One Sheet : Krethaani

In a nutshell

The Krethaani barbarians of the Black Mountains are the largest people in the Crimson Sands, many of them topping six feet in height. They are a caucasian people, appearing similar to the tribes of the Hindu Kusht in our world. They are black-haired and black eyed in the vast majority of cases, with a tiny minority of pale-skinned redheads with green eyes. Their religion forbids them to cut their hair or shave; men wear their hair in elaborate turbans or else in long pony-tails. Warriors often grease their beards into dredlocks. The Krethaani are mainly hunters but they are also skilled metallurgists and are the only steelworkers in the Crimson Sands.

Communities

A character may either be a wanderer from the Black Mountains, still calling his tribe his home. Or he may have settled in (virtually) any of the communities of the Crimson Sands.

Cultural Abilities

[Innate] Endure Suffering (V) : The Krethaani way is a hard one. This ability represents their ability to survive cold, torture, disease and long hours of boredom on the hunt. It may be used to augument Resist, and vice versa.
[Craft] Ironworking (R) : The Krethaani know how to refine iron and make steel -- knowledge which they jealously guard. Each tribe has at least one ironworker.
[Fighting] Spear-fighting (V) : Knowledge of how to use a spear as a weapon, both in hunting and in war.
[Priestly] Cult Lore (R) : Knowledge of the legends, rituals and customs of one of the Krethaani tribal cults. This ability is only open to those who take the Key of Initiation -- see below.

Cultural Secrets

Most barbarian secrets are Cult Secrets. meaning they have a perquisite of Key of the Initiate for that cult. I haven't really worked out the details yet, but I plan to give each Cult three Secrets, possibly ordered Initiate, Devotee, Priest or somesuch. Yes, I'm stealing from HeroQuest.

Some types of cult secrets:

  • Refresh one of your pools in an unusual circumstance. F'rex, a servant of, oh, let's say Crom, might refresh his vigour whenever he enters a killing ecstacy and leaves none of his foes alive.
  • Swear by your God and spend one point from a pool appropriate to your cult to add a bonus die to magical resistance. This is on top of any pool points you may take for the Reaction or Resist roll in question.
  • Basically, any secret could be a cult one. I really need to mock up some example cults, I guess.

Secret of Animal Companion:
An animal of the type appropriate to your tribe accompanies and aids you. It has no supernatural powers but does seem to be relatively intelligent. Since most tribes are aligned with hawks and mountain lions rather than with bunnies and turtles, this is probably a good thing.

Secret of the Iron Weapon:
An iron weapon does +2 damage against those not wearing metal armour.

Cultural Keys

Key of the Initiate : The character is initiated in a cult of one of the Old Gods. Take 1 XP whenever you swear by your God, observe his customs or explain (or impose) your faith on/to others. Take 2 XP whenever your God's path causes conflict for you. Take 5 XP whenever you endanger your life in service to your God or your Cult. Buyoff: Leave the cult, denounce your God, put aside his magic and don't look back.

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