Kingdom of Odrisnia (Aw-Drees-Nee-Ah)

The Odrisnian Kingdom aspires to be something greater than a union of like-minded local tribes. Adopting the trappings of civilization alongside a tribal monarchy, the Odrisnians benefit from an extensive training and cultural acceptance of nations of Lampa culture, thanks to an old Makeronian colony that used to exist there.   Before the Kingdom was founded, the tribes were scattered and the borders of their land was recurringly reduced, has the emerging Tvor continued their expanse.   Their awe of the Lampa culture eventually saved them from oblivion. Trade routes were established, embassies were built, dignitaries from those distant lands were invited and a treaty of mutual defense was made with their neighbors once the threatening Violet Empire emerged. Thanks to their capital and most important cities being in the coastline of the Night Sea gives them an advantage commercially.   Copying Lampa military tradition, they have a unique military composition in the region, focused more on anti-cavalry and archery.  

Main Hub

Odessus

  Odessus is a beautiful city on the coastline. The kingdom's aggressive trade with the southern nations resulted in a influx of wealth jutting in, with the southerners impressed by the expensive ores of the region and the thick furs of the local animals.   In return for the incoming riches, the city prospered, with buildings with fine details and craftsmanship being built.   The port is one of the main prides of the city, its docks wide and long to harbor the many boats that depart to trade with the southern nations.

Kingdom of Odrisnia Traits

 

Odrisnian Ethnic Proficiencies

Characters with this trait are proficient with the following: shortbow, sling, spear, shortsword, longsword, waraxe and rhomphala.

Oral Traditions

These characters start illiterate. In order to know how to read and write, they need to spend 2 skill points upon level up or level 1.

Raiders and Pillagers

+1+⅕ their level to Intimidate skill checks and to attack and damage rolls with weapons from the Axe group.

Fleet Foot

While wearing light or no armor and under light load or fewer, this character gets +5 feet movement. this bonus increases by 5 at level 10.

Ambitious Mercenaries

+1 to appraise, diplomacy and intimidate skill checks. this bonus increases to +2 at level 10.

Peltasts of Reknown

+1+⅕ their level to damage rolls and to dodge AC while wearing javelin and shield.

Rhompaia Experts

+1+⅕ their level to attack rolls and +4 to confirm critical hits with rhompaia.

Strong Anti-Cavalry

+1+⅕ their level to attack rolls and damage rolls versus mounted enemies or four (or more) legged creatures.

Type
Geopolitical, Kingdom