Brecht, Cerilian Human (4e Race)
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The Brecht society revolves around trade and the acquisition of wealth. They believe in free enterprise, sharp wits, and nimble fingers. They are fiery and quick-witted people who often act before others have had time to consider a matter thoroughly.
|Average Height: 5’4”–6’|
|Average Weight: 100–180 lb.|
|Ability Scores: +1 Dexterity,+1 to ability score of choice.|
|Speed: 6 squares|
|Languages: Low Brecht (Also known as Common or Trade Tongue), Choice of one other language|
|Skill Bonuses: +2 Bluff, +2 Diplomacy|
|Bonus Skill:: You become trained in Bluff|
|Defensive Bonus: You gain a +1 cultural bonus to your Reflex defense.|
|Quick-witted: +1 to initiative when wearing light or no armor|
|Weapon Proficiency: You gain proficiency in the Rapier|
|Bonus At-Will Power: You know one extra 1st level at-will attack power from your class.|
|Bonus Feat: You gain a bonus feat at 1st level.|
Early in their history, the Brecht were under the rule of Anuirean governors, and the nobility declined drastically in power and importance. When the Anuirean Empire fell and the Brecht gained independence, the guilds and merchants came into power.
The Brecht believe in free enterprise, and Brecht society revolves around the accumulation of wealth. The nobility is weak in Brechtür, and several states have declared themselves republics. The Brecht have a fierce love of independence and a tradition of self-reliance; they don’t wait for their lordlings or rulers to solve problems for them. Commerce and trade are expressions of this belief, and Brecht commoners owe their first loyalty to guilds and companies.
Play an Brecht human if you want...
- To be a deceptive merchant prince.
- To be skilled in the use of Diplomacy, and Bluff, and the Rapier.
- To be a member of a human culture that favors the rogue, swordmage, or ranger classes.
The Brecht are skilled seafarers, and have refined their arms and armor to serve them welll while away from land. Their skin holds an light olive tan from years at sea or along the coast and they maintain their clothing to impress and show their personal wealth.
Playing an Brecht
The Brecht (BREH-kt) folk are humans who inhabit the north-central part of Cerilia known as Brechtür.
Characteristics: Motivated, Ruthless negotiators.,
Male Names: Adler, Alaric, Albrecht, Alden, Alford, Ansell, Bertram, Bram, Brand, Britter, Calder, Darold, Dekker, Dirk, Edsel, Eldred, Everard, Frederick, Garth, Gunther, Harold, Helmet, Hugo, Hubert, Karl, Kiel, Konrad, Kort, Kurt, Luther, Martel, Otto, Pieter, Richard, Siegfried, Tanbert, Victor, Wilhelm.
Female Names: Adele, Alberta, Alfreda, Alisse, Aloise, Averil, Arden, Arlinda, Belinda, Brenda, Delma, Edlin, Elma, Elsa, Emma, Frederica, Gretchen, Griselda, Heidi, Helga, Hilda, Ilse, Irma, Katherine, Matilda, Melisande, Selma, Sirena, Thelma, Wlma.
Three sample Brecht adventurers are described below.
Hugo is a Rogue and novice of the Adventurers Guild in the Capital of Danigau. He was raised on the streets as a urchin and pickpocket before he bought his way into the Adventurers Guild and away from the ruthless master of the streets. He now seeks to join a group of adventurers so that he can pay his guild dues and improve his standing within the guild.
Gretchen is a Brecht Swordmage. She received the best tutors and swordmastery that her fathers gold could buy, but now her masters have nothing more to teach and her father is encouraging her to join a Mercenary Company to improve her skills before returning and opening a school of her own. Only Gretchen reams of traveling across the world, to the frozen reaches of Vosgaard, to the deserts of Binsada, and steps of the Imperial Palace of Anuire.
Wilhelm is a Brecht Ranger, or Archer to be more specific, he served seven years in the Danigau Militia as a Archer and scout. Danigau has reached a time of peace and has released a few regiments to include Wilhelm's regiment from military service. He received a small handful of coins for his service and since his release was so sudden he has no other plans. He returned home to find the family farm had been sold and his kin had either passed away or moved on without leaving a clue as to where they had gone. The local tavern, had a advertisement from the Adventurer's guild seeking capable men and women to exterminate a goblin den. Sounds like easy gold. What the hell.