Sunday, October 23, 2022

RPG Dice pool system- Races expanded


full image - Repost: RPG Dice pool system- Races expanded (from Reddit.com, RPG Dice pool system- Races expanded)
So I made a post D6 dice pool fantasy system : RPGdesign (reddit.com) the other day regarding my system. Most of the critisim i got was regarding the races. I've shifted the race individual lore to be included in this, if anyone wants, I can also send them more info on the general setting stuff for some background. At the moment I've included some stuff I'm not certain about, i'd appreciate people saying what they think works, what they think doesn't and perhaps some suggestions. Its ended up being very long so I'm going to post some more in the comments if anyone is interested.---------------------------------------------------------------Race templateAttributes: KeepCombat skill bonus: KeepNon-Combat Skill bonus: KeepCombat special: MaybeNon-combat special: MaybeWeakness MaybeLore: KeepA suggestion was given last time was avoiding having players pick between non-combat and combat options in terms of skills, to encourage players to thoroughly consider numerous routes to achieve goals. The system doesn’t have quite as hard a boundary between combat and non-combat skills, most skills have at least some non-combat uses and I’d I’m very open to the idea of players coming up with uses for skills to aid them in combat that might not be traditionally associated with it. The aim of it is to be relatively mechanically light but I’ve tried to, in a similar theme, come up with a few particular abilities that try to expand a little on the flavour of the races and a weakness or problem that ties into their lore and history. I’m also moving the lore segment to be alongside the mechanics as a single piece. Dragon bornAttributes: +1 Will or StrengthCombat skill bonus: +1 to melee weapons, ranged weapons or castingNon-Combat Skill bonus: +1 to command and coerceCombat special: Dragon’s breath. It is often said that the breath contains the anima, the soul. If so, perhaps the dragonborn have some trace of draconic power in their souls as well as scales upon their skin for many can emit powerful elemental blasts, as if breathed out. Much like casting a spell this raw power breathed out is not without risk to the user and their allies much as it is deadly towards the foe. Most dragonborn’s attacks resemble the elemental blasts of the dragons of the same colour but feel free to come up with the specifics of what your dragonborn’s breath looks like. Once a day you may use Will and unarmed or ranged weapons to make an attack with the same effects as a normal difficult chain/area effect spell. *Non-combat special: Warrior nobility. Dragonborn are often physically imposing but perhaps more importantly their common social roles as nobles and soldiers of the Draconic cities commands a degree of fearful obedience from the slaves and lower ranking subjects of these cities. +1 to dice pool to make rolls related to command or coheres a lower ranking subject of one of the Dragon Ruled City States.Weakness: Right hand of the draconianOn the other hand, while many fear dragonborn many of the poor, slaves and people living beyond the tyranny of the dragons hate dragonborn, the hands which hold the axes and whip of their oppressor.+1 to the successes needed to charm people like poor subjects, slaves and outsiders.Lore: It is often said that the dragonborn were made in the time of the old draconic empire, the dragons of that age possessed magic, even exceeding that they have, today and the gave the dragonborn form to favoured servants of their as a reward. The tales of the greatness of the dragonborn of those ancient days are common.In the modern day the Lugals yet rule slithers of a broken empire have lost the ability to turn a human into a dragonborn, but still favour the dragonborn as a warrior elite. A large portion are either land owning aristocrats or mages and warriors in the Lugals and their subordinate’s pay.  Clad in bronze plate, hurling javelins or spells from chariots as they cross the plains in the constant wars between Dragon ruled city states and against those who live on and beyond the elastic frontiers of the states that would defy the dragons that name themselves heaven made flesh. Many dragonborn embrace this as a part of identity, whether you do or not, many will look at you and see the rule of the dragons, some will respect and fear you as a member of a mighty warlike nobility, some despise you as a symbol of their oppression.Dragonborn tend to larger than the average human, both because of the nature of the race and because most have grown up better fed than most humans. Across large parts of their skin, particularly the lower limbs upper chest and back, rough scales are seen in various colours. The most common colour in the city of Meshant is blue with Brass, copper, green and bronze being runners up.Other colourations can be found in smaller number, some perhaps having been born in more distant regions where the social dynamic of dragons, dragonborn and humanoids in general maybe different to the Draconic cities. Dragonborn display very low sexual dimorphism and similarly clothing doesn’t tend to differ significantly between genders, colourful skirts, robes and cloaks being the common among both sexes. While wearing heavy armour in the heat is not something most do outside of an actual battlefield or some other particular duty its common to see many Dragonborn carrying weapons as march as a mark of their rank and identity as for protect or offence.\Chain/area spell attack. Choose a target and make a contest role. If the attacker wins the contest and gets more 6s than 1s they must repeat their attack against an additional target, this must continue if the attacker wins and rolls more 6s than 1s again until all the creatures in the scene have been attacked. If the defender wins the contest and the attacker gets more 1s than 6s the attacker takes damage equal to the number of 1s they rolled.*HumansAttributes: NoneCombat skill bonus: +1 to any 2-combat skillsNon-combat Skill bonus: +1 to ant 2 non-combat skillsCombat special: ????Non-combat special: Give it a go. Humans are famously adaptable, that isn’t to say that they can necessarily pick up any skill in a heartbeat, but they seem to have something of a knack in general for being able to give a task they have no ability in their best shot.Humans may attempt a non-combat test or contest roll in a skill which they have no dice in.Weakness: Lore: Humans are perhaps one of the most numerous and flexible of the races. They can be found in the Draconic ruled cities, the most populous race in many cities. Although they make up a smaller portion of the nobility than other races like dragonborn they can still be found at both the top end as mid ranking priests and nobles right down to being found among the oppressed bottom of society as slaves and the poorest of free subjects of the Dragons. Likewise, they can be found as wilder tribes in deserts, mountains and jungle, those who would defy attempts to have “civilisation” pressed upon them by draconic overlords.  Humans of this setting vary in appearance as wildly as they do in our own world. Most of the native humans of the region around Meshant tend to have black or dark brown hair and tanned or olive skin tones. But with its location at the confluence and size the city humans with other features have come here whether by forceful enslavement or as traders and migrants. By most people’s estimation these minor differences between are not considered as important as culture and social status. ElvesAttributes: +1 Agility or PrescenceDesert elf If race used definitely keepCombat skill bonus: +1 to ranged weapons or AthleticsNon-Combat Skill bonus: +1 to Awareness or +1 to SkulduggeryCombat special: Swift assault. Desert elves are known for fighting in rapid raids and ambushes when they attack the outer lying outposts of the Draconic city states or trade caravans moving between them. These focus on the use of lightly equipped warriors attacking in assaults that aim to be brief and brutal before they retreat into the desert. If you successfully surprise an enemy in combat, you can make an additional attack contest in the first round of combat as long as you make an agility-based attack. Non-combat special: Waste runner. Desert elves are a nomadic, mobile people. Although some tribes try to mount as many of their people as possible on animals from their youth the hunting styles and travelling life of desert elves see them required to be able to run long distances on foot to. +1 to the dice pool in athletic checks or other checks and contests related to travelling long distances on foot.Weakness: Brittle. Desert elves are often said to have weaker bones than many other races, their limbs are long and quick but some say some of the bones are hollow. Whether or not this is literally true it is widely agreed that a solid blow does more damage to an desert elf than most.If you lose a defence roll against a physical attack and roll more 1s than 6s if you would normally take a minor wound this is automatically a major wound. Lore: The details of the origin of elves is left hazy by the great lengths of time, many suggest though that elves have some kind of origin in the fabled fey wild which was more accessible in the very early days of the world. Humanoids changing as a result of prolonged contact down the generations. In those days it is said that much of the region was covered in forests, warm but far more moderate than the modern day, lush but less humid that the jungles that dominate some parts of the continent today. Such natural wonders are largely gone but there are still elves that roam the wildernesses of the lands, now transformed to harsh desert for the most part since the violent magical effects of the fall of the old draconic empire.Desert elves largely reject strict state structures, they live in small mobile tribes often making decisions based as much on consensus as anything else. Some tribes focus mainly on hunting, others herd animals such as sheep and goats and some may practice small scale shifting cultivation to supplement this. They rarely seek to stay in a single place and build up the irrigation systems and fight to hold onto land near the largest of the river valleys, this makes it too easy for them to be dominated by the draconic city states, but rather more from place to place, taking advantage of wet seasons to cultivate as much resources as possible from the landscape hunting, grazing and cultivating places where wadies briefly turn into rivers and then for a time remain damp even as the surface water fades away again.Some in the draconic cities would paint them as savage for their raiding practices, and simple for their lack of widespread metal working or use of a written language. But at the same time the desert elves often show a willingness to do things like embrace those who would flee from slavery of backbreaking practices of the palace economies, happy to teach those of other races how to avoid the whip, survive in their lands and embrace them as members of their tribe should they wish it. While they sometimes trade with the draconic cities, like many more rural people, they make little use of actual coinage. Desert elves retain the classic tall slender look, their skin tones range from coppery, a kind of sandy colour to a black skin tone. On occasion they still have a hint of the greenish skin tone many of their ancestors once possessed. Their average height is slightly taller than the average but diet maybe the primary factor, desert elves in addition to their pointed ears have distinctly sharp features and are known for a piercing intensity to their gaze. Their hair tends to be a similar colour to their skin. They tend to favour loose fitting robes with hoods or headwraps to keep the sun off, sometimes these incorporate animal skins and furs into the clothing. Most desert elves wear relatively limited metal on their person, largely looted gear of a practical nature when present.High elves Maybe cutCombat skill bonus: +1 to Casting or melee weapons. Non-combat Skill Bonus: Charm or occult and religion. Combat special: Name of the GeniusHigh elves are said to know many secrets regarding the casting of magic, a key one of these is that the members of their race often possess a Genius, a guiding spirit. The genii and high elves each give the other a name of power, invoked this can provide magical benefits and control over the other, the high elves have incorporated the use of this into their magic, particularly useful the genius can do a lot to prevent a catastrophic magical failure on occasion. Once per day you can reroll all 1s when making a test or contest roll using arcana against.Non-combat special: Knowledge of Genius Your Genius may possess special knowledge regarding magic, mystical secrets or the distant past to help you, usually genii expect some kind of rewards in return for being summoned for such assistance. This can be decided by the DM often including a sacrifice of substances such as beer or blood, or completing a task honouring the genius. Most Genii resent being called upon too often for such a purpose.+1 to the dice pool when making a test using history and governance, occult and religion, or casting for the purposes of an extended ritual once per day in return for the suitable sacrifice.  Weakness: Taking of the nameUnder circumstances unique to your character, they are required to reveal the name of power that they were given by their Genius. Examples may include that they must give their name to anyone who saves their life, they must give their name to anyone they lay with who asks it, or by anyone who asks it under the light of the full moon. Revealing the name to someone causes them to gain an extra dice to their pool with any magic targeting you until you complete one task of their choice. Lore: Often considered the more civilised branch of their broader race the high elves are those who found refuge in the upland plateau of the central Helti region near the centre of the continent. A collection of Princes rules the region from Palace Centres each bowing to the loose reign of a high king hegemon of the region. Among the draconic cities they are often regarded as mysterious, rarely allowing outsiders to enter their territory and only begrudgingly venturing out to frontier trading hubs to acquire necessary resources such as copper and tin. Strong in magic but perhaps even slower in breeding than their desert cousins the High Elves generally maintain a policy of armed neutrality, for while they are strong enough to make most dragon Lugals hesitate to invade their realms any attempt to take offensive action would surely risk spreading thin and losses to their numbers they can ill afford. Some travel to other land as official emissaries and traders of their lands. Some seek to barter for magical knowledge, many believe the high elves originally learned much of their magic from the great draconic empire but developed it in their own direction as the empire collapsed and they were able to break free of it. As such some would hope to exchange knowledge with the courts of the Lugals or seek it in the ruins of the old empire.A key trait of their magic is of course the Genii, spirits formed as a kind of incorporeal servant of the elven gods from a young age each high elf binds themselves with one of these with an exchange of secret names of power. These spirits are usually invisible to anyone except that whom they are bound to, in which case they often appear as a small animal humanoid hybrid to the elf they serve, or appearing as a small animal, in either case the Genii are insubstantial and unable to effect the physical world except by seeming to be able to consume sacrificial offerings and when the elf invokes their Genius to assist in the achieving magical protection.They tend to be lighter in skin tone than desert elves with light brown, blond or white hair, their clothing tends to be made of many laired garments coloured different bright colours with distinct styles that vary between male and female members of their subrace. Half elvesAttributes: NoneCombat skill bonus: +2 to any combat skillNon-Combat Skill bonus: +2 to any non-combat skillCombat special: Flurry of strikes Some strange combination between the human and the elf allows the agility that the elves are famous for to come out for brief periods in a particularly intense burst of violence during moments of high adrenaline. There’s not an inconsiderable risk though that this will result in damage to the elf’s body as a result, this can range from simple pulled muscles and sprains to in serious cases heart problems as the half-elf's body tries to keep up with the demands put upon it. You may take an additional action on your turn in combat, however, should you roll more 1s than 6s during any contest or test associated with this action you take 1 wound as a result.Non-combat special: Desert and the townMany an adventurer finds their place in the world in the spaces in between, the frontier of the lands controlled by sedentary city states and territory controlled by nomadic desert peoples is key one. As a half-elf you likely have a foot in both places, a heritage that allows you to walk in both, perhaps something of an understanding of the etiquette and the goals of people who can be found in either.+1 to any check related to negotiating or translating between desert tribes and city and towns folk.Weakness Blood mixedHow and why aging occurs as it does is largely something scholars in the current age understand little of, except perhaps that it is the will of the gods that elves live longer than men and are born less often. But some combination of the human and elven ancestries seems to cause problems in many half elves regarding things like recovering from injuries. Though you’ll live considerably longer than most humans' wounds don’t seem to heal as fast and serious ones have problems healing even with magical aid. Natural healing takes 1.5xs as long and healing magic used on you requires an additional success to work. Lore: Most half-elves in the modern area are both of a mixing between the desert elves and humans under a wide variety of circumstances. In some cases, it’s the humans who come to the elves, those who flee the oppression of the city states sometimes join nomadic people groups such as the desert elves and some will form relationships with the people with whom they seek refuge and a half-elf is born as a result of the union. Sometimes a desert elf is voluntarily attracted by the possibilities of cities and there finds companionship. Sometimes the tale is a less happy one, a master abuses an elf who was taken in the slave raids by the city states and a child is born as a result or a little less frequently an elven raider forces themselves upon a human working in a caravan.  Half-elves then can be found with a cultural background that primarily reflects one of the two ways of life or some combination of them. However even those living in the cities will rarely be a part of the draconic noble culture entirely. Although the chance is slightly greater with the rarer form of high-elf half elves, given a high elf is more likely to possess the necessary political capital to marry into the human aspects of nobility, noble houses must consider the necessities of succession, and half-elves are often infertile. Half elves can show their mixed heritage in a variety of ways, curiously enough when their human and elven parentage had significantly different hair or skin tones there's an odd tendency for the differences to result in the half elf having patches of the two, sometimes gently fading into one another, sometimes with sharp distinct lines.DwarvesAttributes: +1 will or toughness River dwarfCombat skill bonus: Unarmed or resolveNon-Combat Skill bonus: Skulduggery or awarenessCombat special: Long EndurerThe river dwarfs have long been a people enslaved and otherwise abused for generations. You yourself maybe all too familiar with the lash and the rod. But your people are hardened to suffering and when determined to see something through, if only for a short time, you can endure wounds. You can ignore penalties from one Major wound until the end of the fight. The wound still counts for filling up you major wounds bar.Non-combat special: The code of PalhiYou know a secret set of codewords and signs use by river dwarves, although based on the dwarven language it goes beyond this allowing your to weave information into an apparently innocent conversation through secret euphemism or secret signs based on a runic script usually scratched in dirt. You do not have to be literate to understand the latter and likewise simple knowledge of some of the dwarven runic alphabet is insufficient to grasp the true meaning of most symbols for while dwarven is Syllabic language the code of Palhi contains logographic meaning weaved in.Weakness Slave raceEven if you have achieved your freedom personally many still view your races as a whole as deserving little respect. In many cities you have restrictions placed on things like weapon ownership beyond other freemen and many will believe they can exploit you in the draconic cities.+1 successes needed to charm non-dwarven free subjects of the draconic cities.Lore: The origin of the dwarves is something of a muddled on. It is generally agreed by all that they were humanoid subjects of the giants, forged into what they are because of this time. In the oral histories the river dwarfs maintain the giants essentially enslaved their ancestors for labour to fuel their war machine in the ancient struggle against the great draconic empire. It was a war the giants would eventually lose, the surviving giants largely being driven into the remote corners of the world. But the ancestors of the river dwarfs were not free, rather they were taken down into river valleys of the continent and put to work by a new master. As the great draconic empire fell perhaps many of the dwarves would attempt to rebel, some would do so successfully and fled back to their own homelands but the ones that would become river dwarfs were those who’s rebellions failed, those who still remained in chains working in the draconic empire as slaves. Many river dwarfs over the years have continued some kind of effort to resist their oppressors, sometimes it’s something as simple as trying to gather and engage in small acts of religious worship or otherwise engage in cultural activities that keep their identity alive, sometimes its working together to organise the occasional escape and sometimes its actively fighting the servants of the Lugals. Open rebellions have rarely met with much success, but most active cells of river dwarfs often adept at stealth and fighting unarmed should they need to overpower the odd guard or overseer or assassinate someone. Over the centuries some small number would earn their freedom, if your character is free they or a recent ancestor may have acquired it in various ways, for example it could have been a generous master rewarding a good slave with freedom, or perhaps you or an ancestor fled slavery from one city and decided to go to a new one where you could fake having been emancipated, perhaps the freedom was granted by a Lugal in return for military service, or perhaps you were lucky enough to be born into one of the few cities ruled by a relatively benevolent Lugal who sort to create laws making it easier for slaves to earn their freedom.River dwarves are generally tanned or coppery or bronzed skin tone and black hair. Female river dwarves are less likely to have facial hair than mountain dwarfs. Among free dwarf some seek to embrace their old heritage for all to see growing their beards as long as possible, those who wish to project a slightly greater degree of respectability might favour cutting their beards shorter and neater. They tend to be broad chested, generally between four and five foot as adults.Mountain dwarfCombat skill bonus:  +1 to Melee weapons or ranged weaponsNon-Combat Skill bonus: Craft or CommandCombat special: Oath arms or rune markedWhen a mountain dwarf leaves their hold they are generally granted to protect them and bind them to their home something to take with them and an oath they must uphold in return. Some times this is one of the oath blades of your people, some of these are heirloom forms of weapon or armour and some come from the few forges that still know the secret of forging non-meteoric iron. Alternatively, you could have chosen a powerful rune tattooed onto your skin giving you protection from magic and most hostile spirits. Choose 1 metal weapon, 1 form of metal armour or a rune that grants you +1 dice in all defence rolls against magic orNon-combat special: Tunnel and mountain. Your homelands are ones of high mountains and deep tunnels that extends deep into the earth. These lands have long been a refuge for your people and the difficulties others have to travelling through them your people have learned to cope with. You have +1 to your dice pool with all attempts related to climbing, travelling in difficult mountainous terrain and navigating in underground spaces. Weakness Oathbound The dwarves are heavily bound to their oaths and since the day you accepted your oath arms or rune breaking an oath means putting yourself in not just moral or social danger but serious supernatural physical danger. More minor breaches of any oath you have made is likely to result in dreams or visions chastising you and warning you against further wrongs, persistent failings to uphold oaths or a serious enough breach causes the spirits of your ancestors to begin to emerge physically in order to punish you for the failing. Those who fall from such a fate will walk the earth as the living dead, bared from the halls of the ancestors or any such rest, until such a time that they have made reparations. Choose at least one oath you have already made before the start of the game.Lore: Known as the mountain dwarfs by lowlanders or in their own tongue the Parkuis-Bundu, or pure people. According to the records of the Parkuis-Bundu their people were once given refuge by the giants from the arrival of the dragons on the prime and the early expansion of the dragons' first empire and since then have readily aided and given reverence the giants as semi-divine. While higher forms of giants are now rare they are still revered to this day by the Parkuis-Bundu. The ancestors of those who would become mountain dwarves are a mixture of those dwarfs who remained in the more remote regions, either avoiding total dominance in the nature of their obscurity or only weakly held by that empire, and those dwarfs who escaped slavery around the decades in which the old empire was experiencing its collapse and returned to the mountains. In the modern era these dwarfs live in small clans, each fiercely independent from all outside influence but they are willing to make temporary alliances to faces foes they consider a more dire enemy than each other, the incursion of a draconic power most commonly. Mountain dwarfs maintain a philosophy that all members of their society should be ever ready to defend their homelands, as such from a young age most carry a weapon upon their person of some kind with almost religious consistency, its encouraged that all should also take as much time as practical to practice with one weapon or another. Slings, axes, hammers and spears are all common equipment among the clan’s warriors that defend the passes and tunnels.The artisans of the mountain dwarfs are renowned for their skills in metal working, the comparative commonality of the iron which they know the secrets of forging balancing with their much smaller population. as well as producing high end pottery. While some Parkuis-Bundu clans are willing to export these goods to the lowlands they tend to be reluctant to do so.  Mountain dwarfs then come to the lowlands for many reasons other than these relatively rare trade missions, for example some are captured in conflict by the ever slave hungry Lugal ruled city states, some come to the lowlands with the aim of aiding their lost river dwarf cousins, whom they call Parant-Bundu and preaching to them regarding the religious differences between the two. While dwarven mercenaries are not particularly common some clans resort to allowing their members to do so, perhaps taking enslaved river dwarfs home as part of the payment, despite the historic bad blood the reliability of the Parkuis-Bundu's oaths make them a dependable external source of muscle for any leader concerned about court intrigue undermining them.Mountain dwarfs are often paler in skin tone than their lowland counterparts, likewise their hair ranges from light brown to blond and ginger. Many Parkuis-Bundu women have facial hair, which they don’t generally shave, and the mountain dwarfs generally grow their hair long as a point of pride without much in the way of trimming. Adding oils and beads is not uncommon. For all the craftsmanship they are famed for most of the clothing they wear tends to be a dull, dark coloured monotone if its dyed at all, even dwarf king’s clothing considered rather drab by the standards of the nobles of the river valleys. Mountain dwarfs tend to be a touch taller than river dwarfs on average but this may be because many river dwarfs grew up in slavery and as such ate less as a child, in fact mountain dwarfs have something of a tendency towards plumpness, often growing beer bellies. HalfingsAttributes: +1 to cunning or +1 to PrescenceCombat skill bonus: +1 to Athletics or ranged weaponsNon-Combat Skill bonus: +1 to Charm or vehicle handling.Combat special: SkirmisherHalfings never the strongest or toughest of warriors, when pressed to battle, often prefer to avoid being tied up in a bitter melee against stronger opponents, rather picking which battles they can win in hand-to-hand combat and when to slip away from an enemy and take out an easier foe up close or fire from a distance. If you were already engaged in a melee, you can use a free action to withdraw, thus allowing you to make a ranged attack or charge a different opponent elsewhere on the battlefield. To do this make suitable contest against whom ever attacked you, such as athletics agility vs melee weapons agility. Non-combat special: Knack of the trade. Halflings have a reputation as adept traders and its likely you know your way around the odd market or two in your time whether your family has settled in a particular city of continues a more mobile lifestyle. +1 to your dice pool in any check or contest related to determining the value of an item or attempting to make a trade or exchange.Weakness Little peopleHalfings are one of the smallest of the races, although there are those among their number who still make for capable fighters its generally by working around their.... short comings rather than bulldozing through. You have –1 to your dice pool with any melee weapon attack using a heavy weapon, -1 your dice pool athletics or any other skill related to climbing, walking long distances or running while wearing heavy armour and –1 to your dice pool to coerce any larger races. Lore: Halfings originating in the western isle western isle had relatively limited contact with the outside world during the age of the great draconic empire and earlier. Though the empire had begun to establish outposts of the islands when it fell the catastrophic weather changes that the end of the empire brought saw many of the halflings displaced and scattered, their island homes becoming continually battered by violent winds and low-lying areas salted by extreme storm surges. Though they weren’t the only people group set to move during this era they were one who never really stopped. In the modern-day halfling tribes often remain on the move in boats and carts across the face of the earth, up and down rivers, along short stretches of the coast in favourable weather, across inland areas. Some retain the simpler, more traditional role of driving livestock far and wide and fishing in the waters of many areas but over the years many have instead switched to using their mobile lifestyle to one of a travelling merchant, originally piggybacking off primarily the rise of the copper and tin trade, long distance networks of which being vital for any civilisation. This a resource valuable enough that using neutral parties as merchants to acquire it during the regular warfare between city states is worth a considerable cost. Halflings are also often considered acceptable intermediaries by some groups like mountain dwarfs for trade with the lowlands.  Its only relatively recently that currency started to be used in the more orderly cities of the Lugal ruled city states, and even here primarily in the city itself with less people engaging in a monetary economy as you go into towns and almost no one in the smaller villages using currency on a regular basis. But this rise still has helped to facilitate some of the most successful middlemen halfling merchants in turning their tribes into wealthy merchant houses, some establishing permanent outposts in friendly cities, accepting a degree of economic legibility in return for the protection earned from becoming an influential aspect of a city’s elite. That said, few of them have moved into the actual socially defined nobility, traders are still viewed by the traditional nobility as earning their money in a much less honourable manner than those who do so on the edge of a blade or on the edge of a plough your slaves are using. A few more forward minded Lugals, such as Ulrik of Meshant are allowing the merging of such political institutions, encouraging merchants to base themselves in their city and thus be more accessible to taxation, and in return allowing merchants to buy the scions of their houses palace political structures that, should the child prove capable and loyal, may one day allow them to be conferred noble title by taking higher office.Halfings tend to have brown eyes and hair, skin ranging between tanned and relatively pale among those who have the luxury of working indoors. They tend to be between three and four foot tall and often relatively slender even for that height. Halfling clothing is traditionally brightly coloured and including trousers for men and dresses for women, male halfling merchants who gain sufficient wealth though sometimes prefer to don the skirts and the like of the nobility. 


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