Against the Darkmaster

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Man

Man

The Mannish race is the most numerous and adaptable of all kins. Men of all sizes and colors can be found through the land; valiantly struggling against the forces of the Darkmaster, and even serving under their rule, either willingly or as slaves to a ruinous power.


Special Traits
  • Specialization:- Men get a +10 bonus to any one skill of thier choice.
  • Suggested Cultures:- Any but Deep, Fey or Marauding.
  • Starting Wealth Level:- 0.
  • Background Options:- Men start with 5 Background Points.


  • High man

    High Man

    The High Men are the last survivors of a rare and ancient Mannish Kin. They're said to be the last descendents of the forfathers of all Men, forced to flee from thier crumberling empire centuries ago.

    They tend to be taller and more mauscular than common Men, ofetn surpassing 190cm of height and usally weighing around 100Kg.
    They've either a very fair or very dark skin tone, dark hairs and hazel, blue or green eyes.
    High Men are long-lived, probably because they have some traces of elven blood in thier veins, living an average of 200 years, and in rare instances even surpassing 300 years of age.


    Special Traits
  • Imposing:- High Men get a +15 bonus to thier Charisma Skill.
  • Suggested Cultures:- Noble, City or Seafaring.
  • Starting Wealth Level:- 1
  • Background Options:- High Men start with 4 Background Points


  • Dwarf

    Dwarf

    Legends say Dwarves were born from stone. Sculpted to life from their gods at the beggining of time. Surely, Dwarves seem to have affinity with stone or to have at least inherited some of its resistance and durability.

    Dwarves are short and stout, usually just around 140 to 150 cms of height, but often weighing as a much higher, full-grown man. They tend to have muscular arms, strong legs and barrel-bellied bodies. Adult males have very long, curly beards, often worn in braids.

    They have incredibly long lifespans and, while not immortal as the elven Kin, they can live over 300 years. This tends to influence thier worldview and temperament, which memebrs of the shorter-lived Kins often find somber and brooding.


    Special Traits
  • Dark Sight:- Dwarves can see up to 30m in dim light (treating the first 15m as if they were standing in bright light); and upto 3m in total darkness.
  • Forgekin:- Dwarves get a +30 bonus to thier RRs and defenses against heat and cold attacks, and to all thier rolls to work metals, stone and gems, or craft items using these materials. Additionally, any metal items successfully crafted by a dwarf will always by at least of High Quality.
  • Stoneborn:- Dwarves gain a +20 bonus to thier Nature and Wandering rolls while underground.
  • Superstitions:- Dwarves can't be Wizards, Champions or Dabblers.

  • Suggested Cultures:- Deep.
  • Starting Wealth Level:- 1
  • Background Options:- Dwarves start with 4 Background Points.


  • Harlfling

    Harfling

    Harflings are diminutive people, even smaller than Dwarves, Despite that they tend to be fat or pudgy, they're suprisingly nimble and possess an uncanny, almost magical, ability to disappear from sight and to move unheard. Thier skin tones have the same range and variety of those of the Mannish Kin, but thier hairs tend to be curly more often than not. While male Harlflings rarely grow beards, they have big, hairy feet, of which they're often proud.

    Harlflings live slightly longer than Men but somehow manage to maintain joyous, almost childish, disposition for most of thier lives.

    For some reason, Halflings seem to be impervious to magic. They have great difficulties in learning and understanding Spell Lores and tend to resist magical effects more easily than the other Kins. No one really knows the reason behind this magical incompatibility, but up to now, no Halfling mage was ever born.


    Special Traits
  • Nimble:- Halflings get a special +20 bonus to thier Ranged skill.
  • Sure-shot:- Harfling get a specil +10 bonus to their Ranged skill.
  • Second Breakfast:- Harflings double thier HP recovery for the day if they manage to have a lavish meal (a real meal, not rations!) before resting.
  • Superstitious:- Harflings can't be Wizards, Champions or Dabblers.

  • Suggested Cultures:- Pastoral.
    Starting Wealth Level:- 1.
    Background Options:- Harflings start with 5 Background Points.


    Dusk Elf

    Dusk Elf

    Among the elven Kins, Dusk Elves are the most closely tied of the mortal world. Unlike the oher eleves, they never traveled to the Immortal Lands, preferring to roam free in the wilderness than following thier brethren. For this reason, they are sometimes called Wild Elves and are seen as somewhat rustic and unrefined by thier cousins, the Silver, and Star Elves - while still having sophisticated culture and society compared to most Men.

    Dusk Elves have slightly pointed ears and are tall and slender, averaging around 180cm of height, but usally weighing far less than a man of the same size. They tend to have ruddy complexion, sandy or golden hairs and green or blue eyes.


    Special Traits
  • Keen Senses:- Elves superior senses grant them a special +10 bonus to thier Perception skill. Additionally, they can see in moonlight or starlight as if it were day, and up to 30m in dim light (treating the first 15m as if they were standing in bright light).
  • Immortal:- Elves do not age, are immune to disease, and are restant to the effects of natural cold (gaining a +10 bonus against any Cold-based threat). They don't need sleep and will gain the benifit of a nights rest simply by meditating for 3 hours.
  • light-footed:- Rough terrain dose not affect Elves' movement, as long as they are unencumbered and wearing light armor.
  • Sure-Shot:- Dusk Elves get a special +10 bonus to thier Ranged Skill.
  • Lithe and Graceful:- Dusk Elves must assign one of their three highest Stat Values to their Bearing. They get a +10 bonnus to thier Acrobatics skill an a +20 bonus to thier Stealth rolls in any natural environment.

  • Suggested Cultures:- Fey or Woad.
    Starting Wealth Level:- 1.
    Background Options:- Dusk Elves start with 3 background Points.


    Star Elf

    Star Elf

    Star elves are th emost ancient, the proudest and fairest of all the Elven Kins. They've been created and awakened by the Gods in the south-eastern Middle Lands when there were still neither Sun nor Moon; instead the sky was lighted by a billion silves Stars - hence their name. They have always been the dearst Kin to the Gods, having been created in their image and likeness and having inherited almost all their best - and worst qualities.
    When the Gods invited them, they sailed across the Sea to live by their side as peers. However soem of the proudest of them grew envious of the Gods, and begun a strife against the Gods and the other Elven Kins. After the war ended with countless lives lost, those of them that remained faithful to the gods preferred to sail back to the Middle Lands and settle there. They tried to live in peace with the other Elven Kins but thier arrogance was never really forgiven and they're still not fully trusted. They also tend to have haughty attitude of contempt for all other Kins, which they consider inferior to themseleves.

    Star Elves are incredibly tall, males averaging 200cm or more, and slender as other Elves, but possibly more muscular. They have incredibly deep and wise eyes, and their stare is often deemed disquienting by members of other Kins. Star Elves prefer golden, silver purple, white and black clothes.


    Special Traits
  • Keen Senses:- Elves superior senses grant them a special +10 bonus to their Perception skill. Additionally, they can se in moonlight or starlight as if it were day, and up to 30m in dim light (treating the first 15m as if they were standing in bright light).
  • Immortal:- Elves do not age, are immune to disease, and are restant to the effects of natural cold (gaining a +10 bonus against any Cold-based threat). They don't need sleep and will gain the benifit of a nights rest simply by meditating for 3 hours.
  • ,em>Light-Footed:- Rough terrain dose not affect Elves' movement, as long as they are unencumbered and wear light or no armor.
  • Star Blessed:- The fairest of all the elven kindred, Star Elves must assign thier highest Stat Value to their Bearing. They also get a special +20 bonus to their Arcana, Songs & Tales and Charisma skills.
  • Lore of the Ages:- Star Elves gain access to two Kin Spell Lores: Elven Lore and Spell Songs. They also gain 2 ranks to distribute among these Spell Lores as they see fit.

  • Suggested Cultures:- Fey or Nobal.
    Starting Wealth Level:- 1
    Background Options:- Star Elves start with 2 Background Points.


    Half-Elf

    Half-Elf


    Silver Elf

    Silver Elf


    Half-Orc

    Half-Orc


    Orc

    Orc


    Dark Orc

    Dark Orc


    Stone Troll

    Stone Troll


    Dark Troll

    Dark Troll


    Deep

    Deep

    Characters from the Deep Culture build their homes underground. They could live in small mining communities; or in extensive, intricate warrens, sprawling beneath the earth’s surface; or maybe in great halls and fortresses, carved into the side of hills or mountains. They’re practical, hard-working people, often strangely fascinated by gems, precious ores, and stone-cutting. They tend to dislike vast open spaces like plains and grasslands and to be unnerved by boats and the concept of sailing in general.

    Concepts such as honor and kinship are usually kept in high regard by characters from this Culture. A player wishing to underline their character’s Culture could write a Motivation about protecting their home or clan from the forces of the Darkmaster. Alternatively, they could link their Nature to a code of honor, or maybe to their character’s lust for gold and precious stones. Finally, they could write about their unlikely or instable Allegiance with one of their companions from another Culture.

    Outfitting: Choose one of each:
  • Bright colored, practical clothing; heavy cloak and chain shirt; woolen tunic and leather jerkin.
  • War mattock or battle axe; sword & shield; short sword or dagger.
  • Mining helm, tinderbox & rope; light crossbow with bolts; a flask of ale and preserved rations.

  • Starting Wealth Level: 1

    Fey

    Fey

    Members of the Fey Culture are the descendant of those who used their magical arts to shield their communities from the perils of the mortal world. They live deep in the forest, in strange villages, hidden on the tops of ancient trees; or in the weird, moonlit halls of enchanted castles, on islands that seems to appear only when certain conditions are met. They tend to be unconcerned by the problems of the outside world unless they menace to threaten the wellbeing of their idyllic communities.

    Since they are raised in almost complete isolation, characters from a Fey Culture, while often cultured, can show surprise for the most ridiculously mundane things.

    Players can be inspired by this Culture to write the Motivation that made their character take an interest in the events of the outside world — a Fey character erratic Nature can be used to give them some interesting trait or unique peculiarity. Maybe they’re unable to lie, and must carefully weigh every sentence they utter. Or maybe they’re driven by powerful emotions, that can overwhelm their good judgment and push them to grand, theatrical deeds.

    Outfitting: Choose one of each:
  • Silver or gold embroidered silk clothes; short tunic and flowing cape.
  • Longsword and short spear; longbow, quiver and arrows; leaf-shaped dagger.
  • Reviving cordial; lute, lyre or flute; healer’s kit.

  • Starting Wealth Level: 2
    Spell Lores: Characters from the Fey Culture gain two additional ranks that they can distribute as they wish among the following Spell Lores: Detections; Movements of Nature; Illusions; Mind Control and their Kin Spell Lores.

    Woad

    Woad

    Woad characters are often seen as primitive or barbaric by characters coming from other Cultures. They live deep in the wilderness, usually as part of small nomadic or semi-nomadic tribes or clans guided by Animists and shamans. They have a deep respect of the natural environment and its inhabitants, relying almost exclusively on what they’re able to hunt and forage for survival.

    Characters from the Woad Culture wear elaborate tattoos and ritual scars all over their bodies, from which their Culture takes its name. A Woad character could tell not only from which tribe another character hails from, but often also their name, social standing, and significant life events, just by looking at their tattoos.

    For this reason, Woad characters can be suspicious of “unpainted” individuals, who can be seen as purposely hiding their past and motives.

    Once in their life, usually at their coming of age, characters from the Woad Culture undergo a special ceremony, during which they’re given a portent about their future or destiny. Players could write a Motivation about the fate their character was given during this ceremony. Their character’s tattoos could tell something about their Nature. Or maybe they could write about their character’s Allegiance to the natural spirits that protect their clan.

    Outfitting: Choose one of each:
  • Swirling tattoos; ritual scars; stripe tattoos; scary tattoos.
  • Furs; simple tunic; loincloth.
  • Short spear; bow and arrows; quarterstaff.
  • Bundle of healing herbs; hunting trap; bone ornaments.

  • Starting Wealth Level: 0

    Nobal

    Pastoral

    City

    Weald

    Plains

    Maurauding

    Hill

    Desert

    Seafaring

    Artic

    Warrior

    Rogue

    Wizard

    Animist

    Dabbler

    Champion

    Armor

    Combat

    Adventuring

    Roguery

    Lore

    Spells

    Body

    Chanting

    Weave Spell Range Area of Effect Duration
    1st Chant of Courage 0 (self) 3m radius concentration
    2nd Endure the Elements 0 (touch) 1 target 1 min / lvl
    3rd Nature's Blessing 0 (touch) 1 target 1 min / lvl
    4th Suppress Curse 3m 1 target 1 hr / lvl
    5th Repel Magic 0 (self) 3m radius concentration
    6th Sactuary 0 (self) 3m radius concnetration
    7th Dispel Magic 20m 1 target permanent
    8th Break Curse 3m 1 target permanent
    9th Nature's Cradel 0 (touch) 1 camp 1 day
    10th Nature's Shield 0 (self) caster -

    • 1st - Chant of Courage
    Save: None

    The caster and their allies within the Area of Effect gain a special +10 bonus to thier Save Rolls against Fear. Additionally, at the end of each round, they can make a Save Roll to Shake off the effects of any fear-inducing spell or ability affecting them.

    Warping Option

    +3 Weave: increase radius of the Area of Effect by 3m.
    +2 Weave: increase duration to 1 round / level of caster (cannot be choosen more than once).

    • 2nd - Endure the Elements
    Save: None

    Target creature is protected from the effects of extreme natural hot and cold weather. Additionally, it gains a special +20 bonus to its Defense and Save Rolls against Fire and Frost magical attacks for the duration.

    • 3rd - Nature's Blessings
    Save: None

    The caster blesses target living creature, granting it a special +10 bonus to its Defense and Save Rolls for the duration.

    • 4th - Suppress Curse
    Save: Yes

    The caster makes a Save Roll against the Attack Level of a curse affecting target creature or item within range. If its's successful, the effects of the curse are cancelled for the duration. The curse will take effect again when the spell ends.

    • 5th - Repel Magic
    Save: Yes

    The caster asks the spirits to protect them from adverse magic. For the duration, whenever a spell that would affect a target within the Area of Effect is cast, they can make a Save Roll against an Attack Level equal to the Weave of the spell. If this SR is successful, the spell is cancelled.

    Warping Option

    +3 Weave: increase radius of the Area of Effect by 3m.
    +2 Weave: increase duration to 1 round / level of caster (cannot be choosen more than once).

    • 6th - Sanctuary
    Save: Yes

    The caster and all thier allies within the Area of Effect gain a special +10 bonus to thier defense and Save Rolls for the duration. Additionally, evil creatures outside the Area of Effect cannot enter it without making a Save Roll (evil creatures already inside it are unaffected).

    Warping Option

    +3 Weave: increase radius of the Area of Effect by 3m.
    +2 Weave: increase duration to 1 round / level of caster (cannot be choosen more than once).

    • 7th - Dispel Magic
    Save: Yes

    The caster makes a Save Roll against an Attack Level equal to the Weave of target active spell or magical effect within range. If it's successful, the chosen spell is dispelled and its effects immediatly end.

    • 8th - Break Curse
    Save: Yes

    The caster makes a Save Roll against the Attack Level of a curse affecting a target creature or item within range. If it's successful, the curse is broken and its effects are permanently cancelled.

    • 9th - Natures Cradel
    Save: None

    The spirits watch over the caster and their allies, shielding them from danger and hiding them from the agents of the Darkmaster. The spot chosen for the caster's group size is halved for the purpose of calculating Camping Rolls Difficulty for the Duration.

    • 10th - Natures Shield
    Save: None

    This spell protects the caster from a single non magical attack, causing it to automatically miss.



    Healing

    Weave Spell Range Area of Effect Duration
    1st Chant of Courage 0 (self) 3m radius concentration
    2nd Endure the Elements 0 (touch) 1 target 1 min / lvl
    3rd Nature's Blessing 0 (touch) 1 target 1 min / lvl
    4th Suppress Curse 3m 1 target 1 hr / lvl
    5th Repel Magic 0 (self) 3m radius concentration
    6th Sactuary 0 (self) 3m radius concnetration
    7th Dispel Magic 20m 1 target permanent
    8th Break Curse 3m 1 target permanent
    9th Nature's Cradel 0 (touch) 1 camp 1 day
    10th Nature's Shield 0 (self) caster -


    Master of Animals

    Weave Spell Range Area of Effect Duration
    1st Chant of Courage 0 (self) 3m radius concentration
    2nd Endure the Elements 0 (touch) 1 target 1 min / lvl
    3rd Nature's Blessing 0 (touch) 1 target 1 min / lvl
    4th Suppress Curse 3m 1 target 1 hr / lvl
    5th Repel Magic 0 (self) 3m radius concentration
    6th Sactuary 0 (self) 3m radius concnetration
    7th Dispel Magic 20m 1 target permanent
    8th Break Curse 3m 1 target permanent
    9th Nature's Cradel 0 (touch) 1 camp 1 day
    10th Nature's Shield 0 (self) caster -

    Master of Plants

    Weave Spell Range Area of Effect Duration
    1st Chant of Courage 0 (self) 3m radius concentration
    2nd Endure the Elements 0 (touch) 1 target 1 min / lvl
    3rd Nature's Blessing 0 (touch) 1 target 1 min / lvl
    4th Suppress Curse 3m 1 target 1 hr / lvl
    5th Repel Magic 0 (self) 3m radius concentration
    6th Sactuary 0 (self) 3m radius concnetration
    7th Dispel Magic 20m 1 target permanent
    8th Break Curse 3m 1 target permanent
    9th Nature's Cradel 0 (touch) 1 camp 1 day
    10th Nature's Shield 0 (self) caster -

    Movement of Nature

    Weave Spell Range Area of Effect Duration
    1st Chant of Courage 0 (self) 3m radius concentration
    2nd Endure the Elements 0 (touch) 1 target 1 min / lvl
    3rd Nature's Blessing 0 (touch) 1 target 1 min / lvl
    4th Suppress Curse 3m 1 target 1 hr / lvl
    5th Repel Magic 0 (self) 3m radius concentration
    6th Sactuary 0 (self) 3m radius concnetration
    7th Dispel Magic 20m 1 target permanent
    8th Break Curse 3m 1 target permanent
    9th Nature's Cradel 0 (touch) 1 camp 1 day
    10th Nature's Shield 0 (self) caster -

    Detection

    Eldritch Hand

    Eldrich Fire

    Illusion

    Mind Control

    Elven Lore

    Spell Song

    General Gear

    Food, Drink & Lodgings

    Mounts & Animals

    Collection 1

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