, both in size, appearance a mentality. The members a tribe or nation tend to be physically similar.

Role

Honor, Respect for Clan, Generosity, and Piety are Baklunish virtues. Wealth is honored and seen as a reward from Istus. A wealthy man is expected to donate to charity, but the poor are held in contempt. Seeking a harmonious coexistence with nature, the Baklunish see the universe as an eternal balancing of opposing forces. Good vs. Evil, the elements against each other. Humanity can ally with these forces and be drawn into their conflicts, or seek to stand aside and look for peace. To seek allegiance is to seek conflict. The virtuous either seek to align themselves with what is lawful and good, or remain aloft and neutral.

Politics

Humans are plentiful. They are the most common race, and dominate many countries. Even in areas where they do not dominate, they still form a large minority. This makes them politically important; modern history is very much the history of humanity and their feuds. Other races can rejoice in that humans are by no means united, and while they might be chauvinist and look down on non-humans, their wars are usually with one another.

Integration

Individual Baklunish have good relations with others and a reputation as fair traders, but they don't really integrate well. Cross-cultural marriage is rare, and when it happens the wife is then to adapt to her husband's culture and leave her own.

Family

Polygamous, arranged marriages, patrilinear. Women are not seen as inferior, but are expected to take a different, more reserved role in society and a more active role in the home. A man will usually act as the spokesman for any given group, but the woman can very well be the real leader. The Baklunish do not practice incest, but their definition is very narrow; while sibling marriage is illegal, nephews and cousins are free to marry. A common noble practice is for a younger brother to marry the daughter of an elder brother. The Baklunish practice circumcision, polygamy, and bride-price. They have strong taboos against nudity, pornography, and promiscuity.

Magic

The Baklunish prefer magic that affect forces and principles rather than elements, which is seen as the domains of genies. Illusions, force spells, enchantment, and bodily transmutations are preferred to rude damaging evocations.

Pantheon

The Baklunish gods are impersonal; more ideals than personalities. Istus is the lady of fate and arbiter of the universe. Her children Geshtai and Sevelkhar are rivals in creating and destroying life. Boccob and Ralishaz are opposed primal forces of understanding and madness. The other gods are examples to mortals or mortals who gained ascension.

Istus

The pantheon is headed by Istus, but she rarely intervenes and her teachings concern few. Day-to-day affairs are handled by more practical gods.

Al'Akbar

A title meaning simply ”the great”, Al’Akbar was a prophet that led the Baklunish after the invoked devastation, helping them survive as a people and to maintain their traditions and lore. His faith is still very popular, especially among city people.

Geshtai

The goddess of water, and hence of fertility, Geshtai is much loved but little respected. She has many shrines but few mosques.

Sevelkhar the Waster

The dark wind of the desert, the draught, the scourging sand – Sevelkhar is only worshipped to placate him. He has shrines at the sites of disasters and in the deep desert.

Zuoken

The prophet of mastery, Zouken is an ideal for all seeking perfection, especially in the arts of war.

Ralishaz

The prophet of chance and madness, Ralishaz is a warning that strivings can go wrong and a temptation to find the grain of truth in madness. He has no mosques and few shrines.

Mouqol

The lord of glibness, high master, lord of the bazaar. Again, a little-regarded but popular god.

Xan Yae

The goddess of moderation and balance seek to avoid extremes, teaching that happiness is found inside once balance is achieved. She is a servant of Istus.