Conflict generates change. We have seen what war brings, usually new technologies and new ideas to give the winning side the advantage.
When two societies intersect, peacefully or militarily, the interaction will generate new ideas, new applications of old ideas, and there will be social friction. Where two societies meet, they are both changed in someway. If there is a winner, the winner will change less, but change will still occur. Eventually the winner and loser will become one, changing both.
Lets take the concept of conquering Norman Knights and men at arms trying to pick up Saxon barmaids or getting things from the peasants. This interaction generated the Norman pigeon language, English. As Normans and Saxons got cozey with each other, using English, and the distance between the English Normans and the Continental Normans kept them seperate, they developed into their own unique peoples.
When America "conquered" Japan, the Japanese adapted western cultural elements (some of which were forced upon them...). It is the marriage of their ancient culture, the drive for modernization (which brought the Military to power causing the war), and the elements of the West, developed into a unique cultural powerhouse in the world today. So much so, the Japanese managed a cultural invasion into the US/ West. The West has absorbed many uniquely Japanese elements. So while it takes time, when two cultures clash and interact, change occurs.
If invasions occur from "outside" the people's expectations things will probably change radically. The New Invaders will establish a new order, based upon their cultural expectations. Eventually this culture will "trickle down" into the conquered people. As the invaders determines the norm, the local culture will adapt to it. (Also, the Invader's culture might pick up a few elements slowly from the victims... an interesting new art form, some elements of technology that they do not have... as long as the aspect of the victim's culture has some perceived value to the invaders, then it will be absorbed).
On Arth, The Elventi have invaded lots of places unexpectedly.
When they found the Dwarventi, they gave the Dwarventi council a polite ultimatum... which they declined. They then used their seriously powerful forces to conquer the Dwarventi (12 High Elventi and a few hundred Elventi Militia conquered the 170,000 Dwarventi of the time over the course of three months). If it was not for the Dwarventi acceptance of personal surrender without dishonor (after being disarmed or knocked about), with the Elventi polite acceptance of that rule, the death toll would of been huge. The Dwarventi since then have become more militeristic (so when the Elventi come again, it will take a hundred of them several years to conquer them), more fatalistic (think Slavic/ Eastern European), and morose (they are no longer the master of their world). So now the Dwarventi must pay their tax to The Imperium, and obey certain rules. While the rules are not difficult, nor the tax really worth mentioning, the principal of being a subject of the Imperium under threat of eventual death, grates upon them.
The Dwarventi have come to accept most of the Elventi standards (distance, monies, etc), and the presence of Imperial Roads (which they find somewhat useful when going to places not directly linked by tunnels). They have found a new market for their goods, as long as they are fey embellished (Dwarven Art was simple, linear, and utilitarian), now they add engraved patterns, some additional sculptings. Dwarventi are taking to this new style, which they grudgingly admit takes a great deal of skill to perform, quite well because it takes a great deal of skill to perform and they have that skill. Elventi traders delight in Dwarventi metal and stone goods. They are even accepting the equality of races and that there is nothing to hide.
When the Elventi first sent an Imperial Army squad to new area that is now called MaskLand, they were expecting some serious conflicts. The locals were so "alien". The MaskLanders, realizing that they were not home anymore (The new biome division of their lands was a dead give away) and not knowing all the rules of the world, actually embraced The Imperium.
When the Elventi sent a squad and an ambassador to ForthLand, they were hopeful that these people would be as reasonable as the last. The coastal Lamic people, originally were aggressive. They accepted the amabassador to be polite and give their demands. They could not believe that warriors could hold such power. So, after checking that the building did not have some special historical or religious significance, one of the Squad pulled his magic sword, made a slashing motion and cut a wall in half. Then did it again three times, destroying every wall between the audience chamber and the outside street. The Leader surrendered. The squad was required to perform this and similar feats of power and prowess in every city in every biome. After that, they all surrendered. When the Elventi found there were violent primatives in the interior, they sighed and expected to do the same thing they had to do in ThirdLand... hunt them down... beat them all up... then force them to obey. The Elventi found the "barbarians" in the center of the land to actually be more civilized (in the Elventi sense) than the Lamic people. As long as the Elventi would not interfere and take their KeyStones that maintain their lands, they would peacefully and joyfully be part of their union.
The most important invasion in the History of the Known World was not military. The Bronze and Stone Aged Humanti of SecondLand were being attacked by the Zenophobic Wapti and their animal armies. Many of these people fled into the sea, finding their way to FirstLand. (And after finding good land, sent messangers back to have others come).
The FirstLand Elventi initially did not know what to do about these smelly invaders, but eventually accepted them as guests of sorts. However, there was no reason for Guests to be rude, so they took to the process of "uplifting" (civilizing) them. Humans found a place in Elventi society as servants and workers. Humanti developed a lesser reflection of Elventi society as their own.
Eventually, when their numbers became so great, they were taught the way of wars and sent back to SecondLand to retake it. (The Elventi thought it would be both rude and demeaning if they conquered SecondLand and gave it back to the Humanti as a gift). With a few military advisors along for the ride, the Humanti retook SecondLand and set up their civilization there. They too got to uplift the Left Behinds (HighLanders). Since then Humanti has become the primary members of the Imperium. They have helped colonized new places, civilizing and uplifting various peoples there (with limited success with the Plainsmen of ThirdLand), and working for and with the Elventi.
The Elventi gave Humanti civilization. The Humanti did manage to impact Elventi society. They taught the Elventi about Domestication (an unheard of concept) and SeaCraft (which the Elventi had no skill in). Those skills have been limitedly added to Elventi culture.
A new cultural invasion is brewing. The technological revolution found in Antioch (Impressors) is begining to change the way in Antioch. Even given the conservativism of the Ways in other biomes, it will impact them. Go to Comment
In the Wheel of Time Saga, the world is being invaded by people who left their continent several hundred years previously. There has of course been a great deal of cultural drift between the two, as the people had developed fairly normally (psuedo feudal) and the others who had a strong military leader and tradition, became militiant and highly organized. These people were invading themselves so to speak. Both sides throught they had the correct civilization from the closest to the core society. What they found is that neither side was "right". Go to Comment
If they're based on Cheoson Korea (with which I am familiar), why are they called "Killian"? This doesn't sound anything like a Korean word. Also, since "Bushi" is a Japanese word, not a Korean one, I would suggest replacing it with the (basically) equivalent "Hwarang", which is Korean.
Anyway, beyond that... The character really isn't too well sketched out at all. I have only an extremely basic idea of the character... And as the character is already a very distinctive concept (four-armed Korean lizard warrior), it's difficult to take it out of context and re-apply it, so in my opinion, you've kind of stiffed us on the background for nothing. Ah, well.
The post intentionally left out detail that wasn't specific to the character, such as species information and details of the fighting techniques. This was for brevity and with the assumption that such details were really extraneous to the character & would be altered for whatever specific campaign, setting, and system.
Bushi-Killian are a sub-type of the Killian species, a four-armed reptilian race. The Bushi-Killian are the martial caste with enhanced strength & toughness, and are able to breathe both air and seawater.
Quad-Cut Style is a fighting technique using a short or medium blade in all four hands. It is a balanced style where each blade may be used equally for offence or defence interchangably.
Killian lay eggs in clutches. These number from one to four typically, but clutches of up to twenty have been reported. Most of these eggs are nonviable and fail to hatch, or die within the first few weeks. Despite the Killian devotion to family, they are less concerned with these losses than the other races of Midian; such is the nature of life and death within the Empire. Female Killian may lay their eggs about once every 3½ years.
With few exceptions, all Killian have Korean-sounding names. A fair portion of their culture in the game world was modeled after the Choson Dynastic period.
Chae is a relentless, dedicated slayer of men, because he doesn't know what else to be. Not having to make one's decisions or take personal responsibility for such can be very comforting. By focusing completely on his job, Chae is able to avoid having to emotionally cope with the real world. Go to Comment
another 400 words describing his appearance and his inner self (writing the inner self on brainstem driven stoics is a lot tougher than writing the inner self of cerebral drunks)
plus a quote and we had have a publish worthy NPC: something tucked in the back of a supplement. Go to Comment
Did people miss the fact that this is an EXTRA? (Look up in the upper left box people). This is not a full character, this is just a little detail added to one of the thugs/ mooks in the back. He is like "The Mook with the Big Knife", or the one special mook in the mook/ extra/ horde crowd. He just has one tiny bit of chrome that expands him from "another faceless mook". This gives you a chance to make a scene more than PCs fighting a horde of dice (how we tend to mark large numbers of things of the same type on a board). It gives it a bit of variety and geography. "Okay, I will take on those, the Mook with the Big Knife and the three guys with him." Since he is a bit different than the horde, you might actually have him fight with some real tactics rather than just pushing him towards the PCs to be chopped up to his doom.
This is why people don't like posting up extras and minor characters, the kind of things that would relieve some of the GM's creative burden in any campaign. The little things allow you to just drop it in and you don't have to waste your own creative time on the little things: allowing you to concentrate on more important elements, but still have those great details that help make the game more interesting real.
People want full characters from people who are one descriptive trait away from a "2 hit die opponent" or "generic soldier stats". They are minor characters and extras, and should be rated on that scale. They should not be chewed on because they are not full characters. Go to Comment
The biggest concern that comes to mind is that Crunk is half ogre, and half orck. Now mind you I have no problem with this combination as I imagine it would produce one heck of a monster. Combining the general intelligence of the typical orck with the size and strength of the substancially less intelligent ogre. Unfortunately, the fact that Crunk is a runt, and a perpetual omega wolf. He makes me think more of a goblin that anything else. Go to Comment
The seafaring people of the Southern Islands value their ships greatly, as do other maritime nations. However, they take the beliefs about ships a bit further. A ship's name is very important, once it is named it shouldn't be renamed anymore, ever; most renamed ships seem to fail sooner or later. Ships do not tolerate parts from other ships, a single board from a wrong source can cost sailors their lives, so it is said.
Most ships are identified as female, very few as male, though there is no tale of how their personality is identified; it has nothing to do with the name, for example. The Clarissa (a well-known male ship) is said to like good wine. So whenever sailors or passangers drink, they have to spill a glass for the ship, too. But that is only the most known example.