Culture: IMPERIAL

The Holy Empire of Byzantium (“The Holy Empire”, “The Imperial Throne”, “The Eastern Empire” in decreasing acknowledgement of its authority) was the source of civilization and law in the lands of Albion during the first millennium.

Names:

Given Names: Bahram, Fariborz, Gostaham, Hojir, Kashvad, Nariman, Pashotan, Qobád, Rostam, Salm, Shahrasp ; Arnavāz, Faranak, Farangis, Gordafarid, Katāyoun, Manizheh, Rudaba, Shahrnāz, Sindukht, Sudabeh, Tahmina

Surnames: House of Goudarz, House of Viseh, House of Nowzar, House of Sasan, House of Sām

Starting Moves

Bard

When you first enter an Imperial settlement, someone of the nobility caste who respects the custom of hospitality to minstrels will take you in as their guest.

Cleric

When you Defy Danger from something related to your deity’s domain, take +1 forward.

Fighter

Protector and Warrior Hirelings take +1 Ongoing to loyalty and skills while they aid you.

Thief

You’re well-educated in the ways of authorities when it comes to your ill-gotten gains. When you use Trap Expert, you can ask the GM about ambushes as well as traps.

Wizard

When you Cast a Spell in the thick of battle, on a 12+ you strike fear into the hearts of lesser enemies nearby; who will cower, break rank, or take a defensive position.

Alignment

Imperial culture tends towards Neutral or Lawful alignments.

Religion

Imperial citizens are devout in their belief in the Anunnaki of the Imperial Church. Those who are not are almost certainly devoted to the Cults of Chaos.

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