Thursday, May 16, 2013

Stone Lords: the Basics

So based on "popular demand," the RPG I'll be working on this summer is Stone Lords. It's a romanticized prehistoric stone age campaign setting. I'd figure I'd post the basics I have so far and go from there: classes, animal spirit guides, and tribes.

Classes:
(My one issue with classes is some may be too advanced for the setting)

-Mage: A magic user class. Humans on their own are incapable of using magic. To do so, they must pay tribute to a higher power - gods, nature, or spirits. Mages typically gain their powers from a deity or multiple deities.

-Druid: Another magic user class. Druids also gain their supernatural powers from higher forces, but for them it's from nature. They channel hidden energy resources found plants and the ground and redirect them into magical forces.

-Oracle: They use magic, but not to such a great extent as mages and druids. Oracles studies the skies and some earthly forces to predict future events. It's not so much magic, as observation. They can even tap into supernatural powers and slightly alter future events.

-Alchemist: Alchemists much like oracles use a combination of magic and observation. They study the natural world and seek to manipulate it supernatural forces. While oracles seek to master time and future events, alchemist seek to master matter and physical objects. They mostly craft potions that grant extraordinary effects.

-Sorcerer: While technically a magic user, they are by far the least proficient in the art. Sorcerers' powers are eclipsed greatly by all other magic users (even oracles and alchemists) but sorcerers are far more diverse. Each other magic user has to dedicate their entire lives to one area of magic. Sorcerers are more casual. They typically pick up their spells through adventuring gain a diversity of miscellaneous spells.

-Soldier: The protectors of society, soldiers fight to maintain order. They risk their lives to protect the tribes they live in. They are strictly disciplined being told for the majority of their life when to train, eat and sleep. They are proficient in heavier armor and weapons.



-Fighter: Also a martial class, fighters are based more around lighter, faster, and more erratic combat. Soldiers are trained to fight in a group against large numbers of foes which to a degree limits them. Fighters are trained to fight in any situation: alone, in a group, against one foe, against many, larger foes, smaller foes, in any sort of terrain. They are far more diverse.

-Hunter: Hunters too prefer martial combat, but not for warfare. They fight for their survival. They eat what they catch, and most of what they catch is far bigger than them. While fighting a fellow human being is difficult, hunters have to take on beast several times their size that are much faster. They can use traps or brute martial force.

-Shaman: Much like hunters, shamans share a deep connection with nature. However, hunters just seek to conquer it and devour it. Shaman form a connection with it. They are a martial class that has the ability to commune with animals and convince them to do their bidding. They do this with a combination of slight magic and animal domestication.

-Thief: Sneaky, covert, they take what they please. They don't use magic. They aren't physically strong. All they are trained to do is take. They can study their opponent and gauge the best way to dope their foe. They do this with a quick, nimble hand or a sharp, silver tongue.

-Trickster: A weaker martial class, tricksters fight their battles with illusions and tricks. They might set a trap to slow their foe down or ignite some blinding powders to daze an opponent. Whatever their tactic is, they are sure to have 1,001 tricks up their sleeve.

-Assassin: They're kill you. Plain and simple. That's all they're trained to do. Be it in public, private, or in your sleep. An assassin is trained to kill you as quickly and as quietly as possible without getting caught. They might be hired mercenaries or political agents from another tribe. Whatever the motive, they're cutthroat killers.

-Bard: A storyteller. They remember the stories and histories of their tribe and others as well as the history of the world and gods. They use their powers of charm to either inspire their allies or bring fear into foes.

Animal Spirit Guides:
(Animal Spirit Guides are celestial beings that help guide all humans through live. They are based on twelve earth animals. Depending on the animal that guides you, they grant you different powers: strength, speed, cunning, increased endurance, the ability to commune with similar animals. And at higher levels you can ever transform into them.)

-Raptor
-Wolf
-Sabertooth
-T-Rex
-Mammoth
-Brontosaurus
-Pterodactyl
-Dog
-Hawk
-(Giant) Spider
-(Giant) Scorpion
-Ram
-Bull

Tribes:

I'm having a difficult time coming up with tribes. Since everyone is human, and this is a stone age campaign, I could base the tribes on real ancient cultures, but that could come off offensive seeing as how I'm giving absolute racial traits to these tribes based on real peoples. I've had a few ideas:

-Option one: base all the tribes on ancient cultures. Obviously, I'll have to be careful on the tribal traits I choose and really do the research to make them as accurate as possible.

-Options two: The four tribes. These are the Northern Barbarians, the Southern Barbarians, the Western Barbarians, and the Eastern Barbarians. These would each be based on ancient cultures from Europe (Northern), Africa (Southern), Americas (Western), Asia (Eastern). This is slightly based on option one, but more generalized which could be better or worse.

-Option three: PCs/GMs create their own tribes. They would be a long list of racial traits and you're allowed about 4-8 and these traits are what your tribe stresses and what you were taught growing up.

1 comment:

  1. I would support a general layout of tribes, with the GMs and PCs just "modding" their own village.

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