Thieves' World - Cultures
Copyright Thom Jones © 2007
Edited by Nicholas HM Caldwell for The Guild Companion
Welcome to the second article in the series. While last month we covered converting Thieves' World backgrounds into HARP cultures, this month we'll be looking to take the Thieves World cultures and generate HARP "races". You will need the Thieves World Player's Manual in order to use this article.
In the Thieves' World setting there are effectively 2 races -- Humans and Beysib (or Half-Beysib), but that is not to say that the setting lacks diversity in characters. There are 14 different ethnic cultures described for the Thieves' World setting, and based upon these the HARP races are created.
Components
Each Culture in Green Ronin's Thieves' World Players Manual includes the culture's Name, Description of Culture, Physical Description, Ethnic Traits, Languages, and Common Classes. These should be used as is with the following exceptions.
Ethnic Traits - Ignore this section and replace with racial abilities listed in the table below.
Languages - This section lists standard languages known and Bonus languages. The initial languages listed are standard languages known. The standard languages are known at the level listed for Racial Tongues according to their backgrounds as described in last month's article. There may be more than one initial Racial Tongue (Initial Language).
Note: Some languages have no written component -- Irrune, Raggah, Raggah Signing, Sanctan (Wrigglie), S'danzo, and Trade Tongue. It is impossible to add W(ritten) ranks in these languages.
Ex: A Caronnese Bureaucrat would have Caronnese and Trade Tongues as their Standard Languages. The Bureaucrat grants them S6 and W5 in Caronnese and S6 in Trade Tongue. Like every other character in Thieves World, they understand some degree of Sanctan and that is listed in table 2 below based upon their Thieves World Culture.
Common Classes -
These can be used as is with the understanding that the connection is simply a generalization towards the types of characters found in these cultures. Many of the references are to either new d20 classes or d20 prestige classes. These will be covered in future articles.
The following table shows the cultures presented in the GR text. Efforts were made to use pre-existing racial abilities and talents for the special abilities. However, in some cases it was decided that to better address the culture a new talent would be required. These are marked with * and are detailed below.
Table 1: Racial Characteristics
| Racial Stat Modifiers | Resistance | ||||||||||||
| Race | St | Co | Ag | Qu | SD | Re | In | Pr | End | PP | Stam | Will | Magic |
| Aurveshan | 0 | 0 | +2 | 0 | +3 | +2 | +1 | 0 | 40 | 20 | +10 | +20 | 0 |
| Lesser Resist (Will) | Subtle | Mental Resolve | |||||||||||
| Caronnese | 0 | 0 | 0 | 0 | +2 | +1 | +2 | +3 | 45 | 15 | +5 | +20 | +5 |
| Diligent * | Negotiator * | Persuasive | |||||||||||
| Cirdonian | +2 | +3 | 0 | 0 | +2 | 0 | +1 | 0 | 50 | 10 | +15 | +10 | +5 |
| Lesser Resist (Stam) | Self-Sufficient * | Toughness | |||||||||||
| Half-Beysib | +1 | 0 | +4 | +3 | 0 | 0 | 0 | 0 | 40 | 20 | +10 | +10 | +10 |
| Nictitating Membrane * | Athletic | Lightning Reflexes | |||||||||||
| Ilsigi | 0 | 0 | 0 | 0 | 0 | +3 | +3 | +2 | 30 | 30 | +5 | +15 | +10 |
| Enhanced Senses | Lesser Resist (Will) | Skill Specialization | |||||||||||
| Irrune | +3 | +3 | +1 | +1 | 0 | 0 | 0 | 0 | 50 | 10 | +20 | +5 | +5 |
| Animal Affinity * | Skill Specialization: CS&M: Mounted Combat | Toughness | |||||||||||
| Mrsevadan | +1 | +2 | +1 | +2 | +1 | 0 | 0 | +1 | 45 | 15 | +15 | +10 | +5 |
| Athletic | Combat Awareness | Persuasive * | |||||||||||
| 'Nighter | 0 | +4 | +2 | +2 | 0 | 0 | 0 | 0 | 45 | 15 | +20 | +5 | +5 |
| Athletic | Self-Sufficient * | Subtle | |||||||||||
| Nisibisi | 0 | 0 | +2 | +3 | 0 | 0 | +1 | +2 | 5 | 55 | +5 | +5 | +20 |
| Lightning Reflexes | Sense Magic | Blood Magic _____ | |||||||||||
| Raggah | 0 | +2 | 0 | +2 | 0 | +2 | +2 | 0 | 30 | 30 | +10 | +10 | +10 |
| Lesser Resistance (Stamina) | Skill Special: CS&M: Mounted Combat | Self-Sufficient | |||||||||||
| Rankan | +1 | 0 | 0 | 0 | +2 | +3 | +2 | 0 | 20 | 40 | +10 | +5 | +15 |
| Sense Magic | Negotiator * | Skill Specialization | |||||||||||
| S'danzo | 0 | 0 | +1 | 0 | +1 | 0 | +2 | +4 | 15 | 45 | +10 | +5 | +15 |
| Subtle | Master Craftsman | Skill Specialization: Divinations | |||||||||||
| Twandan | 0 | +2 | +1 | 0 | 0 | +2 | +3 | 0 | 45 | 15 | +15 | +10 | +5 |
| Lesser Resistance (Stamina) | Blazing Speed | Skill Specialization | |||||||||||
| Wrigglie | 0 | +2 | +2 | +2 | +1 | +1 | 0 | 0 | 45 | 15 | +10 | +15 | +5 |
| Enhanced Senses | Skill Specialization: Maze Region Lore | Skill Specialization | |||||||||||
Table 2: Racial Starting Knowledge of Sanctan
| Culture (Race) | Sanctan Language Ranks |
| Aurveshan | 4 |
| Caronnese | 7 |
| Cirdonian | 4 |
| Half-Beysib | 5 |
| Ilsigi | 6 |
| Irrune | 5 |
| Mrsevadan | 6 |
| 'Nighter | 7 |
| Nisibisi | 5 |
| Raggah | 4 |
| Rankan | 6 |
| S'danzo | 6 |
| Twandan | 5 |
| Wrigglie | 8 |
New Talents
Diligent
+10 to Appraisal skill and -10 on all attempts using Trickery skill against them.
Cost: 15
Negotiator
+25 to Trading skill
Cost: 20
Self-Sufficient
+15 to all Healing and Survival skills.
Cost: 15
Animal Affinity
+15 on all Animal Handling, Beastmastery and Riding skills.
Cost: 15
Persuasive
+15 to all Influence skills.
Cost: 20