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Akhlatim:; The Lost People of Akhlat:
Topic Started: May 19 2012, 02:25 AM (328 Views)
Nialldubh
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Akhlatim

"Devil-cursed and demon-haunted Akhlat in the Red Waste, where power-mad sorcerers of yore called down to this earthly sphere a Demon from Beyond, to their unending sorrow... Akhlat, where the Undying One rules with a hand of horror to this very day... doomed, accursed Akhlat, which the very gods spurned, transforming the whole realm and surround lands into a burning waste..."

Black Tear Conan the Wanderer

Description: The place of the City, Akhlat the Accursed is in the 'Red Waste,' or 'Shan-e-Sorkh and amongst it's rusty red sands is a place called the 'Place of Ghost,' or 'Makan-e-Mordan,' which lives a lush valley of green date palm trees and soft lawns and limped lotus pools surrounded by stony hills. Amidst this is the small walled City of Akhlat of which is made of stone. Bulging domes and squat guard towers rise above the plastered outer-wall and it's great gate with bronze hinges.

Culture: Shemite origins, but do not get any Racial Features from their Culture.

Names: Male: Enoch, Female: Zillah.

Religion: The old Gods are lost thousand of years ago to the People of Akhlat, they had been forced to worship a Demoness from the outer void called the Gorgan.


Cultural Features:

* A People of learning, the Akhlatim flourish with craft and professional skill. +2 bonus to one Craft or Profession Skill.

* +2 to Escape Artist, Hide and Move Silently when within an urban structure, their time spent living in the company of a Demoness has made them cautious.

* +2 bonus with Heal skill, the Akhlatim must be able to control their fear everyday. They can cure other of their fears by using the rules in 'Shem; Gateway to the South,' page: 80.

* The Akhlatim get a +2 bonus to Concentration, they have spent their time in constant threat of being consumed. Their need to concentrate on their surroundings has been a neverending struggle. Now that the Demoness is Dead, they cannot seem to forget their constant need to be focused.

Note: If an action would normally provoke an Attack of Opportunity, the Character can make a Concentration roll to avoid being attacked as a Free Action. So running away at full speed normal distance x4 would require a Concentration check to avoid Attack of Opportunity.


* +1 Will saving throw versus Terror of the Unknown checks.

* The Akhlatim will suffer a -4 penalty to any knowledge check when they leave their City that relates to other Cultures and lands due to their lack of familiary to the rest of the world. Later at the GM discretion this penalty can be removed when dealing with some Cities or Countries once the Character spends a reasonable time within the place, learning it's ways.

* The Akhlatim suffer -2 penalty to Handle Animal and Ride skills. Animals do not exist in Akhlat and the People there have no knowledge of how to care for them.

Background Skills: Craft (any) or Profession (any), Concentration, Diplomacy, Knowledge (Local: Maken-e-Mordan), Knowledge (any one).

Favoured Class: Commoner, Healer, Scholar, True Commoner.

Prohibited Class: Bandit, Barbarian, Borderer, Gladiator, Martial Artist, Noble Cavalry, Nomad.

Automatic Languages: Akhlatimish (Related Language: Shemitish).

Bonus Languages: None. (Restricted by there location, the Akhlatim does not start with any more bonus languages, unless they have some extra languages chosen with Intelligence points and these languages will be of an old and ancient style).

History: After Conan leaves the City and removes the reason for their isolation. The City of Akhlat is once again able to interact with the outside world, no matter how slowly. Also Turan will think Akhlat is probably within their territory and worth occupying, so the Akhlatim will probably be subjugated, but this might not be such a bad thing in some ways as trade routes will be established by the Turanians and varieties of different Cultures will arrive at Akhlat and help educate it's People.

Note: Bronze armour is worn by the City Soldiers.


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