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Mapped with Campaign Cartographer 2

  Sitherans: Forbidden Knowledge

Sitheran

Any Game Master that is running a Sitheran in his campaign should discuss with a player what type of Sitheran the player is going to play. If a GM doesn't take the time to discuss with a player how it is come to pass that their character is away from their tribe then the full capacity of the Sitheran is lost. A Sith without a Chek'Sa could be hunted by members of his former tribe, while a Sith that is still part of his tribe will feel the need to return to his or her tribe.

     Also consider the other characters in a party.  Unlike other races, Sith are not as open and free. Ket'Mo's keep a tight leash on a lot of their society and for a party of outsiders to come tramping up should be an odd thing indeed.  While outsiders do not have to meet with outright hostility they would at least be gawked at, if for nothing else for the beast they force into carrying them (horses).

     Chek'Sa's normally are 6" long and are made of a stout wood.  The rings are actually metal bands that have been stamped by the tribal elders.  At one end there is normally a tribal ring while at the other is a family ring.  In between these two are placed the many rings a Sith receives over time. These rings can include anything appropriate.

     Sitherans are related in some manner to Dragon races.  Because of this many dragons will not only leave them alone but in some instances will consult with them, although this consultation would liken itself to a much older brother asking what a younger one thinks.  Sitherans in return hold all Dragons in awe and there are times when a tribe would send some of their members to consult with an Om'Low or "Ancient One".

     Also Sitheran tribes are lead by their clerical council and normally will obey them without question.  Because of this devotion there are abuses by the council at times, especially in the case of a Shen'twa where an elder Sitheran starts to become a threat to their stranglehold/control/benevolent leadership of the tribe they are taken out and killed. Normally this has to happen over time.  A GM should use this power of the tribe sparingly since the councils realize if they play this card too often they will have no tribe to lead.


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