Wednesday, September 4, 2013
13th Age: First Session and Game Remarks (review?)
Thursday, August 29, 2013
Iconic Relationships in the Barony
Icon
|
Positive
Relationship
|
Conflicted
Relationship
|
Negative Relationship
|
Heroic Icon
Usually
The Baron
The Dwarven Ally
The Hero
Sometimes
The Librarian
|
Spend 1, 2, or 3 points
You are a white hat, riding in
to save the day. Authorities are more likely to listen to your side of the
story and the people are more likely to trust you. Do not be surprised if
their representatives call upon you for aid – or if the opposite Icons’
representatives target you for some nefarious purpose!
|
Spend 1, 2, or 3 points
Likely, you are one of the good
guys. However, something you have done or been involved with (that old gang
from school, perhaps?) leads to some distrust from the Icon. While you will
have allies related to this Icon, enemies representing the Icon will also
come about.
|
Spend 1 point
You represent a rivalry or an enemy.
Goodly authorities likely consider you a criminal, a thief, a ne’er do well.
|
Ambiguous Icons
Usually
The Elven Lord and Lady
The Wisest Wizard
The Librarian
The Wanderer
Sometimes
The Hero
The Wanderer
|
Spend 1, 2, or 3 points
In the eyes of the Icon, you
are a hero, be that an Elven leader, a wizard of high regard, a cataloguer
beyond all cataloguers, or the gnome with the most miles traveled. To others,
you may be an enemy or friend, depending on the day and the need.
|
Spend 1, 2, or 3 points
Some days are good, some are
bad. You tread the water between the two of them, never sure what awaits you
with the representatives of this Icon.
|
Spend 1 or 2 points
You are an enemy or dire threat
to the Icon. Perhaps, the Tuathanas in your blood is too strong to accept the
“elves” place in this world. You could be a wizard who has turned to join the
diabolists serving the Prince of Demons. Maybe you burned down a library as a
child.
|
Villainous Icons
Usually
The Prince of Demons
The Warlord
The Dragon
Sometimes
The Wanderer
|
Spend 1 point
Your connection to this Icon brings
you forbidden secrets, hidden knowledge, and danger. You are hated and hunted
by the Heroic Icons. You must be prepared to defend yourself against false
(and sometimes true) allegations of heinous deeds.
|
Spend 1 or 2 points
You are cursed with your
connection to this icon. Try as you might, you can never sever this relationship.
Perhaps, it is due to a relative or personal past transgression. Followers of
the other Icons will always be wary of you, no matter what your intentions
may be.
|
Spend 1 or 2 points
This foe is out to get you and
depending on the number of points you spend, you could be seen as an
arch-rival worthy of hunting and slaying. On the other hand, it makes you one
of the good guys and you should be able to find allies in the most desperate
of times.
|
Saturday, August 24, 2013
My 13th Age Icons
Some denizens of the realm view them as gods. This is most often true of those not represented by the Icons. For example, the modern Elven Lord and Lady are said to reside in the forests of Lanark. Most humans will never make it to Lanark and thus not have the opportunity to meet the Lord and Lady. Yet, to those Tuathanas dwelling in or around Lanark, the Lord and Lady can be seen presiding over court.
The Icons change with the Ages. Some continue from Age to Age. Others die out and are eventually replaced by new Icons born for the new Age. The Nathair-Sgiathach (Dragon) is one who has died out, but has yet to be replaced. The Tuathanas kept the Icon around as a bogeyman to use against their human and dwarf slaves. Because of this, the human and dwarf view of the Tuathanas from the prior Age have been folded into the Dragon Icon. Even though the races of dragon and elf were enemies in Ages past, what they have come to represent in the current Age is one in the same.
The Icons are presented here in a manner displaying their primary aspects. However, each Icon may have other aspects or lights in which they can be seen or worshiped.
Heroic Icons: The Baron, The Dwarven Ally, The Hero
Ambiguous Icons: The Elven Lord and Lady, The Wisest Wizard, The Librarian, The Wanderer
Villainous Icons: The Prince of Demons, The Warlord, The Nathair-Sgiathach
If they were given D&D alignments, they would appear something akin to the following chart.
Lawful Good - The Baron |
Neutral Good - The Dwarven Ally |
Chaotic Good - The Hero |
Lawful Neutral - The Elven Lord and Lady - The Wisest Wizard |
True Neutral - The Librarian |
Chaotic Neutral - The Wanderer |
Lawful Evil - The Prince of Demons |
Neutral Evil - The Warlord |
Chaotic Evil - Nathair-Sgiathach (The Dragon) |
Quote: We are your past, but also your future. You cannot hope to rule the land without the knowledge of time and strength of arms.
Symbol: Lightning bolt crossing an arrow over a tree
Usual Location: It is thought the Pair wanders the forests near Lanark, but they have not been seen since the start of this Age.
Common Knowledge: The Tuathanas Lord and Lady are grouped together as one Icon. They represent a dualistic way of looking at life and the world. The Lord represents (overbearing) strength, the wild, and directness. The Lady represents order, intelligence, and subtlety. The Lord is the ruler of summer, the predators in the forest, and the forgers of steel. The Lady rules the winter, court, and chantries. They are never seen without one another, even by those who portend to only follow one of the Pair.
Adventurers and the Icon: All Tuathanas follow the ways of the Lord and Lady. The Tuathanas of the current Age, elves, understand the need for both light and dark, good and bad, elf and non-elf in the modern world. They seek to establish a balance in the world where the knowledge of the Tuathanas of old can be combined with the modern sensibilities wherein humans and dwarves are counted as friends and allies.
Not all elves follow the ways of both Icons within the Pair. Some are more likely to follow the Lord or the Lady, somewhat disregarding the other. Still, the need for both the Lord and Lady's abilities are understood, if not utilized.
Allies: The Baron, The Prince of Demons
Enemies: The Dragon
History: The Pair have always existed in one form or another throughout the Ages. Tuathanas Icons from other Ages were simply absorbed by the pair, allowing them to continue representing the Tuathanas people. It is unknown what will happen at the end of this Age. Will they combine into one or will one simply disappear?
The True Danger: Everything will be all right as long as the Pair exist together. If one exists without the other, the power held by the Pair becomes the power held by only one of the Pair. This could bring forth war of steel or of magic.
Quote: Look, I know you think you know what happened when Luthais the Hero conquered the old Tuathanas Lord. Why don't you sit down, drink some of this good beer, and listen to the story I heard about it.
Symbol: Warhammer
Usual Location: Wandering the halls of Stonehaven, sharing stories, brews, and helping his friends.
Common Knowledge: The Dwarven Ally is the tie that binds. All good things in life are held together by other good things in life and he makes sure they stay together. His people believe in community and that strong communities are safer, better places to live, than places where individuals trample over each other for a chance at power. The Dwarven Ally is a brother in arms to all who believe in helping their fellow man survive another day.
Adventurers and the Icon: Adventurers following in the footsteps of the Dwarven Ally are usually not leaders. They believe in taking a vote and going with the flow of the group they travel with, as a whole. The Dwarven Ally will come to the aid of those who aid others.
Allies: The Baron
Enemies: The Warlord, The Prince of Demons
History: The Dwarven Ally grew out of the mining work gangs assembled by the Nathair-Sgiathach. These gangs worked as a team to ensure their masters' desires were achieved while keeping everyone in the work gang alive.
The True Danger: Everything will be all right provided the Dwarven Ally never runs out of Iconic allies. The moment he is all alone, he will crumble upon himself.
Quote: These fools think they can rule us as the Tuathanas once did. Pity them, for we shall crush them!
Symbol: Barbed sword
Usual Location: The Warlord can be found wandering the halls and campfires of those who gather for ill-gained power. Of late, rumors state he either resides in Cambria or Polworth.
Common Knowledge: The Warlord seeks power for power's sake. He takes no prisoners and asks for no quarter. The Warlord hates the Baron, Dwarven Ally, and the Hero. He is the iconic villain.
Adventurers and the Icon: Adventurers seeking power, glory, and monetary wealth follow the Warlord. They know they must rise in the ranks to become the Warlord, else another follower will strike them down and claim the title for himself. Adventurers with a more criminal bent also seek the Warlord's approval.
Allies: The Warlord has no allies among the Icons. Followers of the Dwarven Ally or the Elven Lord may align themselves with the Warlord's followers out of a feeling of mutual purpose. In the end, the Warlord will always reveal his true colors and betray them for his own gains.
Enemies: The Baron, The Dwarven Ally, The Hero
History: In prior Ages, the Warlord was an aspect separate of the Elf Lord. It was thought the Tuathanas Warlord Icon had folded into the Elf Lord with the rise of man and dwarf. However, that is now thought to not be true. Some believe the Tuathanas' Warlord became part of two Icons: The Elf Lord and The Warlord.
The True Danger: As long as the Warlord faces multiple opponents, he will never gain enough power to claim the world. However, if he can gain his own allies or defeat two of his three enemies, he may yet make that claim. . .
Quote: The people deserve a place to sleep, a farm to supply food, and a warrior to protect them.
Symbol: Crown
Usual Location: The Baron can be found throughout the realms of benevolent leaders. He is most often seen in the lands of Leone, Tamaris, and on occasion, Navea.
Common Knowledge: The Baron is looked upon as the protector of the people. It is his duty to ward against the evils wrought by the Warlord and the Dragon. Most also think it his duty to protect against the Prince of Demons. In truth, the Baron and the Prince rarely cross paths.
Adventurers and the Icon: Adventurers who seek to better the realm work for the Baron. They understand the need to bring light to darkness and sword to monster's gullet.
Allies: The Dwarven Ally, the Hero
Enemies: The Warlord, The Dragon
History: The Baron was born into the current Age. He is descended form the generals who lead the Hero's army at the end of the prior Age. They, in turn, are descended from the slave household leaders who looked after their common slaves, trying to make everyone's lives a little more better and safer.
The True Danger: Everything will be all right , as long as the evil forces in the realm do not attack the Baron as one force.
Quote: Have you ever seen the sun setting on the sea? How about the fishing villages along the shores of Leone? Not even the water flowing around the Chantry in the Falls?
Symbol: A pair of boots
Usual Location: The Wanderer is most often found on the roads of the realm or within an inn at the crossroads.
Common Knowledge: The Wanderer represents all those who travel in the world and their worldly knowledge. The Wanderer is generally seen in a goodly light, as he brings news and entertainment to the Baron's followers. The Wanderer likes to travel with the Hero, as the Hero often goes to new places, causing adventure and creating stories to share.
Adventurers and the Icon: Bards, wandering minstrels, diplomats, and spies are among the adventurers who follow the way of the Wanderer. Many believe the tribes of Sleat to all follow the Wanderer. This is a gross generalization showing a misunderstanding of the tribes.
Allies: The Baron, The Hero
Enemies: The Dragon, due to an ages old transgression which led to the downfall of the Nathair-Sgiathach.
History: The Wanderer was brought to the realm by the gnomes.
The True Danger: The Wanderer has a goal and a purpose in this realm. However, he is often distracted by new finds along the roads he travels. As long as these distractions continue, the Wanderer will continue to wander. When the distractions end, the Wanderer's true purpose will be made known – for good or evil.
Quote: You know the cost of doing business with me. Souls.
Symbol: A pair of spiked wings
Usual Location: The deepest level of Hell.
Common Knowledge: The Prince of Demons is fighting to increase his power in the realm. The ties that once bound demons into servitude, the old compacts, and the agreements are not in use as much in the current Age, as prior Ages. This has lead to a decrease in the amount of contact the Prince of Demons and his followers have with the realm.
At the same time, an increasing number of demons are finding their own way into the realm. This is partially due to the inability of humans to master summoning magics as well as the Tuathanas of old. This contributes to demons altering compacts or performing “side quests” while summoned to perform bidding. Both of these will eventually bring more power to the Prince of Demons.
In prior Ages, the Tuathanas Lord and Lady were counted upon as allies. In the current Age, the formerly allied Icons have much less contact.
Adventurers and the Icon: Wizards and those wishing to use the powers wrought by demons most often follow this Icon. The compacts and agreements of old still function and those with the greatest power still use the Prince of Demon's minions to accomplish their goals.
Allies: The Wisest Wizard, The Elven Lord and Lady
Enemies: The Baron, The Hero
History: The Prince of Demons has existed since time began. He arranged the first compacts and first taught the Tuathanas how to perform magic. In the past, he was satiated by the souls fed to his realm from the Tuathanas. With the decreasing sacrifices, he searches for a new source of power.
The True Danger: Everything will be all right as long as the compacts and agreements are not lost to time and the Prince of Demons does not find a way to enter this realm.
Quote: As long as I still wield this sword, no monster shall harm you.
Symbol: A simple, lone shield
Usual Location: The Hero has gone quiet since the start of the current Age. There has not been a need for him to show his face in the realm. It is said when his time is needed, he will return to the realm to, once again, free people from oppressors.
Common Knowledge: The Hero is the manifestation of hope for the oppressed. He understands his role is to sacrifice his wants and needs for the people he represents. He represents that lone individual, making a stand against all who would do wrong. The Hero's manifestation in the prior Age was a human, but was still seen as an ally by the dwarf communities.
Adventurers and the Icon: Adventurers walking the path of The Hero represent the good in the world. They know they will stand on the edge of the world and face down evil. They are the rally point against raiders.
Allies: The Baron, The Dwarven Ally
Enemies: The Dragon, The Warlord, The Wanderer
History: The Hero is a product of the prior Age. He manifested as a human named Luthais and led the human and dwarf army in their defeat of the Tuathanas. With the aid of the Wanderer, he was able to reach a deal with a fifth columnist group of Tuathanas who would eventually become the Lanark Elves. The Hero does not consider the Wanderer a friend due to the Wanderer's habit of not choosing a side.
The True Danger: Everything will be all right , unless the Warlord or the Dragon finally defeat the Hero.
Quote: Vasago, Saminga, and Barbaras, I beseech you remember the compacts of old and send me a servant worthy of your name. Let him bring forth the power I seek!
Symbol: Circle of power
Usual Location: The Chantry at the Top of the World
Common Knowledge: The Wisest Wizard is the grandest of all spell-casters. He has existed since the First Age and none may know than he. The Wisest Wizard once sat upon the many councils of the land, lending his knowledge to all. He spurred the creation of the different chantries across the land and led the defense of the Tuathanas people against the Nathair-Sgiathach. It was against his council that humans were taught magic. Yet, it was with his council that the magic of the Nathair-Sgiathach and their dwarf servants was learned and mastered in ways the Nathair-Sgiathach may not have ever dreamt. . . or so they say.
Adventurers and the Icon: Adventurers in the service of the Wisest Wizard are often, themselves, spell-casters. They search for lost tomes of knowledge, the unknown places of the world, and the lost magic items of the world. They understand the need to master the ability of summoning demons is both the most powerful and most dangerous of all magics.
Allies: The Elven Lord and Lady, The Prince of Demons
Enemies: The Dragon, The Hero
History: The Wisest Wizard has always been a male Tuathanas, until the current Age. It is said the current Wisest Wizard is actually a female half-elf.
The True Danger: Everything will be all right, as long as the Wisest Wizard never goes mad. There are those who fear the change of sex and species may be signs of a weakening Icon.
Quote: none
Symbol: Dragon skull
Usual Location: none
Common Knowledge: The Nathair-Sgiathach, or Dragon, is a deceased Icon. When the Tuathanas destroyed the last dragon, this Icon fell in to a deep slumber. When the human and dwarf alliance overthrew their Tuathanas slave owners, the slumbering Icon died. There are scattered locations of dragon graveyards throughout the world. The Wisest Wizard and the Librarian are said to be the only ones who know of said locations and they are not sharing them. The dragon bones can be used to fuel powerful magics and craft items of wondrous abilities.
Adventurers and the Icon: There are no adventurers following this Icon. Those that would are following something else far more sinister and unknown to the world at large. There are occasional rumors of someone trying to resurrect the Nathair-Sgiathach or summon the soul of one to this realm. Thus far, no one has made any contact with any Nathair-Sgiathach or their souls.
Allies: none
Enemies: The Elf Lord and Lady, The Baron, The Dwarven Ally
History: The Nathair-Sgiathach are the age old enemies of the Tuathanas. The dragons lost the war with the elves. The Elves systematically hunted down all dragons and slaughtered them.
The True Danger: The true danger is not in the Nathair-Sgiathach returning, but in what has replaced them in the world. . .
Quote: The knowledge you seek may be found within a library found on the other edge of the world. Once you reach that library, I will aid you in locating the book.
Symbol: An open tome
Usual Location: One of the five chantries.
Common Knowledge: The Librarian is one part historian, one part sage, and one part hermit. The
Adventurers and the Icon: Those adventurers following the path of this Icon are those seeking knowledge. While these people strike close to the same anvil as those following the Wisest Wizard, followers of the Librarian concern themselves with more than just magically related quests. They seek the knowledge gained by the Wanderer's wanderings, the historical knowledge held by the Elf Lord and Lady, and realms never gleamed from the Wisest Wizard.
Allies: The Wisest Wizard, The Wanderer
Enemies: The Warlord
History: Historically, the Librarian is the weakest of the Icons in terms of physical power. The Librarian's wealth of knowledge more than makes up for this, making her on-par with the summoning abilities of the Wisest Wizard. While the Librarian often sits among those abstaining from good and evil, she falters to the side of good when pushed.
The True Danger: Everything will be all right as long as the libraries of the world are not destroyed and knowledge lost.
Monday, June 17, 2013
The Dwellers in the Mountains
The players have since interacted with dwarves from two different areas of the known world. The first one was a trader of sorts and traveled with an entourage of dwarven servants, including his own cook. The second one resides in the city where the cast lives and is from a different area of the known world as the first. This one weaves baskets and bird cages. In both cases, the cast discovered the dwarves do not like human food. At this point, I knew I had begun a culture of people and not just character quirks. It was time to stretch the fingers and bang out ideas. However, as the entire culture within the mountains was not touched during character creation, there are notes here for dwarves and others. . .
On Dwarves
Life in the mountains is ideal for dwarves. Here, the halls of old contain carved memories of their people. The halls are vast caverns designed for their former draconic masters. Gems gleam, reflecting light amongst the caverns. Very rarely is an actual flame used as a light source within these great halls.
The dwellings of dwarves are quite different from the great halls. Dwarven neighborhoods do not tower multiple stories, rather they are short in stature, wide in breadth, and maze-like in appearance. Instead of mining out caverns and constructing buildings within the hollows, they simply carve out living spaces. In areas where the earth is easier to manipulate, more dwellings are created. This method of construction has resulted in the repetitive pattern found from one dwarven community to the next. The first pattern is that of living in a hive or series of rooms, instead of a city filled with separate structures. The second is the feeling of walking for great lengths of time to get anywhere. Due to building where it is easiest to manipulate the environment, long distances exist between different neighborhoods inter-connected to a great hall.
To outsiders, the various polished gemstones appear to only serve as decoration and reflectors of light. However, early in the draco-elfen war, it was discovered that crystals with six and eight sides were more a more effective defense versus certain elven magics. Demons were stymied by the equal sides of the crystals, even if the appearance of each gem might be different. The crystals have no effect on other types of magic, besides sorcery.
Once the dragons were vanquished and the Tuathanas began their long rule of both humans and dwarves, the dwarves were forced to build large estates over the dragon caverns. These estates would eventually become castles and keeps. The dwarves put as much artistry in the structure of these buildings as they had for their former masters. The Tuathanas learned the secrets behind using the crystals and would request they be worked into specific rooms and areas of new buildings. Rumors abound detailing Tuathanas who had crystals mixed in the mortar of a keep, in order to provide protection from demons who were owed favors from the old accords.
After the humans and dwarves overthrew their Tuathanas masters, many of the elven keeps and castles were abandoned. The dwarves had no interest in populating their second masters' homes, due to past memories. Plus, the homes were often too large and aerie for most dwarven tastes. Only three of the Tuathanas castles are known. Of those three, only two are occupied. The third is said to be haunted and avoided at all costs.
An Aside
Dwarves are accustomed to eating well-done meats, mushrooms, and lichen. They have learned how to prepare root vegetables. While some dwarves have come to eat and enjoy vegetation grown above grounds, it is still a rare occurrence Most find such food disgusting and many become ill from eating those foods. The smell of rare meat sickens them. All of their food is heavily spiced due to the bland taste.
Dwelling in the Mountains
The first of the retained castles, and most human-occupied city within the mountains, is the main building for Carnock, the Barony of the Mountains. The castle and capital city lie mere days west of the wooded barony of Caerlaverock. Certain dwarven elders wanted to be within striking distance of Lanark, in the event of a Tuathanas uprising or resurgences. The city is made up of dwarves (55%), humans (40%), and gnomes (5%). The gnomes have taken over the more elaborate sections of the Tuathanas dwelling spaces. The dwarves live at the other end of the social spectrum, taking up residency nearest the old dragon caverns in the center of the city. The humans live everywhere else.
The politics of this barony are very integrated between the dwarves and humans. The gnomes publicly consider such activity not worthy of their attention. Yet, one or two gnomes have entered the world of politics "for the fun of it" over the years. The baron is advised by a council of elders from among the dwarves and humans.
The current Baron of the Mountains is a short, stocky human. Many believe this has enamored him to the dwarves whom sit on the council. The baron has taken to dressing the part of a dwarf, including affecting a beard and warriors braid behind his right ear. The baron has grown louder and more boisterous as he ages. Still, he is considered a kind and beneficial ruler. He is known to surround himself with children in court, on the lists, or in his home. He dotes on all children as if they were his own. It is said that he has a family of over 100 people, if one counts his great-grandchildren.
The second settlement is among the northern mountains and is called Stonehaven. The dwarves of Stonehaven keep themselves more removed from human society than their brethren in the Barony of the Mountains. They are more classical in appearance and behavior than the western dwarves. Their clothing is often thick to protect them from the cold of the mountains. Their arms are the pick axe and maul of the mines. Their preferred drink is a fermented beverage made from mushrooms and sassafras. Their beards are thick and voices deep.
Stonehaven began as a mining community for gold and quartz. In time, it became a young dragon's hold. This dragon spent most of its time away from the mine and required very little in the way of servants or quarters. In fact, the dwarves of this community knew nothing of the draco-elfen war until a combined army of humans and dwarves, lead by General Tiberius of the Tuathanas arrived.
Stonehaven became an outpost village with a simple keep and a handful of other buildings. Stonehaven was a prison for the general and his fellow Tuathanas. They had no interest in the dwarves or mining. The food was constantly of poor quality. Only the beauty of the dragon hold held their interest. The general would send his humans into the mountains to scout for an end to the mountains and more dragon holds. However, the mountains were so treacherous that very few would return. No other holds were ever discovered.
Once word of the dwarven and human rebellion reached General Tiberius, he sacrificed all of the humans in a teleportation ritual bringing him and his Tuathanas back to the outskirts of old Dunvalaig. The dwarves recovered the city, disposed of the human bodies, and then marched out of the mountains to support the rebellion. It is said an axe from Stonehaven found its way in to the skull of General Tiberius.
Today, Stonehaven is a distant city without much outsider contact. There is some contact with the Barony of the Plains' tribesmen and the Barony of the Eastern Coast. However, these are simple trade contacts and not embassy style, political contacts. Most of Stonehaven's contact with the outside world is through the different under-mountain communities. Dwarven holds are scattered amongst the mountains, serving as both respite and battlement against anything north of the mountains. The dwarves of Stonehaven have no problems with the human-centric baronies to their south, they simply have no need of them.
Silver Keep is the third known structure. Many demons were sent to kill the dwarves in this place when it was owned by the dragons. It was a Tuathanas stronghold during the rebellion. No known human or dwarven army ever marched on it during the war due to its ferocious reputation. It was only after the war was effectively over that a small unit of mortals was sent to find it. Upon their arrival, there were no signs of the Tuathanas or their demon minions. It was never discovered where they went or why they departed.
Silver Keep was erected on what is known as Silver Mountain. Silver Mountain was the primary source of silver before the draco-elfen war. The structures in the area all glitter with the silver that was mixed with the stone and decorative inlays.
No one has consistently lived in the Silver Keep since the war. The silver mines ran dry before the dragons were killed, although pan-handlers often venture forth to try their luck. More quick-individuals have gone to Silver Keep in an effort to relieve the keep of its decorations that are said to adorn every surface.
Most who venture to Silver Keep never return. Those who do are often changed mentally or have physical scarring. All who have returned claim the place is haunted. Some claim the ghosts of dead adventurers emit forth from the brook which runs through town are to blame. Others accuse old Tuathanas magics and demons left behind as the cause of Silver Mountain's curse. Items brought back from Silver Mountain are highly sought after for their perceived value, despite the rumors of curses. The origin of the designs in the silver and the decorations is unknown.
Paths and roads to Silver Mountain exist from Polworth and Carnock. The Chantry of the Falls, based in Polworth, has a standing invitation to pay handsomely any adventurer returning with silver items from the haunted keep. Images copyright their respective owners and used here without their permission.
Saturday, April 13, 2013
The Barony of the Fields
Tuesday, February 26, 2013
Fantasy Races for Baronial Players
- Movement: 10m
- Start with Common Magic
- Dark Sight
- Life Sense
- Intelligence and Dexterity can be raised as high as 21 at game start
- Languages: Common, Elf
- Movement: 6m
- Dark Sight
- Earth Sense
- Size cannot be over 12
- Strength and Constitution can be raised as high as 21 at game start
- Languages: Common, Dwarf
- Movement: 6m
- Start with Common Magic
- Size cannot be over 10
- Constitution and Dexterity can be raised as high as 21 at game start
- Languages: Common, Gnome
- Movement: 8m
- Start with Common Magic
- Power can be increased as high as 21 at game start
- Languages: Common, Elf
- Movement: 8m
- +10% to one combat style
- +10% to two professional skills (non-combat)
- Persistence +10%
- Resilience +10%
- Languages: Common