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Azweri:; Protectors of the Sacred passes to Meru:
Topic Started: Jan 19 2012, 01:33 AM (538 Views)
Nialldubh
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Azweri

Description: A squat, stocky bandy-legged People, brown skin, though fading to yellow, black hair and they also have slanted eyes which can be green or brown in colour. They are akin to the Meruvians which they guard, but a breed apart as long distances and time have separated them and slightly changes their perception to life, but their old ways are difficult to break, if they even tried. The Azweri are the most likely to interact with the various Cultures around their homeland, though they would prefer to remain hidden, they still allow trade through their lands from places like Vendhya and Khitai. These caravans would be mostly passing through into the hot jungles of Meru and to it's Capital City of Shamballah.

Culture: Mountain People that guard the sacred pass into the Valley of Meru. They patrol the Talakma Mountains on Shaggy ponies, dressed in finely crafted lacquered leather armour studded with gems and trimmed with gold. They carrying bow, scimitar and lance into battle and swarm upon their enemies from hiding. They attack their enemies in wild hordes of horse and steel, shouting and screaming wildly as they attempt to surround their foes and bring them down quick. Snarling, yelping and whirling around their foe in a wild, deadly dance of death. They can hold no grudges, admiring others for their talents, even if that person was their enemy, though they are not foolish and would never turn their back on an enemy, even one they honour. The Men of the Azweri are expert Mountaineers and Horsemen, knowing how to live in the frozen snow cover passes and crags.

Names: Jalung Thongpa, Tanzong Tengri, Tashudang, Gorthangpo. These are example Meruvian names and the Azweri would have similar. There is some similarities with Turkish names and Far Eastern, so there is a variety of choice to pick from.

Religion: Yama the King of Demons is their God, is the one who created their hidden valley of Meru for his favourite chosen People. The Azweri are proud to be given the task of protecting it's passes into the Sacred Lands. They worship Yama in fanatical belief and fear, for if they betray the God, the land would rise again and be completely cover in ice and snow again and their beautiful country would be destroyed!

Cultural Features: All the following a features of the Azweri People.


* +2 Constitution, -2 Wisdom: Sturdy and stocky, the Azweri are a healthy People, but their fanatical belief in their way of life reduces their willingness to comprehend other's ways.

* +2 racial bonus to Ride and Survival checks. Due the absolute need for care upon the slopes of the Talakma Mountains, the Azwari have perfected the skill in riding their shaggy ponies over harsh rock and snow covered wastes. A good riders knows the difference between a broken neck and a safe journey home to a warm hearth.

* +2 circumstance bonus to Hide, Listen, Move Silently, Survival and Spot while in Hills and Mountains enviroments. The Azwari are expect in the high places around their homeland.

* Fatalistic: Azweri believe in the machinations of fate and that their destinies are to be adhered to rather than fought against. As a result, Azweri Characters do not collect or spend Fate Points as easily as other Characters do. Azweri Characters begin with only 1 Fate Point (opposed to the basic 3 Fate points for starting Characters) and never can have more Fate Points than they have combine levels in their Classes. Futhermore the Game Master may impose an unmodified check (DC 10) for the use of a Fate Point - if the roll is less than 10, the Fate Point is lost and the Character must adhere to the path the Gods have set before them. The Player can spend another Fate Point on same action, but the same check penalty must be repeated until roll is successful or the Player chooses not to spend further Fate Points. (Note: Restricting Players use of Fate Points is a seriously limiting factor, though in Character with the Azweri Culture. The Game Master should feel at liberty to ignore this restriction, favouring only the initial limitation of Fate Points or ignore this aspect of Fate Point loss and instead use a -1 racial penalty to all Saving Throw checks as per the Shemite Culture, describe in the Conan Role-playing Book. Also as NPC do not have Fate Points mostly, it best give them the -1 to any Saving Throw).

Background Skills: Handle Animal, Knowledge (Local: Talakma Mountains), Ride and Survival.

Favoured Class: Barbarian, Noble Cavalry or Nomad.

Prohibited Class: Bandit, Pirate.

Automatic Languages: Meruvian.

Bonus Languages: Afghuli, Hyrkanian, Khitan, Kosalan, Vendhyan.



Azweri Package:

Male: lacquered leather, trimmed with gold and flashing with gems, hunting bow, 20 arrows, scimitar, heavy mace, spear, dagger, also a shaggy ponies with appropriate saddle, bridle, saddlebag, horse blanket. Winter clothing: fur jacket, loincloth, belt, belt pouch, sandals or thick boots which will be finely crafted.

Females: Will not start to elaborately equipped as the males, but the odd Female could be supplied as above (For Example: inherited from her Father and having no Brothers to keep her, she fends for herself.). Winter garb, belt, belt pouch, loincloth, dagger, hunting bow, 20 arrows, sandals or thick boots.


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Nialldubh
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Lacquered scaled Leather:

Cost: 600 sp.
Damage Reduction: 5.
Maximum Dexterity: +5.
Amour check: -3.
Sorcery Failure: 50%.
Speed (Medium size): 30 ft.
Weight: 15 lb.
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