Post by Horizon Flare on Mar 10, 2012 16:49:35 GMT -5
Races:
Orcs
- Gain +4 to Strength.
- Gain +2 to Intellect.
- Suffer -4 to Charisma when interacting with non-Orcs.
Racial Skill Bonuses:
+ 2 to Technology
+ 2 to Toughness
+ 2 to Alchemy
- 2 to Arcane
- 2 to Sneak
D6 + 6 Free Points.
Orcs are green-skinned, towering creatures that hail from the northern lands of Garathnum. Though they seem outwards to be brutes and beasts due to their massive size, broad, tusked faces and rugged appearance, they are in fact, rather cunning, affable beings.
Their capital city of Steelforge is perhaps the greatest example of Orcish ingenuity and craftsmanship; a city of black clouds, huge factories and workshops, all black steel and stone with mighty battlements and strange galleries filled with their state-of-the-art inventions. Orcs are famed for their technology, and they hold the secrets to creating devastating and terrible weapons, as well as tools of peace and farming.
Orcs, city-dwellers or not, all live in communes, groups of Orcs who go to the same place to work. The Orcish community does not have individual possessions and the concept of pay as such; each member of the society performs his assigned tasks to the best of his ability, and the community sees to it that nobody is left wanting. Everything is shared. Prodigies and exceptionally skilled, strong or intelligent members of their race are noted and put into more demanding tasks or leadership positions.
Despite being twice the size, thrice the width, and five times the weight of even the tallest and strongest human, Orcs are not at all warlike; they prefer their own peace and quiet, and do not often leave their homes to wander the world.
During times of war, or when fighting off raiders from Khamyn, the Orcs bring to bear not only their massive bodies, but also their deadly inventions. Flamethrowers, blunderbusses, bombs and crossbows of outlandish designs are their favored weapons, but they also forge massive suits of armor, shields and other armaments.
Orcs have no gods, and it is a rare individual who turns to the religion of some other race; the Orcs have their technology and are content to leave it at that.
Humans
Peasants and kings, knights and bandits, the humans are varied and many. They are the forgers of empires and the rulers of the land from the sunrise to the sunset. Humans have divided into many kingdoms and peoples, with each having their own culture, traditions and mindsets.
Humans are the main playable race. Other races are allowed at the GM's discretion if it would make for a more interesting campaign.
Human Nations - Ability Modifiers and Racial Bonuses
Stefanian
- Gain +1 to Strength and Constitution.
- Suffer -1 to Intelligence.
Skill Bonuses:
D10 + 10 Free Points.
Daarian
- Gain +1 to Intelligence and Wisdom.
- Suffer -1 to Charisma.
Skill Bonuses:
+ 1 to Biology
+1 to Arcane
+ 2 to Alchemy
+ 1 to Medicine
+ 1 to Literature
+ 1 to Linguistics
+ D6 + 8 free points.
Morrowan
- Gain +2 to Strength.
Skill Bonuses:
+ 2 to Survival
+ 1 to Geography
+ 1 to Tougness
+D10 + 8 Free Points.
Arreachian
- Gain +1 to Dexterity and Charisma.
- Suffer -1 to Strength
Skill Bonuses:
+ 1 to any Instrument skill.
+ 1 to Knives.
+ 1 Sleight of Hand
+ 1 to Perception
+ 1 Verbal
+ 1 to Performance
+ D6+8 Free Points.
Harzyan
- Gain +1 to Dexterity and Constitution
- Suffer -1 to Intellect
Skill Bonuses:
+ 2 to Survival
+ 1 to Handle Animal
+ 1 to Spear, Sword or Bow
+ 2 to Ride
D10 + 8 Free Points.
Efanite
- Gain +2 to Intellect.
- Suffer -1 to Constitution.
Skill Bonuses:
+ 1 to Alchemy
+ 1 to First Aid
+ 2 to Medicine
+ 1 to Literature
+ 1 to Linguistics
+ 2 to Biology
+ 1 to Verbal
D6+6 Free points
Khamyn
+ 2 to Strength
- 1 to Intellect
Skill Bonuses:
+ 2 to Survival
+ 1 to Handle Animal
+ 1 to a Weapon of Choice
+ 1 to Perception
+ 1 Traps
+ 1 Brawl
+ 1 to Sneak
+ 1 Fishing
- 5 to Literature
- 5 to Technology
- 3 to Arcane
D6 + 10 Free Points
Darakymi
- Gain +1 to Dexterity and Intellect.
Skill Bonuses:
+ 2 to Survival
+ 1 to Blowgun or Shortbow
+ 1 to Biology
+ 1 Perception
- 5 to Literature
- 3 to Technology
D10 + 10 Free Points
Human Kingdoms and Countries:
Stefany – The Old Kingdom
Stefany was once a world-spanning empire, and most of the known world was ruled by an Imperator, most famous of which was Iwen Canes, the Knight-King, who crushed the resistance of Harzya and took control of the desert tribes, establishing the absolute superiority of Stefany for a hundred years.
Now, Stefany is but a shadow of its former self. The Empire that once spanned continents now includes only the Stefanian Mainland, an island two week's sail away from the eastern shores of D'Ar. They are still quite powerful and command respect from any other nation. Stefany is ruled by a number of noble houses under the rule of a king. The king's vassals have almost free hands to govern their province as they wish, but all owe loyalty and tithe to the King.
Stefanians as a people, are all proud of their homeland, and have a strong sense of competition. The men of the northern provinces are gritty, sour and little more than barbarians (so they southern provinces say, at least), while the southeners are pampered, narcissistic and soft (or so they northmen say). The ordinary Stefanian, however, is a peasant with little care about the outside world, being content tending to his farm and home. Stefany has much good farmland, especially in the south.
The nobles, the rich and the well-reputed are often schooled abroad, D'Ar being the most favored option. Though Stefan has many well-learned officials and nobles, the nation itself is quite conservative and new ideas and developments take time before they're accepted. In real-world terms, Stefany is very close to dark ages Europe.
Stefany's main religion is the worship of Ariel, originally the goddess of War and the matron of kings, a relic from the old times when they were known as conquerors. Other religions are practiced, but are generally frowned upon, especially in rural areas.
Although very much weaker than in ancient times, Stefany still has a powerful and capable military force. The provinces have their own troops, composed of knights, household warriors, peasant militia and a traditional 'signature' unit, such as the Nightsguard Knights of Fenwood.
D'Ar – The Land of Seers
Daarians have always been an affable, studious people. Even when the Stefanians came as conquerors three hundred years ago, the people of D'Ar merely shrugged, bent knee, and continued their lives as if nothing had happened.
D'Ar is a desert nation, and her people live in big cities surrounded by farmlands, near the few rivers that flow there, or by the sea to the east. They trade much with Stefany, and many merchants pass through their ports and cities, making them rich and prosperous.
D'Ar is the cradle of civilization. They are the keepers of knowledge and enlightenment – many Daarians are scholars, and almost everyone at least has some sort of schooling. Due to this, many a foreigner noble's son is sent to D'Ar for tutelage.
D'Ar is ruled by an unique caste, known as the Seers. Even though outsiders think of them as nothing more than charlatans who simply feign to be magicians to hold their people in check, the Daarians know better – the Seers are often long-lived, possess an amazing ability to read people and even predict the future, some say. The Seers each maintain a city, a town, or a part of land, and the greatest of them form the Council of D'Ar, with one being chosen as Allakshai, 'the greatest among equals', a public spokesman for the whole nation, something that foreigners often mistake for their 'king.' The current Allakshai is Aphshai Eli-Qhuenli, a woman of near-infinite riches.
The Daarians believe in no gods, which often makes other very suspicious of them. They are, oddly, very tolerant towards the beliefs of others. The people of D'Ar follow a philosophy they call the Okshar. According to them, life's greatest meaning is to achieve personal happiness and experience. Due to this, the Daarians are hard-working, honest and extremely friendly, believing that 'do unto others as you would have others do unto you.' All Daarians perform the duties society has assigned to them with a quiet sense of duty, hoping that work well done will earn them prestige and opportunity to better their lives.
Though a curious and peculiar land through and through, D'Ar's strangest cultural oddity is public schooling. All children are given four years of schooling in literature, history and a subject chosen by them or their caretaker for them. There are also martial schools, with children bought from their parents for a high sum by Seers, rich merchants or other people of fame. These children are then given free schooling in arts and sciences, housing, clothings and food, as well as taught military disciplines from the day they can walk, starting with games and activities that give them a good basis to begin their training proper when they come of age. These child-soldiers are nurtured, cared for and loved by their foster-parents, so they become unflinchingly loyal and honor-bound, unlike the slave-soldiers of certain other nations.
D'Ar's army is not very powerful, but it is well-equipped, well-trained and highly motivated.
Morrowan – The Kingdom of Ruins
Morrowan is a land of great, open plains, ancient ruins and age-old tradition. The people are the children of the natives who first tamed the land, and Stefanian conquerors who took it from them. Morrowan has much in common with Stefany, such as their technology and ruling system – at least in theory.
Morrowan is the westernmost human kingdom, while Stefany is in the far east. Morrowans are extremely conservative and worship the Old Gods – the gods of the rivers, the forests and the plains. While the common folk worship all the gods, praying to the one most likely to hear their current plight, each one has its own convent, known as the Circle. On the Outer Circle, there are the Templars, orders of knights that uphold the beliefs and holiness of their god's sacred places and doctrines. On the Inner Circle, there are the Druids, the priests and clerics of the gods. The Morrowans do not have man-made temples; their temples are the sacred groves, chosen lakes or certain farmfields and gathering places.
The people of Morrowan live practically in slavery. They are oppressed by their lords, bound to the land, their only solace being their families and their gods. The nation itself is split, with the king having no real power, and each lord being practically an autonomous entity ruling his miniature realm. Women are not held in high regard, and besides tending homes, birthing children and being generally good wives, their options are few; some become druids of those few gods that allow females to do so, and there are other less respecable paths.
Should Morrowan march to war, their forces are composed of a small elite of Templars, knights and household troops; the majority would be peasant rabble and town guard.
The in-fightning and old wars have left many forts, watchtowers and towns in ruins, earning Morrowan its nickname. There are many places where the ordinary folk fear to go, whispering of curses and terrors that lurk, the most famous of them being the Ravenmoors; a marsh where once took place a great battle, leaving it, as they rumours go, haunted and twisted.
Khamyn – The Northwilds
North of Morrowan spans a great woodland called the Winterwoods, where live a nomadic people infamous as raiders, barbarians and savages. The many tribes that inhabit this barren land are varied and all but united – some are farmers, others are hunter-gatherers, and many more are warlike bandits and roamers.
The Khamyyn are by no means a single people. They are individual tribes, clans and bandit groups, and their law is the law of the strong. Conflict and strife are constant, and often they come across the border to harass the more civilized lands, pillaging and looting until a force is amassed to drive them back and they disappear back into the Winterwoods.
The Khamyyn worship a multitude of their own gods, spirits and entities, their so-called holy men and women being shaman, witches and wise men, all greatly respected and feared for their connection to the Otherworld.
Arreach – The Riverland
Arreachians are seen as pests, thieves and liars by foreigners. Their homeland, full of rivers and waterways, is very much deserted, with only a few towns. During the reign of the Stefanian Empire, Arreachians were defeated quickly on the field, but resistance movements and rebels made the lives of Stefanian conquerors very difficult and often, short. By the decree of Commander-Captain Harwyn Wayne, most of the Arreachians were put to the sword to end the constant harrasment, with the survivors escaping their country and going into self-imposed exile.
Now, the Arreachians are an oft-seen sight anywhere in the continent. They sail up and down the rivers in small groups, stopping near towns to resupply, arranging entertainment in the form of carnival-esque troupes, music and dance numbers, or other similar performances.
Arreachians are often welcomed with a mixed sense of distrust and delight. They have an ill reputation, but especially in Morrowan, their colourful attires, friendly smiles and merrisome showmanship are a welcome change to otherwise bleak existence. Stefanians know well to steer clear of them, as the Arreachians carry a terrifying animosity towards them – many a Stefanian trader and his family has been found with their throats cut after an Arreachian troupe has passed by the town.
The Arreachians have no last names, and consider all their friends and relatives to be family and to be treated with equal hospitality. They are quick to forget wrongdoings and ill deeds against them, preferring to enjoy life.
These river-travelling vagabonds are more than merry, colourfully-dressed wanderers, however. Most of them are excellent skirmishers and knife-fighters, practicing to especially take down armored opponents.. such as Stefanian knights.
Arreach has no true central government; the few cities in their homeland are ruled by individual governors. The heir of the old royal family is still rumoured to be alive, but no-one can know for sure.
The exiled Arreachians no longer have their own religion; when they abandoned their homeland, they abandoned their gods as well, screaming for their aid in their moment of need. Now, they either adopt the religions of others or hold a deep scorn for all divine powers.
Harzya – Desert Realm
South of Morrowan, beyond the Tempest Range, lies a desert wasteland where one would expect no sane man to live, yet the Harzyans do. They are mostly nomads, wandering the deserts in clans that herd the animal that serves as their source of food, their means of travel and their beasts of burden; horses.
Harzyans are a martial people, where the skills of a warrior are held in high regard. The chieftain is often the strongest or most skilled fighter, and even a female can achieve this rank through a show of profiency in arms. Their cities are small, but during certain times of celebration or gathering, can grow ten times their size as many-coloured tents are raised around the stoneworks; a stranger will ask why the streets and alleys continue well beyond the range of all permanent buildings, but once they have seen the clans gather, they'll get their answer.
The rule of Harzya is in Eltoris, their capital and only port. Mostly populated by foreigners, the Chief of Chiefs, Haramadhya in Harzyan tongue, rules from his palace, attending to all diplomatic relations and nationwide matters, aided by the emissaries from the greatest and most powerful of the clans.
Harzyans are well-known for their horses, which are bred for a variety of purposes, and their excellent craftsmanship. Many of their people are merchants trading abroad or mercenaries working as caravan guards or in mercenary companies.
These desert nomads believe in two gods; the Storm God, whose abode is said to be on the highest peak of the Tempest Range, the bringer of rain and life, and the Night God, who is the guide of the deceased and the judge of the underworld.
Efanas – The Slithering Isles
Efanas is a strange place, and many an outsider has not visited its shores. It is a series of small islands south of Harzya, covered in dense jungles and filled with venomous and deadly creatures. Yet there is civilization; the Efanites are a people living in cities of intricately carved stone, gaining everything they require from the jungle around them and a few leveled patches of farmland.
The Efanites are known as philosophers, doctors and artists, dressed in a loose, complex cloak that shroud their entire bodies, with shaven heads and imposing beards. This is of course just a stereotype, and the people of Efanas are just as diverse as those of any other land. There are merchants, craftsmen and peasants just like anywhere else.
The Efanites gain their food from huge plantations, and by hunting the massive serpents that live in the jungles that surround their cities. They trade much with the other nations, and their art, crafts and especially their services as teachers and doctors are highly requested, rivaling the fame of their Daarian colleagues.
Efanites worship an entity known as Shish, the World Serpent. They revere this being as the creator of the world, the patron of their people and the provider of every aspect in their life. Shish' priests are divided into Colors – convents of similarly-minded religious monks and priests, with each Color providing different kinds of services. The White Scales perform burials, death ceremonies and provide solace for the dying and their close ones, the Green Scales are connected to the land, the harvest and the harmony of nature, and so on, with the Red Scales and Black Scales standing out.
The Red Scales are warrior-monks, who serve the will of Shish by fighting the enemies of the Efanites. They are commonly known to be their standing army, with each professional soldier being one of these warrior-monks, supported by auxiliary militia troops. Amongst the Red Scales are different sub-factions, who specialize in different forms of combat, imitating the serpents of their native jungles; the Sha'rish, for example, imitate the spitting viper, barraging their enemies with poisoned arrows, while the Varysh'Jinshi, the chameleon constrictors, prefer to camouflage themselves, lying still for extended periods before ambushing an enemy as it's practically walking on top of them with a frenzied charge.
The Black Scales are the most enigmatic. They spend their lives in meditation and thought, and are rumored to possess strange powers of mysticism. Rumors tell of a Black Scale moving faster than the eye can see, single-handedly fending of ten men unarmed, and holding their breath for hours.
Each city is ruled by it's own council, chosen by the people with a vote every five years, who are the Tongue, the Eyes, and the Ears, each having their own duty. The Tongue is the public figure of the trio; a spokesman for the city. The Eyes tend to the governing duties, and the Ears are responsible for what happens outside the city's domain. Together with the councils of other cities, they rule the nation. There is also a fourth, secret member of the council, one at a time in the entire nation, known as the Venom. They are master assassins, discreetly disposing of the enemies of the state through cunning and the use of deadly and untraceable poisons.
Darakym – The Hidden Kingdom
So-known because of the dense and mysterious jungle that surrounds the temple-cities of Daraym, the Hidden Kingdom is just that; few have ever visited beyond Endaril, the great, ancient city of temples and palaces, where the jungle tribes gather and where they are ruled from by their immortal God-Empress.
The Darakymi are a reclusive people, living in small tribes all around the jungle. They are far from sophisticated or advanced, and their ways of living might shock those from more civilized areas. They are, however, hospitable and good folk, despite their intimidating customs.
The Darakymi worship the God-Empress, also known as the Ashikanauwa. Said to be immortal, as when the old Empress dies, she is reborn on that same day as a newborn infant – or so the people believe. She is aided in her rule by a council of the Illuminated, eunuch priests of most perfect knowledge and learning.
Classes and Archetypes:
Stefany:
Isenhovv Rangers (Ranger Archetype)
Isenhovv is the northernmost province in Stefany; a land of forests and mountain hills. They are tough, rugged people, and the Isenhovv Rangers, serving as scouts and ambushers during wartime, are expert foresters who strike swiftly before retreating again.
+ 2 to Shortbow
+ 1 to Sneak
+ 1 to Survival
+ 1 to Traps
+ 1 to Handle Animal
Mirindell Aspirants
Aspirants of Mirindell are common folk, best riders amongst the people chosen by their lords and given steeds, weapons and armor in exchange for their services. Instead of regular pay, they gain blood money for each felled foe. Aspirants are always eager to get into the thick of it, mocking traditional cavalry tactics; they launch a volley of bolts at an enemy from point-blank range just before drawing out their cavalry sabers to kill those still standing.
+ 2 to Crossbow
+ 2 to Ride
+ 1 to Saber
Trained to use light crossbows mounted.
Jarvik Night Guard
Jarvik is a mysterious, well-feared province; mostly covered by the eerie Mournwoods, only a few outsiders dare venture there, as the forests are said to be haunted. The people of Jarvik as sour, quiet and distrustful, but time and time again, the province has proven unflinchingly loyal to the Crown.
Jarvik's dreaded elite are the Night Guard; exceptional skirmishers and light infantry, who can shred any other knight into pieces. They are armed with crossbows and either two swords, or a greatsword. The Night Guard gains their name from the way they prefer to attack after nightfall, shrouded in black cloaks and their armor painted black.
+ 2 to Survival
+ 2 to Two-Handed Swords or any one-handed weapon
+ 1 to Sneak
+ 1 to Crossbows
+ 1 to Perception
Arwyndell Knights
The southernmost province, Arwyndell is a warm, pleasant place with many exotic delicacies and people who know how to enjoy life - perhaps this is why they're in such bad relations with Isenhovv. Regardless, the Knights of Arwyndell are the exemplars of justice and gallantry, masters of armed combat and knightly virtues.. at least they say so. Whatever the case may be with their virtues and innocence, they can fight and will not be afraid to crush anyone who thinks otherwise.
+ 2 to Ride
+ 1 to Lances
+ 1 to Shields
+ 1 to Chosen Weapon
D'Ar
Chosen Guard
The famed household guard of Daarian rich and famed, the Chosen Guard are trained from birth to defend their masters. They are well-schooled in both mental and martial disciplines, and devout to their masters. Though they do not wear the heavy armor like Morrowan or Stefanian knights, they are still a deadly foe to meet in combat.
+ 1 to Literature
+ 1 to Acrobatics
+ 1 to Linguistics
+ 1 to an Intellect skill of choosing
+ 1 to Martial Arts
+ 1 to Toughness
Morrowan
Templars
Holy soldiers, the Templars are knights who have pledges allegiance not to a mman, but a god. They strive to uphold the ways and customs of their divine mmaster, and destroy their enemies. Their faith and their steel work in unison, making the Templars a foe that not many would like to face on the field of battle.
Sects;
Knight of the Lucid Lake
Servants of the water goddess Syra, the knights of the lake have a tendency for self-observation and meditation, preferring to take things slowly and make their choices only after weighing options deeply. Once they've made their decision, however, the Knights of the Lucid Lake are a force of nature, crashing upon their enemies with the fury of a tidal wave.
+ 2 to Verbal
+ 2 to One-Handed Swords
+ 1 to Perception
Knights of the Wild Garden
The Wild Garden knights worship the god of the hunt, Morrath. They're woodsmen and rangers who can blaze a trail through even the wildest of forests with ease. The Wild Knights patrol the countryside, slaying wild beasts and making sure the forests are not defiled.
+ 1 to Survival
+ 1 to Traps
+ 1 to Sneak
+ 1 to Bow
+ 1 to Acrobatics
Knight of the Firmament
Devoted to Aranar, the god of the sky and ruler of the world, the Knights of the Firmament roam the countryside, keeping the roads clear of bandits and thugs. They are the lawkeepers and the judges, and most likely of the sects to find in an urban environment.
+ 1 to Perception
+ 1 to Sneak
+ 1 to Linguistics
+ 1 to Shields
+ 1 Verbal
Orcs
- Gain +4 to Strength.
- Gain +2 to Intellect.
- Suffer -4 to Charisma when interacting with non-Orcs.
Racial Skill Bonuses:
+ 2 to Technology
+ 2 to Toughness
+ 2 to Alchemy
- 2 to Arcane
- 2 to Sneak
D6 + 6 Free Points.
Orcs are green-skinned, towering creatures that hail from the northern lands of Garathnum. Though they seem outwards to be brutes and beasts due to their massive size, broad, tusked faces and rugged appearance, they are in fact, rather cunning, affable beings.
Their capital city of Steelforge is perhaps the greatest example of Orcish ingenuity and craftsmanship; a city of black clouds, huge factories and workshops, all black steel and stone with mighty battlements and strange galleries filled with their state-of-the-art inventions. Orcs are famed for their technology, and they hold the secrets to creating devastating and terrible weapons, as well as tools of peace and farming.
Orcs, city-dwellers or not, all live in communes, groups of Orcs who go to the same place to work. The Orcish community does not have individual possessions and the concept of pay as such; each member of the society performs his assigned tasks to the best of his ability, and the community sees to it that nobody is left wanting. Everything is shared. Prodigies and exceptionally skilled, strong or intelligent members of their race are noted and put into more demanding tasks or leadership positions.
Despite being twice the size, thrice the width, and five times the weight of even the tallest and strongest human, Orcs are not at all warlike; they prefer their own peace and quiet, and do not often leave their homes to wander the world.
During times of war, or when fighting off raiders from Khamyn, the Orcs bring to bear not only their massive bodies, but also their deadly inventions. Flamethrowers, blunderbusses, bombs and crossbows of outlandish designs are their favored weapons, but they also forge massive suits of armor, shields and other armaments.
Orcs have no gods, and it is a rare individual who turns to the religion of some other race; the Orcs have their technology and are content to leave it at that.
Humans
Peasants and kings, knights and bandits, the humans are varied and many. They are the forgers of empires and the rulers of the land from the sunrise to the sunset. Humans have divided into many kingdoms and peoples, with each having their own culture, traditions and mindsets.
Humans are the main playable race. Other races are allowed at the GM's discretion if it would make for a more interesting campaign.
Human Nations - Ability Modifiers and Racial Bonuses
Stefanian
- Gain +1 to Strength and Constitution.
- Suffer -1 to Intelligence.
Skill Bonuses:
D10 + 10 Free Points.
Daarian
- Gain +1 to Intelligence and Wisdom.
- Suffer -1 to Charisma.
Skill Bonuses:
+ 1 to Biology
+1 to Arcane
+ 2 to Alchemy
+ 1 to Medicine
+ 1 to Literature
+ 1 to Linguistics
+ D6 + 8 free points.
Morrowan
- Gain +2 to Strength.
Skill Bonuses:
+ 2 to Survival
+ 1 to Geography
+ 1 to Tougness
+D10 + 8 Free Points.
Arreachian
- Gain +1 to Dexterity and Charisma.
- Suffer -1 to Strength
Skill Bonuses:
+ 1 to any Instrument skill.
+ 1 to Knives.
+ 1 Sleight of Hand
+ 1 to Perception
+ 1 Verbal
+ 1 to Performance
+ D6+8 Free Points.
Harzyan
- Gain +1 to Dexterity and Constitution
- Suffer -1 to Intellect
Skill Bonuses:
+ 2 to Survival
+ 1 to Handle Animal
+ 1 to Spear, Sword or Bow
+ 2 to Ride
D10 + 8 Free Points.
Efanite
- Gain +2 to Intellect.
- Suffer -1 to Constitution.
Skill Bonuses:
+ 1 to Alchemy
+ 1 to First Aid
+ 2 to Medicine
+ 1 to Literature
+ 1 to Linguistics
+ 2 to Biology
+ 1 to Verbal
D6+6 Free points
Khamyn
+ 2 to Strength
- 1 to Intellect
Skill Bonuses:
+ 2 to Survival
+ 1 to Handle Animal
+ 1 to a Weapon of Choice
+ 1 to Perception
+ 1 Traps
+ 1 Brawl
+ 1 to Sneak
+ 1 Fishing
- 5 to Literature
- 5 to Technology
- 3 to Arcane
D6 + 10 Free Points
Darakymi
- Gain +1 to Dexterity and Intellect.
Skill Bonuses:
+ 2 to Survival
+ 1 to Blowgun or Shortbow
+ 1 to Biology
+ 1 Perception
- 5 to Literature
- 3 to Technology
D10 + 10 Free Points
Human Kingdoms and Countries:
Stefany – The Old Kingdom
Stefany was once a world-spanning empire, and most of the known world was ruled by an Imperator, most famous of which was Iwen Canes, the Knight-King, who crushed the resistance of Harzya and took control of the desert tribes, establishing the absolute superiority of Stefany for a hundred years.
Now, Stefany is but a shadow of its former self. The Empire that once spanned continents now includes only the Stefanian Mainland, an island two week's sail away from the eastern shores of D'Ar. They are still quite powerful and command respect from any other nation. Stefany is ruled by a number of noble houses under the rule of a king. The king's vassals have almost free hands to govern their province as they wish, but all owe loyalty and tithe to the King.
Stefanians as a people, are all proud of their homeland, and have a strong sense of competition. The men of the northern provinces are gritty, sour and little more than barbarians (so they southern provinces say, at least), while the southeners are pampered, narcissistic and soft (or so they northmen say). The ordinary Stefanian, however, is a peasant with little care about the outside world, being content tending to his farm and home. Stefany has much good farmland, especially in the south.
The nobles, the rich and the well-reputed are often schooled abroad, D'Ar being the most favored option. Though Stefan has many well-learned officials and nobles, the nation itself is quite conservative and new ideas and developments take time before they're accepted. In real-world terms, Stefany is very close to dark ages Europe.
Stefany's main religion is the worship of Ariel, originally the goddess of War and the matron of kings, a relic from the old times when they were known as conquerors. Other religions are practiced, but are generally frowned upon, especially in rural areas.
Although very much weaker than in ancient times, Stefany still has a powerful and capable military force. The provinces have their own troops, composed of knights, household warriors, peasant militia and a traditional 'signature' unit, such as the Nightsguard Knights of Fenwood.
D'Ar – The Land of Seers
Daarians have always been an affable, studious people. Even when the Stefanians came as conquerors three hundred years ago, the people of D'Ar merely shrugged, bent knee, and continued their lives as if nothing had happened.
D'Ar is a desert nation, and her people live in big cities surrounded by farmlands, near the few rivers that flow there, or by the sea to the east. They trade much with Stefany, and many merchants pass through their ports and cities, making them rich and prosperous.
D'Ar is the cradle of civilization. They are the keepers of knowledge and enlightenment – many Daarians are scholars, and almost everyone at least has some sort of schooling. Due to this, many a foreigner noble's son is sent to D'Ar for tutelage.
D'Ar is ruled by an unique caste, known as the Seers. Even though outsiders think of them as nothing more than charlatans who simply feign to be magicians to hold their people in check, the Daarians know better – the Seers are often long-lived, possess an amazing ability to read people and even predict the future, some say. The Seers each maintain a city, a town, or a part of land, and the greatest of them form the Council of D'Ar, with one being chosen as Allakshai, 'the greatest among equals', a public spokesman for the whole nation, something that foreigners often mistake for their 'king.' The current Allakshai is Aphshai Eli-Qhuenli, a woman of near-infinite riches.
The Daarians believe in no gods, which often makes other very suspicious of them. They are, oddly, very tolerant towards the beliefs of others. The people of D'Ar follow a philosophy they call the Okshar. According to them, life's greatest meaning is to achieve personal happiness and experience. Due to this, the Daarians are hard-working, honest and extremely friendly, believing that 'do unto others as you would have others do unto you.' All Daarians perform the duties society has assigned to them with a quiet sense of duty, hoping that work well done will earn them prestige and opportunity to better their lives.
Though a curious and peculiar land through and through, D'Ar's strangest cultural oddity is public schooling. All children are given four years of schooling in literature, history and a subject chosen by them or their caretaker for them. There are also martial schools, with children bought from their parents for a high sum by Seers, rich merchants or other people of fame. These children are then given free schooling in arts and sciences, housing, clothings and food, as well as taught military disciplines from the day they can walk, starting with games and activities that give them a good basis to begin their training proper when they come of age. These child-soldiers are nurtured, cared for and loved by their foster-parents, so they become unflinchingly loyal and honor-bound, unlike the slave-soldiers of certain other nations.
D'Ar's army is not very powerful, but it is well-equipped, well-trained and highly motivated.
Morrowan – The Kingdom of Ruins
Morrowan is a land of great, open plains, ancient ruins and age-old tradition. The people are the children of the natives who first tamed the land, and Stefanian conquerors who took it from them. Morrowan has much in common with Stefany, such as their technology and ruling system – at least in theory.
Morrowan is the westernmost human kingdom, while Stefany is in the far east. Morrowans are extremely conservative and worship the Old Gods – the gods of the rivers, the forests and the plains. While the common folk worship all the gods, praying to the one most likely to hear their current plight, each one has its own convent, known as the Circle. On the Outer Circle, there are the Templars, orders of knights that uphold the beliefs and holiness of their god's sacred places and doctrines. On the Inner Circle, there are the Druids, the priests and clerics of the gods. The Morrowans do not have man-made temples; their temples are the sacred groves, chosen lakes or certain farmfields and gathering places.
The people of Morrowan live practically in slavery. They are oppressed by their lords, bound to the land, their only solace being their families and their gods. The nation itself is split, with the king having no real power, and each lord being practically an autonomous entity ruling his miniature realm. Women are not held in high regard, and besides tending homes, birthing children and being generally good wives, their options are few; some become druids of those few gods that allow females to do so, and there are other less respecable paths.
Should Morrowan march to war, their forces are composed of a small elite of Templars, knights and household troops; the majority would be peasant rabble and town guard.
The in-fightning and old wars have left many forts, watchtowers and towns in ruins, earning Morrowan its nickname. There are many places where the ordinary folk fear to go, whispering of curses and terrors that lurk, the most famous of them being the Ravenmoors; a marsh where once took place a great battle, leaving it, as they rumours go, haunted and twisted.
Khamyn – The Northwilds
North of Morrowan spans a great woodland called the Winterwoods, where live a nomadic people infamous as raiders, barbarians and savages. The many tribes that inhabit this barren land are varied and all but united – some are farmers, others are hunter-gatherers, and many more are warlike bandits and roamers.
The Khamyyn are by no means a single people. They are individual tribes, clans and bandit groups, and their law is the law of the strong. Conflict and strife are constant, and often they come across the border to harass the more civilized lands, pillaging and looting until a force is amassed to drive them back and they disappear back into the Winterwoods.
The Khamyyn worship a multitude of their own gods, spirits and entities, their so-called holy men and women being shaman, witches and wise men, all greatly respected and feared for their connection to the Otherworld.
Arreach – The Riverland
Arreachians are seen as pests, thieves and liars by foreigners. Their homeland, full of rivers and waterways, is very much deserted, with only a few towns. During the reign of the Stefanian Empire, Arreachians were defeated quickly on the field, but resistance movements and rebels made the lives of Stefanian conquerors very difficult and often, short. By the decree of Commander-Captain Harwyn Wayne, most of the Arreachians were put to the sword to end the constant harrasment, with the survivors escaping their country and going into self-imposed exile.
Now, the Arreachians are an oft-seen sight anywhere in the continent. They sail up and down the rivers in small groups, stopping near towns to resupply, arranging entertainment in the form of carnival-esque troupes, music and dance numbers, or other similar performances.
Arreachians are often welcomed with a mixed sense of distrust and delight. They have an ill reputation, but especially in Morrowan, their colourful attires, friendly smiles and merrisome showmanship are a welcome change to otherwise bleak existence. Stefanians know well to steer clear of them, as the Arreachians carry a terrifying animosity towards them – many a Stefanian trader and his family has been found with their throats cut after an Arreachian troupe has passed by the town.
The Arreachians have no last names, and consider all their friends and relatives to be family and to be treated with equal hospitality. They are quick to forget wrongdoings and ill deeds against them, preferring to enjoy life.
These river-travelling vagabonds are more than merry, colourfully-dressed wanderers, however. Most of them are excellent skirmishers and knife-fighters, practicing to especially take down armored opponents.. such as Stefanian knights.
Arreach has no true central government; the few cities in their homeland are ruled by individual governors. The heir of the old royal family is still rumoured to be alive, but no-one can know for sure.
The exiled Arreachians no longer have their own religion; when they abandoned their homeland, they abandoned their gods as well, screaming for their aid in their moment of need. Now, they either adopt the religions of others or hold a deep scorn for all divine powers.
Harzya – Desert Realm
South of Morrowan, beyond the Tempest Range, lies a desert wasteland where one would expect no sane man to live, yet the Harzyans do. They are mostly nomads, wandering the deserts in clans that herd the animal that serves as their source of food, their means of travel and their beasts of burden; horses.
Harzyans are a martial people, where the skills of a warrior are held in high regard. The chieftain is often the strongest or most skilled fighter, and even a female can achieve this rank through a show of profiency in arms. Their cities are small, but during certain times of celebration or gathering, can grow ten times their size as many-coloured tents are raised around the stoneworks; a stranger will ask why the streets and alleys continue well beyond the range of all permanent buildings, but once they have seen the clans gather, they'll get their answer.
The rule of Harzya is in Eltoris, their capital and only port. Mostly populated by foreigners, the Chief of Chiefs, Haramadhya in Harzyan tongue, rules from his palace, attending to all diplomatic relations and nationwide matters, aided by the emissaries from the greatest and most powerful of the clans.
Harzyans are well-known for their horses, which are bred for a variety of purposes, and their excellent craftsmanship. Many of their people are merchants trading abroad or mercenaries working as caravan guards or in mercenary companies.
These desert nomads believe in two gods; the Storm God, whose abode is said to be on the highest peak of the Tempest Range, the bringer of rain and life, and the Night God, who is the guide of the deceased and the judge of the underworld.
Efanas – The Slithering Isles
Efanas is a strange place, and many an outsider has not visited its shores. It is a series of small islands south of Harzya, covered in dense jungles and filled with venomous and deadly creatures. Yet there is civilization; the Efanites are a people living in cities of intricately carved stone, gaining everything they require from the jungle around them and a few leveled patches of farmland.
The Efanites are known as philosophers, doctors and artists, dressed in a loose, complex cloak that shroud their entire bodies, with shaven heads and imposing beards. This is of course just a stereotype, and the people of Efanas are just as diverse as those of any other land. There are merchants, craftsmen and peasants just like anywhere else.
The Efanites gain their food from huge plantations, and by hunting the massive serpents that live in the jungles that surround their cities. They trade much with the other nations, and their art, crafts and especially their services as teachers and doctors are highly requested, rivaling the fame of their Daarian colleagues.
Efanites worship an entity known as Shish, the World Serpent. They revere this being as the creator of the world, the patron of their people and the provider of every aspect in their life. Shish' priests are divided into Colors – convents of similarly-minded religious monks and priests, with each Color providing different kinds of services. The White Scales perform burials, death ceremonies and provide solace for the dying and their close ones, the Green Scales are connected to the land, the harvest and the harmony of nature, and so on, with the Red Scales and Black Scales standing out.
The Red Scales are warrior-monks, who serve the will of Shish by fighting the enemies of the Efanites. They are commonly known to be their standing army, with each professional soldier being one of these warrior-monks, supported by auxiliary militia troops. Amongst the Red Scales are different sub-factions, who specialize in different forms of combat, imitating the serpents of their native jungles; the Sha'rish, for example, imitate the spitting viper, barraging their enemies with poisoned arrows, while the Varysh'Jinshi, the chameleon constrictors, prefer to camouflage themselves, lying still for extended periods before ambushing an enemy as it's practically walking on top of them with a frenzied charge.
The Black Scales are the most enigmatic. They spend their lives in meditation and thought, and are rumored to possess strange powers of mysticism. Rumors tell of a Black Scale moving faster than the eye can see, single-handedly fending of ten men unarmed, and holding their breath for hours.
Each city is ruled by it's own council, chosen by the people with a vote every five years, who are the Tongue, the Eyes, and the Ears, each having their own duty. The Tongue is the public figure of the trio; a spokesman for the city. The Eyes tend to the governing duties, and the Ears are responsible for what happens outside the city's domain. Together with the councils of other cities, they rule the nation. There is also a fourth, secret member of the council, one at a time in the entire nation, known as the Venom. They are master assassins, discreetly disposing of the enemies of the state through cunning and the use of deadly and untraceable poisons.
Darakym – The Hidden Kingdom
So-known because of the dense and mysterious jungle that surrounds the temple-cities of Daraym, the Hidden Kingdom is just that; few have ever visited beyond Endaril, the great, ancient city of temples and palaces, where the jungle tribes gather and where they are ruled from by their immortal God-Empress.
The Darakymi are a reclusive people, living in small tribes all around the jungle. They are far from sophisticated or advanced, and their ways of living might shock those from more civilized areas. They are, however, hospitable and good folk, despite their intimidating customs.
The Darakymi worship the God-Empress, also known as the Ashikanauwa. Said to be immortal, as when the old Empress dies, she is reborn on that same day as a newborn infant – or so the people believe. She is aided in her rule by a council of the Illuminated, eunuch priests of most perfect knowledge and learning.
Classes and Archetypes:
Stefany:
Isenhovv Rangers (Ranger Archetype)
“This is good land; our fathers kept it so, and we shall keep it as well. We are men of forests and mountains, brave and just. The men of south are our kin only in name; they are men of steel and silver and LIES!”
- Calwar Whynn, Lord of Isenhovv
- Calwar Whynn, Lord of Isenhovv
Isenhovv is the northernmost province in Stefany; a land of forests and mountain hills. They are tough, rugged people, and the Isenhovv Rangers, serving as scouts and ambushers during wartime, are expert foresters who strike swiftly before retreating again.
+ 2 to Shortbow
+ 1 to Sneak
+ 1 to Survival
+ 1 to Traps
+ 1 to Handle Animal
Mirindell Aspirants
“There’s nothing like galloping hard on the plains under the midsummer sun, with the wind on your face, sun on your skin, and the battered, broken bones of your foe under the beating hooves of your steed.”
- Varon Bowes, son of Cyran Bowes
- Varon Bowes, son of Cyran Bowes
Aspirants of Mirindell are common folk, best riders amongst the people chosen by their lords and given steeds, weapons and armor in exchange for their services. Instead of regular pay, they gain blood money for each felled foe. Aspirants are always eager to get into the thick of it, mocking traditional cavalry tactics; they launch a volley of bolts at an enemy from point-blank range just before drawing out their cavalry sabers to kill those still standing.
+ 2 to Crossbow
+ 2 to Ride
+ 1 to Saber
Trained to use light crossbows mounted.
Jarvik Night Guard
"We are old people. We are strong and proud, as we should be, for we have cultivated this land and made it bend to our will. People fear us; let them! They would not dare to tread here. Not after the last time they tried.."- Jarvik Frostblade, 99th lord of Jarvik
Jarvik is a mysterious, well-feared province; mostly covered by the eerie Mournwoods, only a few outsiders dare venture there, as the forests are said to be haunted. The people of Jarvik as sour, quiet and distrustful, but time and time again, the province has proven unflinchingly loyal to the Crown.
Jarvik's dreaded elite are the Night Guard; exceptional skirmishers and light infantry, who can shred any other knight into pieces. They are armed with crossbows and either two swords, or a greatsword. The Night Guard gains their name from the way they prefer to attack after nightfall, shrouded in black cloaks and their armor painted black.
+ 2 to Survival
+ 2 to Two-Handed Swords or any one-handed weapon
+ 1 to Sneak
+ 1 to Crossbows
+ 1 to Perception
Arwyndell Knights
The southernmost province, Arwyndell is a warm, pleasant place with many exotic delicacies and people who know how to enjoy life - perhaps this is why they're in such bad relations with Isenhovv. Regardless, the Knights of Arwyndell are the exemplars of justice and gallantry, masters of armed combat and knightly virtues.. at least they say so. Whatever the case may be with their virtues and innocence, they can fight and will not be afraid to crush anyone who thinks otherwise.
+ 2 to Ride
+ 1 to Lances
+ 1 to Shields
+ 1 to Chosen Weapon
D'Ar
Chosen Guard
The famed household guard of Daarian rich and famed, the Chosen Guard are trained from birth to defend their masters. They are well-schooled in both mental and martial disciplines, and devout to their masters. Though they do not wear the heavy armor like Morrowan or Stefanian knights, they are still a deadly foe to meet in combat.
+ 1 to Literature
+ 1 to Acrobatics
+ 1 to Linguistics
+ 1 to an Intellect skill of choosing
+ 1 to Martial Arts
+ 1 to Toughness
Morrowan
Templars
Holy soldiers, the Templars are knights who have pledges allegiance not to a mman, but a god. They strive to uphold the ways and customs of their divine mmaster, and destroy their enemies. Their faith and their steel work in unison, making the Templars a foe that not many would like to face on the field of battle.
Sects;
Knight of the Lucid Lake
Servants of the water goddess Syra, the knights of the lake have a tendency for self-observation and meditation, preferring to take things slowly and make their choices only after weighing options deeply. Once they've made their decision, however, the Knights of the Lucid Lake are a force of nature, crashing upon their enemies with the fury of a tidal wave.
+ 2 to Verbal
+ 2 to One-Handed Swords
+ 1 to Perception
Knights of the Wild Garden
The Wild Garden knights worship the god of the hunt, Morrath. They're woodsmen and rangers who can blaze a trail through even the wildest of forests with ease. The Wild Knights patrol the countryside, slaying wild beasts and making sure the forests are not defiled.
+ 1 to Survival
+ 1 to Traps
+ 1 to Sneak
+ 1 to Bow
+ 1 to Acrobatics
Knight of the Firmament
Devoted to Aranar, the god of the sky and ruler of the world, the Knights of the Firmament roam the countryside, keeping the roads clear of bandits and thugs. They are the lawkeepers and the judges, and most likely of the sects to find in an urban environment.
+ 1 to Perception
+ 1 to Sneak
+ 1 to Linguistics
+ 1 to Shields
+ 1 Verbal