Monday, May 14, 2012

Mortals

Men sup from the bosom of mortality. Such is the tragedy of man, such is his triumph.


ACKS provides an appropriately open-ended description of the human nomad, leaving much to the DM's determination. In sandbox games like Cult of Aois this is preferable. The nomads I envision are jointly inspired by Howard's barbarian as well as mexican indian mythos. Rival nomad tribes war over resources and honor, but band together against the neanderthal threat. While men follow the herd, the neanderthal pursue men from caves. Neanderthal come for flesh, both as a breeding stock and as a food source.

Humanity's social elite rarely concern themselves with neanderthals. Living in decadent and crumbling castles they are safe from the threat for now. This elite is the extended family, court, and knights of the last king, consisting of 10% of the population. The king has been dead for over 100 years with no heir. But the scheming and vile grabs for the throne has torn the court into disorder. Many wars have been waged over the petty squabbles of noblemen with nomad blood.



Even behind castle walls, there are far more fel dramas than the occasional noble's infidelity or incest. House Halrys' patriarch is the un-living nephew of the past king. Patriarch Greln Halrys is a vampire who brings his brave men back from the grave with cursed miracles. Greln's living servants are enraptured because they believe him to be the first lord to cast off his humanity for godhood. There will be more on the vampires soon.

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