Erypt (Greyhawk)

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Greyhawk (Action)Greyhawk Arms

Also known variously as Osirians depending on their original setting.

One of the oldest human civilizations on Oerth, Erypt has passed through several ages, with interegnumsn and long periods of occupation. One such period began when the river Sphinx changed its course dramatically, causing the lands of old Erypt to turn into pur desert. This is now a land of the undead, where skeetons plow and reap harvests of dust. Erypt is recently risen from a long period under Q'dran domination, the people of Erypt are trying to reconnect with their cultural heritage.

Strong Abilities

Constitution, Intelligence, Wisdom.

Cultural Traits

Status-conscious, Traditional, Pacifist, Swinnish.

Real-World Models

Egyptians.

Alignment

Eryptians are lawful, hidebound people. At the same time, their strict society has a number of outcasts and rebels, but even these are more likely to seek to re-join society at a higher social level than to be true revolutionaries or outsiders. Instead, chaotic Eryptians tend to be free-thinking intelectuals, religious mystics, or artists.

Practices

Adoption, Polugamy/Polyandy, Prostitution, Arrange marriages, Pederastry.

Eryptians figure that the rich and powerful have sexual privileges; basically anythgoes if you canpay for it. It is not usual for a powerful individual of either sex to have a formal marriage but a small harem of concubines on the side.

Taboos

Being a warrior is not taboo, but it is certainly looked down on as a low-status profession; soldiers of quality are generally foreign mercenaries.

Family

Formalized. Upper-class families are often two separate adjacent households. Marriage between the classes is not unusual, as it is a way for an upper-class Eryptian to avoid the open nature of same-status marriages. Inheritance is strictly by favoritism; an Eryptian is free to designate anyone as an heir, offspring or not.

Magic

Eryptians are very focused on magic, especially divine magic. They are not devout as other people understand the term, but consider the observance of ritual extremely important. Divine and occult magic is everpresent, any successful Eryptian is likely to use at least some magic. Arcane magic is more rare and restricted to the scribe class.

Pantheon

The Eryptians have an ancient and powerful pantheon.

Traits

Eryptian Amulet (Racial)

You have an amulet that provides you with a +1 trait bonus on one type of saving throws. A scarab (sacred to Ra) provides a +1 trait bonus on Fortitude saves, a feline amulet (sacred to Bast) provides a +1 bonus on Reflex saves, and a water lily amulet (sacred to Nefertem) provides a +1 trait bonus on Will saves. If you lose or replace your amulet, it takes a week before a new amulet gains power. The amulet can be worn in the head (headband), neck, wrist, or foot (anklet) slot and can be enchanted with a resistance bonus to further enhance all kinds of saving throws.

Eryptian Geometry (Racial)

You gain a +2 trait bonus on Knowledge (geography) and this skill becomes a class skill for you.

Eryptian Scribe (Racial)

You gain a +1 trait bonus to Linguistics and to the scroll's caster level when using magic scrolls.

Mudfoot (Racial)

You ignore difficult terrain caused by mud or water up to 3 ft. deep. This is a trait bonus.

Porter (Racial)

You carry and pull weight as if your Strength was 2 points higher than it actually is. This is a trait bonus.

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