[restrict]
- Kins
- Cultures
- Vocations
- Skills
- Animist Grimoire
- Wizard Grimoire
- Elven Grimoire
- Goods & Services
- Creatures
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
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.
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
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.
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
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.
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
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.
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
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.
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
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:
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:
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:
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 | - |
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 | - |
