Third Wheel DnD
Would you like to react to this message? Create an account in a few clicks or log in to continue.
Third Wheel DnD

Forum for Third Wheel DnD players.


You are not connected. Please login or register

3W Culture: Varanova

Go down  Message [Page 1 of 1]

13W Culture: Varanova Empty 3W Culture: Varanova Fri Apr 15, 2011 3:55 am

Strange Agent

Strange Agent
GM

Varanova
Varanova is a land of beauty and style. A brilliant land of color, Varanova is a picturesque country of exotic beasts and vivid forests. This, however, stands in harsh contrast with the garish dress and habits of its citizenry. Within the cities of Varanova, color represents power. Each color is a "merit," a mark of honor awarded to influential Varanovan men and women. The more colorful the person, the more respect they deserve for their accomplishments. Varanovans, contrary to the way they appear, are perhaps the most powerful fighters on the continent of Albia. Time and time again, they have fought off Neveresheen, "expeditions," into their territory. Disinterested in, "ugly, uncultured lands," the leader of Varanova, Garric Erstrom has enforced a strict policy of isolation. Only adventurers, merchants and travelers are willing to leave the boarders of Varanova for the sake of profit and glory.

Cultural Traits


If Looks Could Kill
Racial Feat
Effect: On character creation, choose an attribute. From now on, all instances of that attribute on your character sheet are replaced with the Charisma attribute.

Dressed to Impress
Racial Feat
Effect: If you are wearing Cloth Armor, Regalia or a Costume, you gain a bonus to skill rolls equal to your Charisma score.

https://thirdwheeldnd.forumotion.com

Back to top  Message [Page 1 of 1]

Permissions in this forum:
You cannot reply to topics in this forum