Roving Clans
Plying roads and sea lanes with skill and courage, they are ever on the lookout for new resources, new products, new markets, and new customers. Wherever the Clans pass, markets spring up, commerce blossoms, and the strange and wondrous goods from the many strange and wondrous peoples of Auriga are traded. The Roving Clans are so entwined in the business dealings of Auriga, that a tiny piece of every transaction somehow makes it into their coffers.
While their preference is for peace and trade, the Roving Clans should not be underestimated in war. With rapid, mounted units giving them an advantage in speed, they make difficult targets and frustrating enemies. Even their great cities can move, perched on the backs of giant Setseke scarabs -- an exploit unmatched by another nation.
Patient, clever, and wily, the Roving Clans bring sophistication -- and manipulation -- to the peoples of Auriga.
Structure
Known rankings of the Roving Clans military are:
Bazi
Captain
Known unit types of the Roving Clans military are:
Jarkar
Personal Guard
Type
Geopolitical, Nomadic tribe
Member Species
Human (Auriga)Roving Clan Characters
Some recommendations for creating Roving Clan Characters.Merchants
The people of the Roving Clans are primarily merchants. Consider prioritizing social attributes.Nomads
The Roving Clans are often on the move. They carry all of their possessions with them at all times, and even their cities are caravans set atop giant Setseke scarabs, so even those can move. Consider prioritizing the Agility attribute. Also consider equipping your character with lighter weapons and armor. Finally, consider taking a mount (such as a Horse, Camel, Bull, or Yirmak).Remove these ads. Join the Worldbuilders Guild




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