Lone Wolf Genesys

by Justindoodler

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REALMS OF MAGNAMUND

Character Species

Humans

The humans of Magnamund are unique beings. They are not the result of the evolution of natural beings, like the Drodarin, rather they were formed from the union of the gods Kai and Ishir (e.g., the godlike Shianti). But unlike the Shianti who are entities of the Astral World of Daziarn, humans are not immortal. And above all, despite their mortality they do possess complete free will although they can be persuaded or coerced into following Good or Evil. They can choose to become evil, and even redeem themselves, exactly as natural sentient beings. In mockery of Ishir’s and Kai’s children, Naar conceived humanoid creatures, with limited free will, that are innately evil by nature. He sent these humanoids, namely the treacherous Cenerese and, much later, the warlike Drakkarim, to conquer Magnamund. These humanoids mostly differ from humans by their origins for they share very similar morphologies. Interbreeding is possible between both of these entities, even though it is difficult for the Drakkarim. Only rare half-breed Drakkarim are capable of turning to Good.

Appearance: Having colonized nearly every part of Magnamund over the centuries, Humans display no lack of variation. Skin tones range from deep brown and red to gold and pale pink. Most Telchoi, Vassa, and Shadakine have dark or heavily tanned appearances, while Humans in central and northern Magnamund, such as the Sommlending, Ulnarians tend toward paler shades. Humans are generally tall, and tend to stand at least a head taller than most Dwarves, and taller yet than the Kloon. As with all things Human, variety is the only constant.

Society: In keeping with Humanity’s tendency toward variation, Human society has branched out from the moment the first Humans arose ages ago. Human society differs dramatically between continents, and even between neighboring counties in Magnamund. Whereas feudal

nations and their inhabitants are bound by a strict and complex code of oaths, duties, and obligations, they share borders with more cosmopolitan nations, whose people generally share a belief in self-reliance and independence and have a far more flippant view toward tradition.

The inherent nature of the surrounding lands seem to impart its own character on each Human civilization wherever they arise.Thus, Humanity has often lived with the need to master the world while being a servant to it. Humans have carved out paradises from frozen rock and burning desert sands alike, changing themselves in the process, and they will likely not stop until all of Magnamund is charted on their maps.

Structurally, Human societies tend to adopt some form of hierarchy, with power consolidated in a few individuals who govern from the top. Most Human territories have a stable high authority, such as the King of Sommerlund, the Zakhan in Vassagonia, and the numerous councils of Guildmasters in the free cities. Even in the far north, the Ice Barbarians of Kalte still respect and obey the authority of those chiefs deemed worthy enough.

Though they have innumerable differences, Human cultures tend to share more bonds than even they might realize. When separated from their cultures of origin, Humans tend to naturally gravitate toward other Humans, forming new communities out of a distinct necessity for companionship.

Culture: The most learned minds in all of Magnamund have argued about the exact nature of Humanity for generations. At times, Humans have proven themselves to be little more than brutes, greedy for power and violent in their hunger for glory and riches. At other times, they have demonstrated a spirit so noble as to outshine any other, driven by a profound need to see goodness triumphant in the world.

REALMS OF MAGNAMUND

Chapter I: Character Options

In truth, from the most opulent spires of Barakeesh to the frigid towns of the Kirlundin Isles, all Human societies are in some way or another predicated upon a few simple desires. Humanity, more than any other race that dwells in Magnamund, defines itself by the challenges it faces. When it is cold, Humanity seeks to create warmth, and when it is hot, it seeks to create a cool place to rest. When Humanity hungers, it seeks to feed itself, and when Humanity is dominated, it strives with all its might for freedom. The Humans who live in Magnamund and its surrounding lands are the descendants of explorers, conquerors, warriors, and scholars, and no amount of time could ever dim their spark to seek out, to explore, to build, and to stand for something. This is the driving force at the heart of every Human culture, whatever their location or form of governance.

Species Ability

2 2 2 2 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
  • Starting Wound Threshold: 10+Brawn
  • Starting Strain Threshold: 10+Willpower
  • Starting Experience: 110
  • Starting skills: Humans begin with one rank in each of two non-career skills at character creation. They obtain this rank before spending experience points, and these skills may not be increased higher than rank 2 during character creation.
  • Ready for Adventure!: Once per session as an out-of-turn incidental, you may move one Story Point from the Game Master’s pool to the players’ pool.

Instead of Ready for Adventure!, human characters may select a Background Trait based on their race (see below).

HUMANS ACROSS MAGNAMUND

Though their appearances and sizes seem to have no limit in their variety, Humans aren’t subdivided into localized variations with unique rules. This is due to their far-roaming nature, for Humans have spread from their originsin the northern void to occupy nearly every nook and cranny of Magnamund. Their restless nature also means many don’t stay in the lands their ancestors settled, thus spreading their customs and traditions as they go. That doesn’t mean, though, that Humans are all the same! Players can use the character's home city or land to aid in selecting the two non-career skills they pick as part of character creation, in order to add flavor to their new adventurer.

PCs from Ragadorn, for example, might have Resilience and Streetwise, representing the city’s rough nature and tough inhabitants. Those from Hammerdal might favor Charm and Mechanics, while characters from the friendly village of Meadowood could go with Charm. Humans of Toral could have Knowledge (Lore), even if they aren’t actual members of the Magicians guild. Denizens of Ruanon may have picked up Coercion and Deception. The furtive peoples who dare live within the Wildlands could have Survival and matched with Stealth to avoid notice.

Humans from further south can similarly benefit from skills that stem from their location. The piratical Lakuri Isles make Brawl and Skulduggery clear choices, as do Athletics and Resilience for the frozen lands of Kalte. Those who have lived in the jungles of Shadaki likely have become skilled at Athletics and Survival —or they wouldn’t have lived long. Vassagonians, though, may excel at Alchemy and Negotiation to represent the learning and trading skills of that far-away land.

REALMS OF MAGNAMUND

Chapter I: Character Options

Table 1-1: NORTHERN MAGNAMUND

Roll Homeland Race Language
01-04 Anari Vassa Vassagonian
05 Bautar Bautarian Bautarian
06-08 Casiorn Vassa Vassagonian
09-12 Cloesia Vassa Vassagonian
13-15 Delden Aluvian, Vaderish Aluvian, Vaderish
16-20 Dessi Vakaros Vakaros
21-28 Durenor Ulnarian Durenese
29-33 Eldenora Aluvian, Vaderish Aluvian, Vaderish
34 Eru Vaderish Vaderish
35-38 Firalond Nael Nael
39-41 Hammerlands Vaderish Vaderish
42-45 Kakush Vassa Vassagonian
46 Kalte Ice Barbarian Ice Barbarian
47 Lakuri Isles Ulnarian, Vassa Durenese, Vassagonian
48-51 Lourden Nael Nael
52-55 Lyris Vaderish Vaderish
56-59 Magador Aluvian, Vaderish Aluvian, Vaderish
60-64 Pamyrion Aluvian, Vaderish Aluvian, Vaderish
65-67 Salony Aluvian, Nael Aluvian, Nael
68-72 Slovia Aluvian, Nael, Vassa Aluvian, Nael, Vassagonian
73-79 Sommerlund Sommlending Sommlending
80-84 Talestria Vaderish Vaderish
85-88 Valerion Nael, Vaderish Nael, Vaderish
89-98 The Wildlands Vassa Vassagonian

Table 1-2: SOUTHERN MAGNAMUND

Roll Homeland Race Language
01 Andui Tianese, Vassa Tiana, Shadakine
02-09 Bhanar Mythenish Mythenian
10-13 Chai Mythenish Mythenian
14-17 Cincoria Aluvian Aluvian
18-20 Forlu Tianese, Vassa Tiana, Shadakine
21-22 Halia Vaderish Vaderish
23-25 Ilion Vaderish Vaderish
26-27 Kanarli Tianese, Vassa Tiana, Shadakine
28-32 Kasland Aluvian Aluvian
33 Kelderwastes Mythenish, Nael Mythenian, Nael
34-37 Klarnos Nael Nael
38-39 Korli Tianese, Vassa Tiana, Shadakine
40-47 Lencia Vaderish Vaderish
48-53 Lissan Mythenish Mythenian
54-60 Lunarlia Aluvian Aluvian
61-63 Myhtan Mythenish Mythenian
64-67 Resovia Nael Nael
68-71 Sadi Desert Vassa Shadakine
72-81 Shadaki Shadakine, Vassa Tribal, Shadakine
82-90 Siyen Nael Siyenses
91-93 Suhn Tianese, Vassa Tiana, Shadakine
94-96 Telchos Telchoi Telchoi
97-00 Vaduzhan Mythenish Mythenian
REALMS OF MAGNAMUND

Chapter I: Character Options

Background Traits


Capital Child (Sommlending): Your character gains b to all social checks when interacting with nobility and high-ranking merchants. They may also take an action to observe someone and tell if they are noble born, even if they are in disguise or incapacitated. This comes from knowing what social signals and behavioural signs a member of the nobility unconsciously exhibits. This action is always successful unless psychic power or magic is being used to affect the target’s disguise. In this case, this requires an opposed Vigilance check.

Child of the Estates (Sommlending): Your character gains b to all Knowledge and social checks while within the borders of Sommerlund. Out of the country, they still gain b to Knowledge checks.

Cold Blooded (Ice Barbarian): Your character may remove b imposed by cold or stormy weather, and may also add b to all Resilience checks when resisting the effects of starvation.

Cultural Focus (Ulnarian): Once per session, as an out of turn incidental, your charcter may spend a Story Point to reroll any social check.

Crownwise (Sommlending): When your character spends currency on goods at any market or shop, they automatically receive a 10% discount. Outside of Sommerlund, this discount is reduced to 5%.

Enchanted Upbringing (Sommlending): Your character gains b to all Knowledge (Lore) checks. If they handle a magical item or are within Short range range of an active spell, they always feel its power.

Even Keel (Vassa): Your character may upgrade any Cool Check when resisting any non-magical attempts to prompt them to have an emotional response or take an action against their wishes.

Mundane Matters (Sommlending): Once per session your character can spend a Story point to automatically succeed at a check to resist any magical effect that allows one. At all other times they gain 1 point of soak against magical attacks.

Illicit Lore (Sommlending): Once per session, your character may spend a Story point to find out some useful fact about any subject you wish. This might be the answer to a riddle, the best way to disarm a certain trap or some helpful bit of Lore.

Kirlundin (Sommlending): Once per session your character may make a skill check even in a skill for which you do not have the correct tools. If you do have the right tools for the job, this check gains an additional bb.

Noble Born (Aluvian, Nael, Sommlending, Ulnarian and Vaderish): Your character possesses a fine home in a major city or on an estate in your homeland. This is their family home and is likely to be occupied by others in their family, but they and their guests are always welcome here and may stay free of charge.

Your character always has 1000 Silver Coins they can draw upon in this house, an amount that replenishes once every year upon the anniversary of their birthday.

Your character's family is important and well placed in high society. They are held to a very high standard when dealing with them and their behaviour in public reflects directly upon them. If they

act poorly or disgracefully, they can lose the benefits of this ability until they redeem their actions.

Merchant Born (Aluvian, Nael, Sommlending, Ulnarian, Vaderish and Vassa): Your character gains b to all social checks when interacting with merchants, craftsmen, and other middle class citizens of your homeland. In addition, they always pay 10% less for services and goods bought in your homeland.

Night Fang (Telchoi): Once per round, your character may suffer 4 strain and use their action to ignore all damage taken to them from one engaged target, and then disengage from all engaged foes.

Pitching the Claw (Sommlending): So long as you can access a body of water stocked with fish (such as a river or coastline), your character can always feed themselves. They can fish for others, but doing so requires a Survival check. Your character also gains bb to all social checks made to interact with sailors and people in fishing communities throughout Sommerlund and in its waters. Outside Sommerlund, the bonus is reduced to b.

Sell Sword (Aluvian, Nael and Vaderish): Your character gains b to all combat checks whenever they are operating for hire or under the terms of a fair contract or a promise of bounty.

Serf Born (Aluvian, Nael, Sommlending, Ulnarian and Vaderish): Your character gains +1 to their Wound Threshold, and when dealing with the peasantry or slaves of any nation, they may reroll one social check each encounter.

Southern Sommlending (Sommlending): In situations where an enemy might be motivated to act against a native of Sommerlund (such as Drakkarim ambushes and plots by the nation’s enemies), your character is always targeted last. Your character also gains b on attempts to disguise themselves as a member of any other nationality.

Stonewalled (Sommlending): Once per encounter your character may reroll a check to avoid being surprised. Even if they fail this check, they may add b to any initiative check.

Shadows of the Past (Sommlending): When fighting Giaks and Drakkarim, your character gains b to all combat checks for a total number of rounds per session equal to their Willpower. These rounds may be taken consecutively or spread out over longer fights. Each time your character sees one of their companions defeated by a Giak or Drakkarim, this ability refreshes, even if they have already been used this session, and next round the character gain an additional b when attacking them.

Wharf Rat (Sommlending): Your character gains b to all Athletics or Coordination checks involving acrobatics, climbing and swimming. In addition, in any situation dealing with sailors, pirates, and harbours, they gain b to Perception and Knowledge checks.

Waster (Vassa): Your character gains b to all Survival checks. In addition, the first time your character should die they somehow avoid that fate. If incapacitated they remain at a number of Wounds equal to their threshold, instead. Once this ability saves their life, this benefit will no longer apply. They will still retain the bonus to Survival checks.

Dwarves

The Drodarin Dwarves are an industrious race with brave traditions and a natural talent for mining and metalwork. Particularly skilled in armour and weapons crafting, Dwarves have refined their arts to a degree unrivalled in Magnamund by any race save the ancient ones that walked the land when mankind was little more than a few scattered, primitive tribes. Bor steel is considered one of the most valuable trade goods, particularly because it retains its base value no matter where a merchant’s journey takes him.

Bor is perhaps most famous for its boom powder. Developed for the speedy construction of new tunnels, this explosive powder has further been used by the Drodarin to power their primitive firearms. Bor is the only nation on Magnamund that has developed such weapons. Its precise formula is a closely guarded secret; only a few highly trusted nations, most notably Sommerlund and Durenor, are permitted to manufacture boom powder under strict license from Bor.

Appearance: While Dwarves’ skin and hair are similar to those of Humans, it is the proportions that differentiate the two races. Dwarves’ chests are barreled, their legs are stocky, and their arms are thick and powerful. They are a hardy people with a great deal of stamina and strength that comes from many years spent at the forge and anvil, or mining and exploring the seemingly endless subterranean tunnels which criss-cross the heart of their kingdom.

Society: Dwarven society in Bor is commonly separated into guilds, with political power—including the monarchy — being held by the guild tha is most profitable for the community as a whole. That inequity means that the guilds are constantly vying for superiority and frequently at each other’s throats. It also means that ruling a Dwarven kingdom can be an exhausting, endlessly frustrating endeavor that commonly makes the monarch regret ever having taken the throne. Dwarves in other lands have developed their own societies, but still tend to look towards competence rather than blood for leadership.

Culture: There are several guilds in Bor including Masons, Miners, Smiths, Artificers, Brewers, Merchants, Warriors, Rangers, Explorers, Runescribes and Farmers—and they dominate much of life there. Not all Dwarves belong to a guild, though. Each of the guilds also engages in constant fights for power and prestige. The divisions between guilds and other groups, each of which promotes their own traditions and expertise as the most worthy, tend to affect every aspect of life in Bor. It is generally assumed that Dwarves will follow in the footsteps of their parents, joining the same guild and contributing to the same cultural struggle.

The Dwarves of Boden operate with a more mercantile bent than through guild-driven dictates. This has created a more open, independent way of life, though some Borian Dwarves chafe at working with and relying on Humans for their livelihoods.

Dwarves worship their own pantheon of Gods, who are the embodiment of hearth and forge, mountain and sky. It is rumoured that they used to worship Flogar, a River God, but that deity’s following has long since faded and Dwarves never discuss the reason for Flogar’s fall from grace. In fact, Dwarves never discuss their religious beliefs with anyone they do not consider to be a bondsman, or a trusted comrade in arms, and then usually only over a pint or twelve of their infamously strong Bor-brew beer. On rare occasions when they do discuss their beliefs, Dwarves can be very boisterous, and while they do not proselytise their religion, they will never quietly accept any deliberate disdain or disrespect shown in this regard.

REALMS OF MAGNAMUND

Chapter I: Character Options

Species Ability

2 1 2 2 3 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
  • Starting Wound Threshold: 11+Brawn
  • Starting Strain Threshold: 10+Willpower
  • Starting Experience: 90 XP
  • Special Abilities: Each type of Dwarf has its own special abilities, listed in the corresponding entry.

Borian Dwarf

The kingdom of Bor is the home of all Drodarin dwarves of Northern Magnamund. The vast hills and chambers at the heart of the Great Bor Range were formed by the labour and skill of these stout and stubborn folk. Their ingenuity (particularly in the field of innovative weapon and armour design) and their tales of bravery and endeavour are famed throughout the whole of Magnamund.

  • Starting skills: Borian Dwarves begin with one rank in Resilience. You still cannot train their Resilience above rank 2 during character creation.
  • Dark Vision: When making skill checks, Dwarves may remove bb imposed due to darkness.
  • Tough as Nails: Once per session, a dwarf character may spend a Story Point as an out-of-turn incidental immediately after suffering a Critical Injury and determining the result. If they do so, they count the result rolled as “01.”

Bodenese Dwarf

The surviving Dwarves of southern Magnamund, known in some lands as the Droda, settled in the Boden Peaks following the destruction of their kin during the great plague of 2514 MS. Unlike their cousins in Bor, they chose to build castle-fortresses in the steep-sided mountain valleys of their kingdom, rather than mining and tunnelling underground. A strong alliance exists with the giants of Starn, and the Droda have grown very rich from trade along the Tentarias.

  • Starting skills: Bodenese Dwarves begin with one rank in Negotiation. You still cannot train their Negotiation above rank 2 during character creation.
  • Stubborn: Bodenese Dwarves add b to social skill checks targeting them.
  • Tough as Nails: Once per session, a dwarf character may spend a Story Point as an out-of-turn incidental immediately after suffering a Critical Injury and determining the result. If they do so, they count the result rolled as “01.”
REALMS OF MAGNAMUND

Chapter I: Character Options

Kloons

The state of Chaman, located alongside the deep waters of the Great Tentarias Strait that divides the two continents of Magnamund, is unique in two important respects. Firstly, it is the repository of the largest and most wide-ranging collection of knowledge in the world, and secondly, it is home to one of the last two great Goodly non-human civilisations, the Kloon.

Closely related to Drodarin Dwarves, yet smaller, greener and – as they would argue themselves – quite a lot brighter, the Kloon are an ancient, wise, considerate and resourceful race, whose lifestyle and culture is built upon the acquisition and appreciation of knowledge and wisdom. They are devoted to the accumulation of knowledge and its practical application. They are sometimes called, “The Librarians of Magnamund”. The Kloon are known for their excavation of valuable minerals, their building of fine houses (as domiciles for themselves and as repositories for their vast collection of ancient scrolls and tomes), their study of nature and science, their memorising of stories and folklore, their philosophical recitals, their arts and crafts, and their astute and trustworthy trading. Their foremost adventurers are erudite savants known as the Kloon Sages of Chaman.

Appearance: The Kloon are tiny creatures with crimson eyes, thick rubbery lips, green skin and black hair. Their stunted bodies are a little ungainly and they have a tendency to waddle as they move around.

Society: Kloon society is divided into a number of rigid social classes and young Kloon are trained to fulfill important functions within their society. Most Kloon Sages, for example, come from Chaman’s scholar class, having been trained for a life of erudition and academia almost from the day that they are born. Other classes include merchants, miners, architects, artificers, healers, priests, smiths, explorers, diplomats and tacticians. Although there are no martial classes as such, the Kloon are a hardy and resourceful people capable of defending themselves.

Culture: The Kloon are learned in thousands of subjects and willing to share their knowledge with anyone they consider to be deserving of it. They are all, without exception, well-read and highly intelligent and are most often found serving as librarians, priests, architects, healers or scientists in their homeland. Theirs is a truly meritocratic society. However, with their profound knowledge has come an aloofness that many non-Kloons mistake for arrogance. It is true to say the Kloons do not suffer fools gladly. Their wisdom has gained them prestige abroad, and many travellers come to Chaman – particularly to its capital city of Gleesh – to request, beg for or hire the counsel of a Kloon Sage with a specific area of expertise. The Kloon are also in great demand as advisors to rulers of other lands, and they can frequently be encountered in sagely roles throughout the Stornlands’ principal cities.

Apart from their ancient Drodarin deities, some of which they share with the Dwarves of Bor, the principal religion of Chaman is Ishirism. They are devoted followers of Goddess Ishir whom they, quite rightly, acknowledge as having created them. The Kloon devote all of their libraries and their scholarly endeavours to Goddess Ishir, and it is common to see Ishir’s moon-shaped emblem adorning their buildings, their flags, their clothing and their art.

Species Ability

1 1 3 3 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
  • Starting Wound Threshold: 9+Brawn
  • Starting Strain Threshold: 10+Willpower
  • Starting Experience: 90 XP
  • Small: Kloon are Silhouette 0
  • Starting skills: Kloons begin with one rank in Knowledge (Lore). You still cannot train Knowledge (Lore) above rank 2 during character creation.
  • Pure Thought: When your character is subjected to any detrimental effect that would affect their mind, or inflict strain or wounds through telepathy, such as a Mindblast, you may upgrade your Discipline check once.
REALMS OF MAGNAMUND

Chapter I: Character Options

KUNDI

Once friends of the legendary Shianti, the Kundi are a primitive yet magical race of sentient primates. They possess the gift of astral vision which enables them to localise Shadow Gates - the portals to the other planes of existence beyond the physical universe of Aon. Initially, the Kundi inhabited the forests of Lara in Southern Magnamund, but they were persecuted in MS 4663 by the armies of Shasarak the Wytch-King, and were subsequently forced to flee and seek refuge in the heart of the Azanam.

In MS 5000, very few sages are aware that the Lost Tribe of Lara (which is what the Kundi are commonly referred to, ever since their disappearance) now lives in the middle of the Azanam Jungle.

Appearance: Kundi are a primitive breed of ape-like men with long prehensile tails. They are very agile and cunning fighters, especially in their native forest environment. They are able to leap and jump with great dexterity, which is an ability they use to telling effect when ambushing their enemies.

Society: Kundi live in wooden houses nestled amongst the highest branches of giant Azawood trees of the Azanam jungle, whose towering heights and leafy peaks draw moisture from the clouds themselves. They have a primitive existence Their favoured weapons are clubs topped with sharpened rocks, held securely in place with pliant strips of tree bark.

Culture: Kundi are a primitive and shamanic breed. They live simple lives and will always strive to remain in harmony with nature. They are suspicious of any intruder who radiates an aura of selfishness or palpable evil. Those whose hearts and minds are pure need never fear the Kundi, for they are surely, one day, destined to be friends.

Species Ability

2 3 1 3 2 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
  • Starting Wound Threshold: 10+Brawn
  • Starting Strain Threshold: 10+Willpower
  • Starting Experience: 80 XP
  • Starting skills: Kundi begin with one rank in Athletics. You still cannot train their Athletics above rank 2 during character creation.
  • Astral Vision: Kundi have the unique natural ability to sense magic and localised Shadow Gates by making Perception checks.
  • Fleet of Foot: Kundi can perform a second maneuver to move without suffering strain. They still cannot exceed the limitation of two maneuvers in a turn.
REALMS OF MAGNAMUND

Chapter I: Character Options

OGRONS

Ogrons are native of the swamps and plains of Caron, but they can be found throughout the Stornlands. Notoriously dull-witted, they are suited to hard labour and can be formidable warriors in battle. They are often recruited as mercenaries by the rulers of the Stornlands and used as shock troops in the vanguard of battlefield attacks and sieges. They have an innate hatred of Cener Druids, born out of centuries of cruel persecution at their hand.

Brutish, powerful, and unquestionably courageous in battle, Ogrons do not tend to run from a fight, even when faced by overwhelming odds. Before combat, they will hyperventilate to saturate their purple blood with oxygen. This raises their blood pressure and their pulse rate, sharpens their senses, and increases their stamina in readiness for the coming fight.

Appearance: Ogrons are a blue-skinned race of creatures of Drodarin descent, taller than humans yet smaller than Giants. A typical mature male stands 9 feet tall. Their large size and great strength make them formidable opponents.

Society: Ogrons tend to favour simple, rural lives, living in small villages and settlements rather than bustling cities. Owing to their ancestral worship, they rarely settle elsewhere in Magnamund. Those encountered abroad are typically employed for their formidable strength, or seeking out Cenerese threats, and will eventually return back to their spiritual home of Caron when their duties are complete.

Culture: Ogron are a spiritual people who venerate their ancestors and homeland, and like other Drodarin, share a belief in Ishirism, along with the worship of natural spirits. They are more at home in the wilderness and are often heavily tattooed, with a love of bright barbaric colours.

Ogrons can play the role of gentle brutes to perfection. They are powerful but not very smart. Given a choice, they nearly always side with the Forces of Good rather than the Forces of Evil, but sometimes the Agents of Darkness use spells to charm them into fighting for their cause.

Species Ability

4 1 1 2 2 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
  • Starting Wound Threshold: 14+Brawn
  • Starting Strain Threshold: 10+Willpower
  • Starting Experience: 80 XP
  • Large: Ogrons are silhouette 2.
  • Starting skills: Ogrons begin with one rank in Athletics. You still cannot train their Athletics above rank 2 during character creation.
  • Alcoholic Intolerance: Ogrons are especially susceptible to the effects of alcohol, quite unlike their distant relatives - the Dwarves. Even half a cup of weak ale is enough to send them off into a deep sleep, to awaken several hours later with a colossal hangover. Consequently, they upgrade the difficulty of all Resilience checks by 2 when resisting the effects of alchohol.
  • Purple-blooded: Once per encounter your character may spend 4 strain in order to saturate their purple blood with oxygen, as an an out of turn incidental. While in this state they increase their Brawn by 1 to a maximum of 6, are able to breathe underwater for up to 30 minutes, and may upgrade all Vigilance checks by one. These effects last until the end of the encounter or until the character is incapacitated.

Note: Due to their large size, Ogrons may not learn the Riding skill. If Riding is gained as a career skill, choose Athletics instead.

REALMS OF MAGNAMUND

Chapter I: Character Options

Heroic Roles

Border Ranger of the North


Northern Magnamund is a vast continent riven by turmoil and conflict. The close proximity of the Darklords of Helgedad has every northern nation on alert, expecting war, even after centuries of calm. Yet without that most undeniable of menaces, the corruption and ambition of men still remains, turning the peace among kingdoms into an uneasy and fragile truce. With the notable exceptions of Sommerlund and Durenor or Palmyrion and Talestria there is no real trust between the northern peoples. Small-scale battles and conflicts, as well as petty crime and internal struggles, are all-too frequent occurrences in these disparate lands.


There are large expanses of untamed territory within the northern lands that shelter a seemingly endless stream of wild creatures, bandits, renegades and other perils, which are a perennial plague upon the travellers and border settlers of the northern kingdoms. In such circumstances, it is no surprise that there is a ready need for brave and trustworthy Border Rangers who are willing and able to keep the peace.


Border Rangers are valiant soldiers originally from the kingdom of Sommerlund, where they formed a cassel of the King’s Armies that police the forests and borders of the realm. They are specially trained for the protection of their people against encroachments by the denizens of less-civilised lands. They are both disciplined combatants and skilled woodsmen, accustomed to spending long months surviving alone in wilderness outposts far from the shelter of the lands they are sworn to protect. It is through their steadfastness, skill and efficiency that Border Rangers have a special place in any northern Freeland’s militia, and in the hearts of borderland residents who owe their lives and safety to the valiant efforts of these brave men and women.


In MS 5000, almost all of the civilised kingdoms of Magnamund employ Border Rangers as a special frontier guard force. They are usually courageous peasants and farmers who have enlisted to serve their country. They are organised mostly into small troops, not well suited for large-scale battles but instead dispatched on missions requiring stealth, reconnaissance and vigilance. It is common for a border outpost to be manned by no more than a single experienced Border Ranger, whose courage and skill are more than a match for most raiders.

Suggested Names: Border Rangers are typically Sommlending, although as the profession has developed throughout the Freeland nations, each of these realms has contributed to its membership. Since many Border Rangers come from families with generations in service, this has led to a blending of Magnamund cultures within their ranks and within their many, varied names

  • Male: Asga, Balnor, Cormac, Hulst, Invar, Laef, Merok, Rosk, Svorl, Werlan
  • Female: Asna, Bersa, Edsa, Gylda, Houva, Mura, Olsa, Ruana, Seola, Ylsa

Heroic Role Ability

2 2 2 2 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
  • Starting Wound Threshold: 10+Brawn
  • Starting Strain Threshold: 10+Willpower
  • Starting Experience: 110 XP
  • Starting skills: Border Rangers begin with one rank in each of two non-career skills at character creation. They obtain this rank before spending experience points, and these skills may not be increased higher than rank 2 during character creation.
  • Warden's Wisdom: Once per session as an out-of-turn incidental, you may spend a Story Point to add a t when making a skill check involving Riding, Survival or Stealth, or when using a Border Ranger Talent.

A Border Ranger counts the following skills as career skills: Melee (Light), Perception, Resilience, Ranged, Riding, Stealth, Survival, and Vigilance. Before spending experience during character creation, a Border Ranger may choose four of their career skills and gain one rank in each of them.

Starting Gear: Players with a Border Ranger character may choose to start with the following gear instead of spending currency during Step 7 of character creation:

  • Uniform of your homeland's border rangers
  • A Bow or a sword, or a light spear and shield
  • Leather armour
  • A dagger
  • 2 Health elixirs
  • Travelling gear consisting of a backpack, a bedroll, a rope, flint and steel, 3 torches, and a waterskin
  • 1d100 silver coins

REALMS OF MAGNAMUND

GENESYS

Brother of the Crystal Star

The Magician’s Guild in Toran is the most prominent place where the arcane science of Left-handed magic is studied in its codified form. These spells and ancient formulae are humanity’s attempt to impose order on the chaos of true magic; the primal energy that creates and sustains all of reality. While this is at times a losing battle and can result in eruptions of cataclysmic power, the magicians of the various guilds have discovered a number of special power-words that capture reproducible magical effects. These are called spells and they form the basis of their power.

Because all of the guilds stem from the same set of core beliefs, they form a union of like-minded scholars that transcends fealty to city, nation, kingdom and liege. A leading light in this fraternity of magicians is the Brotherhood of the Crystal Star, named after its twin beliefs that spells are a form a crystallised magic and that all true power comes from planes of existence beyond the world of Magnamund, i.e. from the stars. Since its creation, all Brothers wear Crystal Star Pendants that are fashioned in the shape of a star with many points. The Brotherhood of the Crystal Star is open to all Sommlending who possess the ability and desire to master the art of Left-handed magic and use it to goodly purpose.

Most members of the Brotherhood of the Crystal Star are erudite scholars who come from noble families. This gives the Magician’s Guild of Toran a great deal of temporal power to complement their mystical strengths. Most other kingdoms appoint senior members of their magician’s guilds to positions in their high courts, most typically as advisors or viziers. This works well enough to diffuse the undeniable tension that exists between powerful practitioners of magic and the ruling classes, but some prophets and diviners foresee a dark and terrible day when spellcasters and kings will clash for control of all Magnamund.

Suggested Names: The ranks of the Brotherhood is primarily drawn from the Sommlending, though students are accepted from anywhere in the world if they can present themselves to the Guildhall and they have a gift for magic. Because the vast majority of Brothers and Sisters of the Crystal Star are from Sommerlund, the names suggested below reflect this tendency.

  • Male: Acraban, Cerathar, Daemar, Elmyn, Fayliel, Invar, Kanein, Lonnard, Loren, Neo, Raballen
  • Female: Aera, Clarinda, Duana, Elisa, Heyense, Jenara, Jirasa, Khada, Rashel, Seodah, Unosah

Heroic Role Ability

2 1 3 2 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
  • Starting Wound Threshold: 8+Brawn
  • Starting Strain Threshold: 12+Willpower
  • Starting Experience: 100 XP
  • Starting skills: A Brother of the Crystal Star begins with one rank in each of two non-career skills at character creation. They obtain this rank before spending experience points, and these skills may not be increased higher than rank 2 during character creation.
  • Force of Will: Once per session as an out-of-turn incidental, you may spend a Story Point to make a Hard (ddd) Discipline check. If you succeed, you regain 1 point of Strain for each success.

A Brother of the Crystal Star counts the following skills as career skills: Alchemy, Arcana, Cool, Discipline, Knowledge (Adventuring), Knowledge (Forbidden), Knowledge (Lore), and Perception. Before spending experience during character creation, a Brother of the Crystal Star may choose four of their career skills and gain one rank in each of them.

Starting Gear: Players with a Brother of the Crystal Star character may choose to start with the following gear instead of spending currency during Step 7 of character creation:

  • A Crystal Star Pendant
  • Heavy robes
  • A short sword or a sun rod or a flask of Holy Water
  • 2 health elixirs or a vial of antitoxin or a stamina elixir
  • Travelling gear consisting of a backpack, a bedroll, a rope, flint and steel, 3 torches, and a waterskin
  • 1d100 silver coins
REALMS OF MAGNAMUND

Chapter I: Character Options

Dwarven Gunner of Bor


The most common Dwarves of Bor encountered beyond the borders of their home nation are Gunners. These sturdy soldiers have a long tradition of mercenary work and often they venture far from their homeland, for decades at a time, to sharpen their skills and develop contacts in the outside world. This habit is invaluable for both Gunner and nation, since any knowledge or contact that is acquired becomes an asset to Bor when they return to serve a term in their homeland’s standing military. The skills of a Dwarven Gunner of Bor, with all the firepower they bring with them, certainly makes them an attractive prospect for recruitment into any battle unit or adventuring party.


Since interacting with these hardy and stubborn folk, other armies across Magnamund have begun to adopt the fearsome boompowder weaponry developed by the ingenious Borian Dwarves, the infamous Bor Muskets and Bor Pistols.


Because years of mercenary work and travelling are a tradition for the Drodarin, Dwarven Gunners of Bor are always willing to go on adventures. These diverse journeys give them a chance to practice their shooting skills and improve their abilities in many different ways, making them a learning experience worth as much, if not more, than the loot such escapades typically yield. Since Dwarven Gunners of Bor share their people’s somewhat notorious vice of avarice, adventuring is a doubly attractive way to spend their time.

Suggested Names: Borese names are rough and harsh, the kinds of soubriquets one might expect from stolid, stoic folk like the Dwarves of Magnamund. Only notable family lines have a surname that sees common use, though every Dwarf worth his stones can recall his lineage back at least six generations.

  • Male: Adal, Bjart, Boran, Dagar, Edrok, Fanar, Garok, Kardon, Kordum, Lardin, Leomin, Lirkin, Losdur, Mirkin, Nolrim, Otmar, Phud, Quan, Radnol, Stenn, Tappen, Torfan, Vagel
  • Female: Batara, Cyne, Elgede, Gersa, Imma, Linzo, Osula, Rogenna, Sai, Yngrola

Heroic Role Ability

2 1 2 2 3 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
  • Starting Wound Threshold: 11+Brawn
  • Starting Strain Threshold: 10+Willpower
  • Starting Experience: 90 XP
  • Starting skills: Dwarven Gunners begin with one rank in Resilience. You still cannot train their Resilience above rank 2 during character creation.
  • Dark Vision: When making skill checks, dwarves may remove bb imposed due to darkness.
  • Tough as Nails: Once per session, a dwarf character may spend a Story Point as an out-of-turn incidental immediately after suffering a Critical Injury and determining the result. If they do so, they count the result rolled as “01.”

A Dwarven Gunner counts the following skills as career skills: Alchemy, Discipline, Gunnery, Mechanics, Melee (Light), Ranged, Resilience, and Vigilance. Before spending experience during character creation, a Dwarven Gunner may choose four of their career skills and gain one rank in each of them.

Starting Gear: Players with a Dwarven Gunner character may choose to start with the following gear instead of spending currency during Step 7 of character creation:

  • A powder-stained uniform of the Bor army, a pair of sturdy boots, and a patterned neckerchief with which to wipe away gun-soot from your eyes and nostrils.
  • A Bor Musket
  • Pouch of tobacco and pipe or 2 health elixirs
  • A bor pistol or leather armour and a shield
  • An axe or a mace
  • Travelling gear consisting of a backpack, a bedroll, a rope, flint and steel, 3 torches, and a waterskin
  • 1d100 silver coins
REALMS OF MAGNAMUND

Chapter I: Character Options

Herbwarden of Bautar


The Herbwardens of Bautar – or the Herbalish Druids, as they are also known – were once a tribe of holistic warriors and shamans, whose nature-wise ways attracted the attention of the Elder Magi during the Age of War. Bautarian sages were therefore the first humans to harness Magnamund’s primal magic. During the Age of Awakening, when mortals learned how to wield magical energies with no help from the Gods, they were in turn greatly assisted in their development by the Bautarian Herbwardens.


Fully conscious and worthy of their duty as guardians of nature and magic, Bautarians founded the Herbalish order to nurture and care for the land. They left an indelible mark upon history when they saved Magnamund from devastation at the hands of the Cener Druids and their Great Plague. To this day, Herbwardens remain the oldest and wisest order of human spellcasters, even though their magic differs greatly to that wielded by Brotherhood of the Crystal Star or the Magicians of Dessi.


In MS 5000, Herbwardens are the descendants of the ancient order of Bautarian sages. They are druids, or nature priests, whose abilities and secret knowledge have helped to transform their land into a lush and natural paradise. Although the Herbwardens’ speciality is healing magic, nature’s primal power is vast and manifests in many other ways. Besides the healing arts, the first Herbwardens had some training in combat, which they used during their ‘Green Purge’ against the vile corruption of the Cener Druids. Present-day Herbalish have inherited some of these limited martial skills, although rarely do they have the need to use them in the present age.


As a complement to their druidic activities, Herbwardens often explore lush Bautar to gain a higher awareness of its infinite variety, while patrolling and protecting it alongside their brethren and compatriots, the Bautarian Border Rangers. All of Bautar’s great gardens and natural sanctuaries fall under Herbwarden supervision, thus the Herbalish become guardians of their land in every aspect, making them the most respected and admired individuals among their fortunate people.


High-level Herbwardens often function as advisors to Bautarian nobles and leaders, for they are the stewards of their realm’s moral compass as well as the engines of its soul.

Suggested Names: Herbwardens come from Bautar, a secluded country of hills, forest and fens located on the western edge of the great estuary of the Galdon River, in the southern part of Northern Magnamund. In their fertile and verdant nation, they enjoy an abundance of health and safety, often living their lives without ever leaving their plenary home. This makes for a tightly woven culture with names that often pay homage to past generations.

  • Male: Babak, Dalimor, Danash, Fennic, Firaht, Kamsada, Mithroal, Namsha, Okam, Papas, Roshna, Takhma, Tennan, Zautro
  • Female: Adelpha, Chitro, Delasa, Irsiya, Kindrah, Mhanda, Navida, Pashira, Titara, Vestina

Heroic Role Ability

2 1 2 3 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
  • Starting Wound Threshold: 8+Brawn
  • Starting Strain Threshold: 12+Willpower
  • Starting Experience: 100 XP
  • Starting skills: A Herbwarden of Bautar begins with one rank in each of two non-career skills at character creation. They obtain this rank before spending experience points, and these skills may not be increased higher than rank 2 during character creation.
  • Verdant Soul: Once per session, your character may spend a Story Points and make a Simple (-) Discipline check. Every enemy within Long range suffers Wounds equal to the number of successes generated. Every ally within close range of you removes the same amount of Strain.

A Herbwarden of Bautar counts the following skills as career skills: Alchemy, Discipline, Knowledge (Lore), Melee (Light), Medicine, Perception, Primal, and Survival. Before spending experience during character creation, a Herbwarden of Bautar may choose four of their career skills and gain one rank in each of them.

Starting Gear: Players with a Herbwarden character may choose to start with the following gear instead of spending currency during Step 7 of character creation:

  • Heavy robes
  • Herbs of healing
  • A potion of Fingas or a flask of Holy Water
  • 2 health elixirs or Alether berries or vial of Antitoxin
  • A short sword or a sickle
  • Travelling gear consisting of a backpack, a bedroll, a rope, flint and steel, 3 torches, and a waterskin
  • 1d100 silver coins

REALMS OF MAGNAMUND

Chapter I: Character Options

Ice Barbarian of kalte

The icy realm of Kalte has remained apart from the rest of Magnamund’s civilisations since the Shianti left these frozen wastelands two millennia ago. All that remained here was the human culture whom the Shianti had taken as their servants, now reduced to barbarism after finding themselves without guidance and protection in the midst of an icy, isolated wilderness.

Yet, despite the seemingly overwhelming odds, these people did not perish. Instead, they met the challenges of their habitat and became stronger and more resilient. From their parlous state of being a helpless, leaderless, solitary human tribe isolated in an overwhelmingly hostile environment, they became a powerful nomadic tribal nation that now holds sway over some of the most inhospitable territory in all of Magnamund. Their numbers have grown steadily so that their population today rivals that of many civilised realms.

The Barbarians of Kalte are still considered uncivilised when judged by the standards of other nations, but they are never dismissed as primitive or irrelevant. Occasionally, they are known to foray south, especially in times of extreme cold when an ice bridge forms across the Kaltersee, permitting land access to Northern Sommerlund and Durenor. During these times, the threat of an incursion by the Ice Barbarians of Kalte becomes a very real danger to the people of the Lastlands.

Ice Barbarians are naturally accustomed to the harshest living conditions present on Magnamund, save perhaps for those to be found in the Darklands or the Doomlands of Naaros. It is no surprise that they have become an extremely hardy and ruthless people they are notorious in war for never giving quarter to their enemies, nor for showing their true feelings when at peace. They have learned to take the most callous and brutally effective measures to ensure their personal survival, and these traits are deeply ingrained in their psyche. As a result they are hard to impress and even harder to defeat. Dealing with an Ice Barbarian is always a daunting challenge, whether on the battlefield or over the negotiating table.

Ice Barbarians have little interaction with the world outside of their icy domain. A few leave their native people to become guides, mercenary bodyguards or traders at the semi-civilised Kaltese outpost of Ljuk. But, apart from these few exceptions, most Ice Barbarians remain ensconced within their closed, isolated society, which comprises several rival tribal clans. Clan warfare is commonplace among the Ice Barbarians, as they battle daily to survive in their hostile environment. Warriors, scouts and hunters have pre-eminent status in Ice Barbarian clan society.

Suggested Names: The Kaltese language is pragmatic in nature, with very few adjectives and short, quick words meant to convey meaning without elaboration. This linguistic style carries over to their names as well, with each one being a simple statement rather than an abstract name. As such, most translate directly into concepts like ‘first child’ or ‘hard birth’.

  • Male: Akiak, Dencka , Ikia, Kamkak, Kzu’Tooa, Manza, Nolak, Pust, Quok, Suluk, Tagzag, Yri’sasa.
  • Female: Bulla, Iquas, Kangok, Koras, Miku, Ongu, Sakru, Tupsha, Ugua, Yurzu.

Heroic Role Ability

2 2 2 2 3 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
  • Starting Wound Threshold: 10+Brawn
  • Starting Strain Threshold: 10+Willpower
  • Starting Experience: 100 XP
  • Starting skills: Ice Barbarians begin with one rank in each of two non-career skills at character creation. They obtain this rank before spending experience points, and these skills may not be increased higher than rank 2 during character creation.
  • Imdomitable: Once per session your character may spend a story point to reroll any attempt to resist negative effects (damage, illness, poison, disorientation and so on) from your environment. You may keep any s, t or a generated from first roll, but ignore any other results.

An Ice Barbarian counts the following skills as career skills: Athletics, Coerce, Cool, Melee (Light), Ranged, Survival, Resilience, and Vigilance. Before spending experience during character creation, an Ice Barbarian may choose four of their career skills and gain one rank in each of them.

Starting Gear: Players with an Ice Barbarian character may choose to start with the following gear instead of spending currency during Step 7 of character creation:

  • A bow (bone) or a light spear (bone) and dagger (bone)
  • Winter clothing
  • Bone armour or a shield or 2 healing elixirs
  • Travelling gear consisting of a backpack, a bedroll, a rope, flint and steel, 3 torches, and a waterskin
  • 1d100 silver coins

REALMS OF MAGNAMUND

Chapter I: Character Options

Kai Lord


Kai Lords are brave and exceptional warriors engaged in a monastic tradition that has long been established in Sommerlund. Although the majority of Kai Lords are recruited from noble Sommlending families, there are some who originate from other places in the free lands of the north. And a few dozen of the specially gifted children who join the Monastery each year hail from ordinary or ‘commoner families’. Lone Wolf himself is destined to come to the Monastery from a commoner family; there is no shame attached to this whatsoever. With the passing of centuries the God Kai’s special gifts, which were originally bestowed upon one-in-ten of the 5000 original Sommer Islanders who founded Sommerlund, including the royal lineage and the most illustrious warrior families, have manifested themselves in children who are no longer of direct noble Sommlending descent.


All of the noble families of Sommerlund sponsor their offspring every year to secure them entry to the Monastery of the Kai. It is a great honour to be accepted and trained by the Kai Masters. Though the training and meditations are long and hard, when a Kai Lord has completed them and is ready to leave the Monastery, they will be willing and able to confront and confound Sommerlund’s enemies by his force of arms and through the use of his Kai disciplines. Kai Lords are trained to master the innate powers that lie dormant within them. Not every Sommlending or other humans in the world of Magnamund has the potential to become a Kai Lord.


Only during the course of their arduous training at the Monastery is the full potential of their innate powers unlocked and brought to fruition. Kai Lords who have trained hard and released their potential can often perform exceptional feats of body and mind. They are equally at home in the cities of Magnamund as they are in its untamed regions, exposed to the elements and surrounded by wild and hostile creatures. A Kai Lord can survive in many places where lesser mortals would surely perish.

Suggested Names: It has long been a tradition to bestow a new name upon each young Initiate when they complete their first year’s training at the Kai Monastery. Kai names are chosen by senior Kai Masters with the aim of reflecting the individual strengths and qualities of each young Kai. Some names are a compliment, while others are a warning, but every name means something both to the ones granting it and the Kai Lord receiving it.

You can choose your Kai name for yourself or create one at random using the following name tables.

Heroic Role Ability

2 2 2 2 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
  • Starting Wound Threshold: 10+Brawn
  • Starting Strain Threshold: 10+Willpower
  • Starting Experience: 110 XP
  • Starting skills: A Kai Lord begins with one rank in each of two non-career skills at character creation. They obtain this rank before spending experience points, and these skills may not be increased higher than rank 2 during character creation.
  • Kai's Favour: Once per session as an out-of-turn incidental, you may spend one Story Point to re-roll a skill check.

A Kai Lord counts the following skills as career skills: Athletics, Discipline, Knowledge (Geography), Knowledge (Lore), Melee (Light), Stealth, Survival and Vigilance. Before spending experience during character creation, a Kai Lord may choose four of their career skills and gain one rank in each of them.

Starting Gear: Players with a Kai Lord character may choose to start with the following gear instead of spending currency during Step 7 of character creation:

  • Green tunic and cloak of a Kai Initiate
  • 2 health elixirs and herbs of healing or winter clothing
  • A dagger or a lantern
  • Leather armour
  • An axe and shield or a sword or a mace and shield or a light spear and shield or a bow
  • Travelling gear consisting of a backpack, a bedroll, a rope, flint and steel, 3 torches, and a waterskin
  • 1d100 silver coins
REALMS OF MAGNAMUND

Chapter I: Character Options

Table 2-1: Kai Lord Name

Roll Prefix Suffix
01-05 Moon Moon
06-10 Silent Oak
11-15 Sun Heart
16-20 Kind Thunder
21-25 True Friend
26-30 Dawn Speaker
31-35 Bold Star
36-40 Gentle River
41-45 Swift Dancer
46-50 Fierce Song
51-55 Battle (Subchart) Battle (Subchart)
56-60 Colour (Subchart) Animal (Subchart)
61-65 Wise Fire
66-70 Little Rider
71-75 Storm Spirit
76-80 Stern Keeper
81-85 Rune Hunter
86-90 Night Rain
91-95 Brave Wind
96-00 Wandering Strider

Table 2-2: Subcharts

Roll Animal Battle Colour
01-10 Wolf Blade Gold
11-20 Eagle Bow Blue
21-30 Sparrow Sword Green
31-40 Fox Fist Bright
41-50 Deer (Stag,Doe) Shield White
51-60 Horse Claw Silver
61-70 Lynx Hammer Shadow
71-80 Owl Axe Grey
81-90 Falcon Arrow Red
91-00 Bear Helm Black
REALMS OF MAGNAMUND

Chapter I: Character Options

Kloon Sage of Chaman

For the Kloon, adventure means learning and vice versa. Their favourite saying is, “Knowledge is a never-ending feast”, and when it comes to learning the Kloon have voracious appetites. Many Kloon find true adventure only within the walls of a book-lined study, where they may discover more excitement, mystery, intrigue and rewards than other less-erudite adventurers will find in a lifetime of long journeys and deeds of derring-do. The exploits of a Kloon adventurer are not so much about fighting Evil as discovering new and ingenious ways to defeat it. They take particular satisfaction in rebuilding what Evil has destroyed and in helping worthy allies by imparting knowledge and advice, and inspiring them with their mastery of the High Arts.

Their main concern and source of adventuring, however, is the never-ending task of protecting Magnamund’s ancient lore from becoming lost or corrupted. The Kloon homeland of Chaman, and all the wisdom it contains, is under constant threat of destruction by the dark forces of Magnamund. Therefore, naturally, the burden of compiling and protecting this invaluable repository falls upon the shoulders of the Kloon Sages. Sadly, it is not uncommon for them to have to sacrifice their lives in pursuit of this noble duty. Kloon Sages are no fighters, not by any stretch of the imagination. They should not, however, be considered weak or insubstantial. They are a hardy race and not above keeping a few combat tricks up their sleeve for when the need arises. Their main strength, however, is their seemingly endless capacity to store facts and figures in their prestigious minds. Kloon Sages do their best to learn everything they can from the world around them, and particularly from the first-hand accounts of other adventurers.

Suggested Names: The Kloon are united in their love of words, conjecture, and intellectual pursuits. These traits are seen in their language and in their patterns of naming, both of which are overblown to such a degree that some Kloon devote the whole of their sagacious lives to studying their own linguistics. Kloon names are often very long and complex, with each syllable representative of a concept or theory. Kloon companions almost always have to shorten their proper names to something more manageable.

  • Male: Alserwilryndorxif (Alser), Borghanaphon (Borg), Dakdermanybar (Dak), Elgarquanantor (Elgar), Gilgannamaxidon (Gilgan), Iotaquavelterly (Iotaq), Lofizgrackerholt (Lofiz), Ninayshambralam (Ninay), Orurosfarver (Oruor), Safizshangdelzin (Safiz), Xalrugatious (Xalru).
  • Female: Alinevalenlily (Aline), Callisentenwhyte (Calli), Donoabanhanishooshma (Donoa), Helwisehecksberri (Helwis), Iotavatranlacem (Iotav), Kridyseacalamy (Kridys), Mymiphishula (Mym), Nansokokarli (Nanso), Tiflaniqimiphi (Tifla), Urilixyrohana (Urili)

HEROIC ROLE Ability

1 1 3 3 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
  • Starting Wound Threshold: 9+Brawn
  • Starting Strain Threshold: 10+Willpower
  • Starting Experience: 90 XP
  • Starting skills: Kloon Sages begin with one rank in Knowledge (Lore). You still cannot train Knowledge (Lore) above rank 2 during character creation.
  • Pure Thought: When your character is subjected to any detrimental effect that would affect their mind, or inflict strain or wounds through telepathy, such as a Mindblast, you may upgrade your Discipline check once.

A Kloon Sage counts the following skills as career skills: Alchemy, Knowledge (Adventuring), Knowledge (Forbidden), Knowledge (Geography), Knowledge (Lore), Mechanics, Perception and Runes. Before spending experience during character creation, a Kloon Sage may choose four of their career skills and gain one rank in each of them.

Starting Gear: Players with a Kloon Sage character may choose to start with the following gear instead of spending currency during Step 7 of character creation:

  • Red velvet robes of a Kloon Sage (counts as heavy robes)
  • 2 health elixirs or a vial of antitoxin
  • A short sword or 3 sunrods
  • Travelling gear consisting of a backpack, a bedroll, a rope, flint and steel, 3 torches, and a waterskin
  • 1d100 silver coins

REALMS OF MAGNAMUND

Chapter I: Character Options

Magician of Dessi

While magical orders like the Brotherhood of the Crystal Star have imprinted their will upon the forces of magic and harnessed these arcane energies through the disciplined use of spells and incantations, the Magicians of Dessi have no need to indulge in such conceits. They are descended from the Elder Magi, the first Goodly magicians to set foot upon the world of Magnamund. The Elder Magi themselves are in decline, but their descendants have risen to the fore and are equipped in mind and body to wield the spells of the Old Kingdom: the battle-magic inherited from their illustrious forefathers.

Magicians of Dessi have access to a great source of power, a power much coveted by other less-able sorcerers of Magnamund. They must maintain their vigilance against those who would seek to capture them, and either trick or force them to divulge their precious secrets. The Darklands are an especially dangerous territory for them to venture near, as the Darklords of Helgedad have the power to consume them entirely and extract their knowledge to further their evil cause. No Magician of Dessi would ever willingly enter the Darklands or traffic with Nadziranim, the practitioners of evil magic who assist the Darklords and strive to help them conquer and despoil all of Magnamund.

Many long years of study are required for Brothers of the Crystal Star to acquire and master their magical arts, yet the Magicians of Dessi are born with their innate sorcerous power and need only learn how to control and channel it to optimum effect. Willpower, not intellect, governs their abilities, and while the descendants of the Elder Magi may not be able to kill themselves in the course of wielding their magic, in the way that a careless Brother of the Crystal Star might accidentally do, expending too much of their natural arcane energy at any one time can leave them spiritually drained and physically exhausted. It is at times like this that a Magician of Dessi becomes especially vulnerable; a target for those who would seek to capture them and steal their precious secrets.

Suggested Names: Dessi is an elegant and exotic nation, its language a complex tableau of vowels and soft consonants. As more than one observer has noted, the native tongue of the Dessi ‘sounds as if it were born directly from spellcasting’. Even when whispered, the Dessi language is easily understood and carries well. Every Dessi name sounds like a word of power. Indeed, many of them are.

  • Male: Alisec, Althean, Dansas, Enduro, Filadas, Gaetano, Honos, Lurse, Manaso, Oecho, Pandras, Sokan, Vittas.
  • Female: Beress, Conseta, Elvus, Fhara, Gemas, Iolana, Maside, Pura, Rachise, Seva, Vitosa.

Heroic Role Ability

1 2 2 2 3 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
  • Starting Wound Threshold: 8+Brawn
  • Starting Strain Threshold: 12+Willpower
  • Starting Experience: 110 XP
  • Starting skills: Magicians of Dessi begin with one rank in each of two non-career skills at character creation. They obtain this rank before spending experience points, and these skills may not be increased higher than rank 2 during character creation.
  • Elder Blood: The Magicians of Dessi are not simply the inheritors of the Elder Magi; they are their literal and spiritual descendants. Some small portion of the Elder Magi’s great power flows through their veins, making the Magicians of Dessi slightly more than human or, as they would say, “a few heartbeats beyond mortal”.This ancient legacy can be used to empower your spells far beyond your normal limits. Once per session your character may spend a story point to add up to 2 difficulty worth of effects, when making a Sorcery check.

A Magician of Dessi counts the following skills as career skills: Cool, Discipline, Knowledge (Adventuring), Knowledge (Lore), Melee (light), Perception, Sorcery, and Vigilance. Before spending experience during character creation, a Magician of Dessi may choose four of their career skills and gain one rank in each of them.

Starting Gear: Players with a Magician of Dessi character may choose to start with the following gear instead of spending currency during Step 7 of character creation:

  • Fine woolen and silk robes of the Magicians of Dessi
  • 2 health elixirs or a stamina elixir
  • Dagger or 3 Fire seeds
  • Short Sword or a Magic staff
  • Travelling gear consisting of a backpack, a bedroll, a rope, flint and steel, 3 torches, and a waterskin
  • 1d100 silver coins
REALMS OF MAGNAMUND

Chapter I: Character Options

Noodnic Scavenger of Durenor

Durenor, the land of great forests, great plains and the great mountains of Hammerdal. Where the mighty Suukon once ruled in ages past, ringed by the mountains of the Hammerdal Range, the men of Durenor now live and toil beneath the lofty peaks. These same mountains, where the great tunnels of Tarnalin, Calencut and Weidon excavated through solid rock to connect the capital of Hammerdal with the plains and forests of the south, now boast a constant stream of travellers – soldiers and merchants, caravans and troubadours – that walk through the vast bulk of the mountain to travel to and from the capital, yet they are not the owners of these mountains. In times long past, before the ships of the Ulnarians arrived to fill the void left by the Suukon, another race had claimed the Hammerdal mountains for its own; a mischievous race that would, with time, become known as the Noodnics.

The Noodnics have proved themselves to be an exception to the truism that creatures born of the evil of Naar are forever enslaved to evil and can aspire to nothing else. These creatures were first created millennia ago to serve Agarash the Damned. They infested many regions of Magnamund and were aggressive pack hunters. During the Age of Awakening (1600 MS – 0 MS) their numbers greatly reduced and they became isolated in small areas. One of these areas was the eastern Hammerdal Mountains, and it was here that Noodnics evolved from their ancient Agarashi forms into the race they are today.

The reason for their evolution was the presence of the Fount of Ishir close to their burrows in the mountains. This famous pool gives off a very fine mist that permeates mountains and forest for miles around. Although the blessed water of the fount was poison to the Agarashi Noodnics, over many centuries they absorbed fine mist particles through their skin and it slowly transformed them. They changed from being large, voracious murines into smaller, leaner, more intelligent tribal creatures perfectly adapted to living in their tunnel environment. Their lust for blood and chaos was gone. Now, all they lust for are extravagantly loud clothes and a hoard of shiny things.

Noodnics can be found inhabiting a matrix of tunnels and caverns in the Hammerdal Range. These have been excavated, slowly and methodically, for several millennia. From this hidden network, they can access the three large tunnels excavated by the Durenese. Every Noodnic has a deep desire to pilfer and hoard and few of their number can suppress this basic instinct. The traffic passing through these tunnels gives the Noodnics ample opportunity to ‘scavenge’ their cargoes. They are exceptionally agile when stealing from the wagons and few of their victims ever see the creatures at work; the loss often undiscovered until they check their cargo upon arrival at their destination.

Suggested Names: Noodnics speak a language all of their own. The most intelligent of their kind can speak Durenese and Sommlending. The following are common Noodnic names that have been translated into Sommlending.

  • Male: Gashgiss, Stoosh, Toksha, Tikshish, Sahshee.
  • Female: Shoosha, Mioksh, Sheshoo, Gishy, Shesash.

Heroic Role Ability

1 3 1 3 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
  • Starting Wound Threshold: 6+Brawn
  • Starting Strain Threshold: 10+Willpower
  • Starting Experience: 90 XP
  • Starting skills: Noodnic Scavengers begin with one rank in Skulduggery. They obtain this rank before spending experience points, and character's may not increase Skulduggery above rank 2 during character creation.
  • Dark Vision: When making skill checks, noodnics may remove bb imposed due to darkness.
  • The First Law: A Noodnic Scavenger character may spend a Story Point as an out-of-turn incidental to immediately ignore a number of Wounds taken equal to their Agility.

A Noodnic Scavenger counts the following skills as career skills: Athletics, Coordination, Knowledge (Adventuring), Mechanics, Melee (Light), Perception, Skulduggery, and Stealth. Before spending experience during character creation, a Magician of Dessi may choose four of their career skills and gain one rank in each of them.

Starting Gear: Players with a Noodnic Scavenger character may choose to start with the following gear instead of spending currency during Step 7 of character creation:

  • Battered hat and patchwork cloak
  • Health elixir or a ball of coloured glass
  • A Dagger or a Noodnic spear
  • Patchwork armour (counts as leather armour) or a sling
  • Travelling gear consisting of a backpack, a bedroll, a rope, flint and steel, 3 torches, and a waterskin
  • 1d100 silver coins
REALMS OF MAGNAMUND

Chapter I: Character Options

Silver Spirit of Telchos

Silver spirits are warriors, diplomats, and saviors of lost knowledge - the magic that was lost when Avan-Telchos was destroyed. By their last role they do not gather knowledge to learn from it, but rather hide it and guard it from anyone who could use the power to evoke a new disaster. Ishir takes this part of the silver sands service very seriously. Those who let their imagination wander may receive a very strict warning, but only once. Continued study of the forbidden magic entails a considerably more severe punishment, usually in an extremely definitive form.

To hide the knowledge and find the old empire's fragments, wherever they may have ended up, the silver spirits have become excellent diplomats and mediators. This has meant that the Thirty Thirty Councils have drawn attention to them and sending out the silver spirit on such missions where a steady hand and a friendly word can bring about more than open aggression and a battle-ready spear.

This is how the silver spirits usually find themselves moved between the tribes and to the world outside Telchos. They roam the world in search of knowledge, relics and "Ways to help their homeland.

The Silver Spirits are almost just men, although especially talented and reliable women can be received in the company under special circumstances. Only members of the Silver Spirits and the highest levels of Ishir's priesthood are aware of their existence. For everyone else in the tribes, the silver spears are a myth. Although any member is revealed, he will renounce all knowledge of the society and pretend to be a rogue who needs to be reintegrated into the normal telchoic culture.

Suggested Names: The language of Telchos is unexpectedly soft and refined, especially considering the Telchoi people are anything but. Their words are lilting, their sentences almost lyrical, and even the coarsest Telchoi is prone to speak or write poetry in their native style, called ‘Tahrishi Verse’. Telchoi names echo the liltingly musical nature of their language.

  • Female: Ara, Chenza, Dorah, Elshai, Fahru, Guura, Hesisah, Kaiya, Lhama, Medessa, Mohsa, Nala, Omshah, Peyvah, Siala, Tahra, Treth, Tyishi, Vula.
  • Male: Akka, Ashai, Bezhai, Dorak, Ehzah, Heydai, Jalhai, Kavai, Nahvu, Rahn, Sohl, Tomaris, Yahdai.

Heroic Role Ability

1 2 2 2 2 3
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
  • Starting Wound Threshold: 10+Brawn
  • Starting Strain Threshold: 10+Willpower
  • Starting Experience: 100 XP
  • Starting skills: Silver Spirits begin with one rank in each of two non-career skills at character creation. They obtain this rank before spending experience points, and these skills may not be increased higher than rank 2 during character creation.
  • Moon-Blessed: Once per session your character may spend a story point to remove a number of Wounds equal to your Survival.

A silver spirit counts the following skills as career skills: Charm, Cool, Coordination, Knowledge (Geography), Knowledge (Lore), Melee (Light), Perception, and Survival. Before spending experience during character creation, a Silver Spirit may choose four of their career skills and gain one rank in each of them.

Starting Gear: Players with a Silver Spirit character may choose to start with the following gear instead of spending currency during Step 7 of character creation:

  • Linen clothes and a thin cloak with hood
  • 2 Health elixirs or leather armour
  • A short sword or dagger
  • a Shiel-fa or lantern
  • Travelling gear consisting of a backpack, a bedroll, a rope, flint and steel, 3 torches, and a waterskin
  • 1d100 silver coins
REALMS OF MAGNAMUND

Chapter I: Character Options

Telchoi Warrior

The realm of Telchos is a vast desert that dominates the western coastal region of Southern Magnamund; a hard, sun-bleached land filled with howling winds that sweep persistently over dusty plains and broken hills. Telchos was once a rich coastal territory with dozens of small farming villages, mighty cities, and home to a vibrant, thriving civilisation. However, like so many of the countries of Southern Magnamund, Telchos has since been blighted by the legacy of Agarash the Damned. The tale of Telchos is one filled with tragedy and triumph in an age of adversity.

The most enduring legacy of the fall of Telchos and the suffering of the Telchoi – its noble peoples – lives on in the form of the Telchoi Warrior. A hardened, tough-as-granite fighter with the ferocious swiftness of the desert winds and the deadly strike of a makiscorpion, a Telchoi Warrior is just as equally effective attacking in the blistering heat of the desert sun as they are in the cold ashen shadows of a cloudless wilderlands night. Renowned for their toughness and deadly efficiency in battle, they are perhaps most famous for their ability to inflict a flurry of fatal wounds with their shiel-fa, the “flashing spears of the desert”.

Almost all Telchoi Warriors are women. These female fighters are the first line of defence and the mainstay of the army in their matriarchal society. They are also most likely to be found travelling beyond the borders of their desert realm. Male Telchoi Warriors are few in number and are rarely allowed to wander far from their homelands, although it is not unknown for Telchoi menfolk to be found in foreign lands. Typically, these male warriors are exiles, renegades or adventurers who have chosen to explore the wider world before returning to Telchos to raise a family.

Suggested Names: The language of Telchos is unexpectedly soft and refined, especially considering the Telchoi people are anything but. Their words are lilting, their sentences almost lyrical, and even the coarsest Telchoi is prone to speak or write poetry in their native style, called ‘Tahrishi Verse’. Telchoi names echo the liltingly musical nature of their language.

  • Female: Ara, Chenza, Dorah, Elshai, Fahru, Guura, Hesisah, Kaiya, Lhama, Medessa, Mohsa, Nala, Omshah, Peyvah, Siala, Tahra, Treth, Tyishi, Vula.
  • Male: Akka, Ashai, Bezhai, Dorak, Ehzah, Heydai, Jalhai, Kavai, Nahvu, Rahn, Sohl, Tomaris, Yahdai.

Heroic Role Ability

2 3 2 2 2 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
  • Starting Wound Threshold: 10+Brawn
  • Starting Strain Threshold: 10+Willpower
  • Starting Experience: 100 XP
  • Starting skills: Telchoi Warriors begin with one rank in each of two non-career skills at character creation. They obtain this rank before spending experience points, and these skills may not be increased higher than rank 2 during character creation.
  • Moon-Blessed: Once per session your character may spend a story point to remove a number of Wounds equal to your Survival.

A Telchoi Warrior counts the following skills as career skills: Athletics, Coordination, Coercion, Melee (Light), Perception, Ranged, Stealth and Survival. Before spending experience during character creation, a Telchoi Warrior may choose four of their career skills and gain one rank in each of them.

Starting Gear: Players with a Telchoi Warrior character may choose to start with the following gear instead of spending currency during Step 7 of character creation:

  • Dun-coloured tunic, leather boots and a sturdy sand-cloak
  • 2 Health elixirs or leather armour
  • A sword or a light spear
  • a Shiel-fa or a staff
  • Travelling gear consisting of a backpack, a bedroll, a rope, flint and steel, 3 torches, and a waterskin
  • 1d100 silver coins
REALMS OF MAGNAMUND

Chapter I: Character Options

Vakaros Warrior-Mage

The Vakeros are an early race of humans indigenous to Dessi. They were first created by Goddess Ishir and were especially receptive to the transmission of the goodly magical power of the Elder Magi, more so than any other human race. Not all humans are receptive to the Old Kingdom Magic. The Vakeros race came into existence a few centuries before the Great Plague and was created especially to save and preserve the arcane secrets of the Elder Magi. Goddess Ishir, foreseeing the Elder Magi were ultimately bound for extinction, gifted them the Vakeros. It was a divine act that was to save the Elder Magi and their legacy. The Vakeros were already established in Dessi when the Elder Magi survivors sought sanctuary there following the Great Plague of 2514 MS. Once primitive tribesmen, the Vakeros were adopted by the Elder Magi who trained them in Old Kingdom Magic. More than seven thousand years have passed since that ancient time, and a great and lasting transformation of the Vakeros has taken place. No longer are they a primitive tribal race of humans; they are now one of the most capable and gifted of peoples. The Elder Magi passed on their Old Kingdom magic to the Vakeros race who, in turn, gave rise to the Magicians of Dessi and the Vakeros Warrior Mages. With the benign guidance and tutelage of the Elder Magi, the bravest of Dessi’s native warriors have learned some of the arcane secrets of battle-magic. This represents but a tiny fragment of the sum total of knowledge possessed by the Elder Magi, yet it is sufficient enough to enhance their fighting ability and to ensure the security of their jungle and coastal borders. The best of the Vakeros military are the Warrior-Mages.

Vakeros Warrior-Mages share their homeland with the Magicians of Dessi but, unlike the Magicians, most of them do not share a bloodline with the Elder Magi. They differ in capability to the Magicians of Dessi in so much as their battle-magic is more limited than the arcane powers wielded by Magicians. Conversely, the Magicians of Dessi can never hope to match the formidable fighting prowess of the Vakeros Warrior-Mages. No rivalry has ever existed between the two factions and neither harbours any resentment or feelings of disdain towards the other. In Dessi, Vakeros Warrior-Mages command the respect and gratitude of their people. They are organised into cadres throughout the Magiocracy, with contingents posted in the border towns and outposts. Their highest-ranking officers serve on the Magi Regnanti and command armies in times of war. Outside of Dessi, the existence of the Vakeros Warrior-Mages is not widely known. Neither is their existence actively promulgated by the Elder Magi. However, the Darklords and the Cenerese are well aware of the Vakeros Warrior- Mages, especially since these warrior elites are specifically trained by the Elder Magi to fight and slay Darkspawn.

Suggested Names: Dessi is an ancient and exotic nation, its language a complex tableau of vowels and soft consonants. As more than one observer has noted, the native tongue of the Dessi “sounds as if it was born directly from spellcasting”. Even when whispered, the Dessi language is easily understood and carries well. Every Dessi name sounds like a word of power. Indeed, many of them are.

  • Male: Aldamo, Arkhas, Cantos, Elkamo, Finadur, Haelo, Kasin, Kamoah, Manakar, Maraeno, Paido, Puurkas, Taeno, Viktoro.
  • Female: Burumae, Colea, Darkama, Festiive, Kaelia, Mortama, Oaena, Rashell, Sevta, Uuna.

Heroic Role Ability

2 2 2 2 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
  • Starting Wound Threshold: 9+Brawn
  • Starting Strain Threshold: 11+Willpower
  • Starting Experience: 110 XP
  • Starting skills: Vakaros Warrior-Mages begin with one rank in each of two non-career skills at character creation. They obtain this rank before spending experience points, and these skills may not be increased higher than rank 2 during character creation.
  • Spirit of Blue Steel: Once per session your character may spend a story point to remove a number of Wounds or Strain equal to their Discipline rating.

A Vakaros Warrior-Mage counts the following skills as career skills: Athletics, Discipline, Knowledge (Lore), Leadership, Melee (Light), Perception, Runes and Vigilance. Before spending experience during character creation, a Vakaros Warrior-mage may choose four of their career skills and gain one rank in each of them.

Starting Gear: Players with a Vakaros Warrior-Mage character may choose to start with the following gear instead of spending currency during Step 7 of character creation:

  • Gold and scarlet tunic, boots, and breeches of your order
  • A Blue-Steel sword
  • 2 Health elixirs or 3 Fireseeds
  • A bow or a light spear
  • Travelling gear consisting of a backpack, a bedroll, a rope, flint and steel, 3 torches, and a waterskin
  • 1d100 silver coins
REALMS OF MAGNAMUND

Chapter I: Character Options

Careers

ARTISAN

Not every hero wields a sword, casts a spell or prays to the Gods for the power to defeat evil. Some fight using their skill and ingenuity. They have varying fields of expertise, but all Artisans are masters at what they do and flexible enough to learn very quickly when the need arises. Artisans are craftsmen, inventors, engineers and tinkerers. Some are good with people, while others are most effective when left alone in the splendid isolation of their workshops.

Artisans may not be martially trained, but one should never think of them as being weak or helpless. They are often physically gifted due to years of labour and grueling apprenticeships, and most can defend themselves well enough from common threats, employing resourcefulness and clever tactics to thwart their adversaries. Yet they often perform to their best alongside stalwart allies, especially when their adventures take them out of their safe environs and thrust them into the wider, wilder world of Magnamund.

The Artisan counts the following skills as career skills: Athletics, Brawl, Leadership, Mechanics, Negotiation, Perception, Resilience and Streetwise. Before spending experience points (XP) during character creation, an Artisan may choose four of their career skills and gain one rank in each of them.

Starting Gear: Players with an Artisan character may choose to start with the following gear instead of spending currency during Step 7 of character creation:

  • Artisan's tools
  • A dagger or hammer (treat as a mace)
  • Leather armour
  • Travelling gear consisting of a backpack, a bedroll, a rope, flint and steel, 3 torches, and a waterskin
  • 1d100 silver coins

Engineer


Players may select the Engineer career as a variant of the Artisan career. An Engineer is similar to an Artisan in most respects, but focuses solely on the study of advanced weaponry. They count Gunnery and Ranged as career skills instead of the Brawl and Negotiation skills, and rather than gaining leather armour, they receive a Bor pistol as part of their starting gear.

Farmer


Players may select the Farmer career as a variant of the Artisan career. A Farmer is similar to an Artisan in most respects, but focuses on agriculture and livestock. They count Melee (Heavy) and Survival as career skills instead of the Leadership and Streetwise skills, and rather than choosing a dagger or a hammer, they receive a scythe as part of their starting gear.

Miner


Players may select the Miner career as a variant of the Artisan career. A Miner is similar to an Artisan in most respects, but focuses on working underground. They count Knowledge (Adventuring) and Melee (Light) as career skills instead of the Negotiation and Streetwise skills, and rather choosing hammer, they may receive a mining pick (treat as a military pick) as part of their starting gear.

REALMS OF MAGNAMUND

Chapter I: Character Options

Disciple

Disciples are mystics dedicated to aiding others. Their power comes from calling upon the mysterious aid of the gods or drawing on their own determination. Some channel the blessed powers of Ishir, while others observe the druidic traditions of the Herbalish, or follow one of the countless other deities who watch over the world. What they all have in common is a talent for helping others, whether through physical or spiritual healing, via divine guidance, or with weapons blessed by the gods. The majority of Disciples are trained within isolated monasteries or great temples, and live by strict codes of conduct, often having taken sacred oaths.

Adventuring Disciples take what they have learned among the devotees in their conclaves out into the world, where they might enact the will of their god upon the land. This can range from gathering gold and glory for their temple or converting the ignorant to the true path, to personal quests of enlightenment or wars of salvation that can only end when a great evil is undone or an ancient prophecy fulfilled.

The Disciple counts the following skills as career skills: Athletics, Charm, Discipline, Divine, Knowledge (Lore), Leadership, Melee (Light), and Resilience. Before spending experience points (XP) during character creation, a Disciple may choose four of their career skills and gain one rank in each of them.

Starting Gear: Players with a Disciple character may choose to start with the following gear instead of spending currency during Step 7 of character creation:

  • A mace or staff
  • A holy icon or shield and leather armor
  • A lantern and 2 herbs of healing or traveling gear consisting of a backpack, a bedroll, a rope, flint and steel, 3 torches, and a waterskin
  • 1d100 silver coins

Monk of the Sword


Players with an Aluvian, Nael or Vaderish character may select the Monk of the Sword as a variant of the Disciple career. A Monk of the Sword is similar to a Disciple in most respects, but focuses on the worship and mastery of the sword. They count Coercion and Vigilance as career skills instead of the Charm and Leadership skills, and rather than gaining a mace or staff, they receive a sword as part of their starting gear.

Priest


Players may select the Priest as a variant of the Disciple career. A Priest is similar to a Disciple in most respects, but focuses less on combat. They count Medicine and Perception as career skills instead of the Athletics and Melee (Light) skills, and must choose the staff and holy icon as part of their starting gear.

Warrior Monk


Players with a Mythenish or Tianese character may select the Warrior Monk as a variant of the Disciple career. A Warrior Monk is similar to a Disciple in most respects, but focuses on the martial arts. They count Brawl and Melee (Heavy) as career skills instead of the Charm and Divine skills, and rather than choosing a holy icon or shield and leather armour, they receive holy water as part of their starting gear.

REALMS OF MAGNAMUND

Chapter I: Character Options

ENVOY

Envoys are masters of negotiation, charm, and social intrigue. These charismatic heroes are often the voice of their group: they broker deals or convince others to offer aid, give up their secrets, or believe the hero’s lies. Where blade and spell fail, Envoys find success, fighting as skillfully with words as their companions do with swords. Whether they are Vassagonian nobility, ambassadors, stewards, or chamberlains of any the many keeps or estates scattered throughout the land, their connections and emotional intuition serve the adventuring party well. Also counted among their number are guildmasters and merchants, bards or Kloon or Dwarven ambassadors.

Envoys adventure for a variety of reasons, whether to escape the oppressive climate of court life, to disappear after some unforgivable deed, to make new deals and find new wealth for their guild or lords, or just to spread the gift of song, all the while learning more about the world around them. In most cases, they seek out able fighters to share their travels, trading wit and charm for a bit of cold steel when it is called for.

The Envoy counts the following skills as career skills: Charm, Cool, Deception, Knowledge (Geography), Leadership, Melee (Light), Negotiation, and Vigilance. Before spending experience during character creation, an Envoy may choose four of their career skills and gain one rank in each of them.

Starting Gear: Players with an Envoy character may choose to start with the following gear instead of spending currency during Step 7 of character creation:

  • A dagger
  • A sword or a musical instrument
  • A fine cloak or traveling gear consisting of a backpack, a bedroll, a rope, flint and steel, 3 torches, and a waterskin
  • Padded armor
  • 200 + 1d100 silver coins

Commander


Players may select the Commander career as a variant of the Envoy career. A Commander is similar to an Envoy in most respects, but focuses on military tactics. They count Coercion and Discipline as career skills instead of the Deception and Knowledge (Geography) skills, and must choose a sword as part of their starting gear.

Duelist


Players with a Human character may select the Duelist as a variant of the Envoy career. A Duelist is similar to an Envoy in most respects, but focuses on swashbuckling. They count Athletics and Coordination as career skills instead of the Cool and Negotiation skills, and rather than choosing a sword or a musical instrument, they receive a rapier as part of their starting gear.

Merchant


Players may select the Merchant career as a variant of the Envoy career. A Merchant is similar to an Envoy in most respects, but focuses on smuggling and trading in urban areas. They count Perception and Streetwise as a career skill instead of the Knowledge (Geography) and Leadership skills.

REALMS OF MAGNAMUND

Chapter I: Character Options

Healer

Healers exist throughout Magnamund, often going by different names. They are also known as apothecaries, alchemists, herbalists and chemists. They are skilled with tinctures, extracts and medicines of all kinds, though most specialise in a few specific forms of their craft. What unites them is their devotion to the healing arts, regardless of the form it takes for them.

While their skills can easily mimic magic in some respects, Healers do not often have to suffer the same prejudice and distrust as magicians and other spellcasters. Their gifts are generally thought of as being helpful and beneficial, a reputation mostly due to the healing properties of Laumspur. Laumspur, one of Magnamund’s most prolific and widely-known herbal palliatives, has saved many lives over the centuries. Usually it is found in leaf form, potions and tinctures prepared by Healers who specialise in selling such draughts.

The Healer counts the following skills as career skills: Cool, Discipline, Knowledge (Lore), Medicine, Melee (Light), Perception, Resilience and Survival. Before spending experience points (XP) during character creation, a Healer may choose four of their career skills and gain one rank in each of them.

Starting Gear: Players with a Healer character may choose to start with the following gear instead of spending currency during Step 7 of character creation:

  • A dagger
  • A lantern or staff
  • 2 healing elixirs or a potion of alether
  • Herbs of healing
  • Traveling gear consisting of a backpack, a bedroll, a rope, flint and steel, 3 torches, and a waterskin
  • 1d100 silver coins

Alchemist


Players may select the Alchemist career as a variant of the Healer career. An Alchemist is similar to a Healer in most respects, but focuses solely on the study of alchemy. They count Alchemy and Ranged as a career skills instead of the Medicine and Melee (light) skills, and rather than choosing Herbs of healing, gallowbrush, alether or healing elxirs, they receive an alchemist's kit as part their starting gear.

Court Physician


Players may select the Court Physician career as a variant of the Healer career. A Court Physician is similar to a Healer in most respects, but is more versed with the nobility. They count Knowledge (Geography) as a career skill instead of the Survival skill and rather than choosing a lantern or staff, they receive an apothecary's kit as part of their starting gear.

Poisoner


Players may select the Poisoner career as a variant of the Healer career. A Poisoner is similar to a Healer in most respects, but focuses solely on the study of poisons. They count Alchemy and Streetwise as a career skills instead of the Knowledge (Lore) and Medicine skills, and rather than choosing Herbs of healing, alether or healing elxirs, they receive poison as part their starting gear.

REALMS OF MAGNAMUND

Chapter I: Character Options

Mage

Mages have the skill to wield magic and the innate gift to do so effectively. Large groups, like the Brotherhood of the Crystal Star, take in many skilled wizards when they are very young, educating them properly and saving them from the oft-dangerous world of attempting to learn magic on their own or with less scrupulous organizations.

Not every Mage is self-taught. There are gatherings and circles in almost every nation in Magnamund, North and South, who follow their own traditions and train spellcasters according to their own ideals of magical perfection. Some are benevolent and open with their skills, like the Magicians of Delden, while others demand unwavering loyalty and obedience, like the Jadin Circle in Chai. Mages usually owe a debt to their teachers, although this obligation does not always prevent them from having a rich and fulfilling life of their own beyond their oaths.

The Mage counts the following skills as career skills: Alchemy, Arcana, Cool, Discipline, Knowledge (Adventuring), Knowledge (Forbidden), Knowledge (Lore), and Perception. Before spending experience during character creation, a Mage may choose four of their career skills and gain one rank in each of them.

Starting Gear: Players with a Mage character may choose to start with the following gear instead of spending currency during Step 7 of character creation:

  • A magic staff or magic wand
  • A dagger or sling
  • Heavy robes or 1 stamina elixir
  • 1d100 silver coins

Illusionist


Players may select the Illusionist career as a variant of the Mage career. An Illusionist is similar to a Mage in most respects, but focuses on enchantment. They count Charm and Deception as career skills instead of the Alchemy and Knowledge (Forbidden) skills.

Necromancer


Players may select the Necromancer career as a variant of the Mage career. A Necromancer is similar to a Mage in most respects, but focuses on fear and intimidation. They count Coerce as a career skill instead of the Alchemy skill, and rather than choosing a magic staff or wand, they receive a Circlet of Bone as part of their starting gear.

Runemaster


Players of a Dwarf or Kloon character may select the Runemaster career as a variant of the Mage career. A Runemaster is similar to a Mage in most respects, but focuses solely on the magic of runes. They count Runes as a career skill instead of the Arcana skill, and rather than choosing a magic staff or wand, they receive a Lesser Rune as part of their starting gear.

REALMS OF MAGNAMUND

Chapter I: Character Options

Primalist

These spellcasters are chosen by their people be the vessel of either a god, demon or a powerful natural force, and channel the power of the storm through their soul. Some come from faroff lands and are beholden to living gods, like the Shadakine Wytches who draw their demonic powers from the workship Shasarak the Wytch-King. Others, like the Kitaezi Shamans of Shadaki or the Kundi Mystics of the Azanam are one with the world around Shamans can manipulate weather, fortify their allies, or summon benign spirits to protect them.

A Primalist answers the call to adventure because it is the will of the great power that fills their flesh and bones. As a storm wind must blow, so too a Primalist traverses the world, in search of places and objects sacred to their god or to follow the whispered guidance of the earth spirits or demonic voices. The aid of a Primalist can be invaluable, for few can command the powers of nature as they do.

The Primalist counts the following skills as career skills: Alchemy, Brawl, Discipline, Knowledge (Forbidden), Knowledge (Lore), Medicine, Melee (Heavy), Primal, and Survival. Before spending experience during character creation, a Primalist may choose four of their career skills and gain one rank in each of them.

Starting Gear: Players with a Shaman character may choose to start with the following gear instead of spending currency during Step 7 of character creation:

  • A staff or a greataxe and leather armour
  • An apothecary's kit or traveling gear consisting of a backpack, a bedroll, a rope, flint and steel, 3 torches, and a waterskin
  • 1d100 silver coins.

Druid


Players may select the Druid career as a variant of the Primalist career. A Druid is similar to a Primalist in most respects, but focuses on natural magic. They count Athletics as a career skill instead of the Discipline skill, and rather than gaining a staff or greataxe and leather armour, they may choose a druidic circlet as part of their starting gear.

Kitaezi Shaman


Players with a Shadakine character may select the Shaman career as a variant of the Primalist career. A Shaman is similar to a Scout in most respects, but focuses solely on necromantic and demonic magic. They count Melee (Light) and Ranged as a career skills instead of Brawl and Melee (Heavy) skills, and rather than gaining a staff or greataxe and leather armour, they receive a cursed dagger as part of their starting gear.

Wytch


Players with a Shadakine character may select the Wytch career as a variant of the Primalist career. A Wytch is similar to a Primalist in most respects, but focuses solely on necromancy and psychic abilities. They count Coerce and Melee (Light) as a career skill instead of the Brawl and Melee (Heavy) skills, and rather than gaining a staff or greataxe and leather armour, they may choose a sword and heavy robes as part of their starting gear.

REALMS OF MAGNAMUND

Chapter I: Character Options

Rogue

A quick wit and a swift blade are often better than a swift blade alone. From the merchant districts of Holmgard to the winding streets of Vassagonia and in a thousand haunts in between, rogues and outsiders live by their cunning. These Rogues take many guises, whether they are scurvy pirates from Shadaki, enigmatic assassins of the Vassagonian fighting temples, cunning bandits roving the wilds of the Wastelands, savvy gamblers or confidence artists, or simple city-born cutpurses trying to make a living. Smugglers, too, can be counted among the ranks of the Rogue; the canny Borian Dwarf shopkeep who knows how to get the best price for his wares and the master Ulnarian clockmaker who is as adept at traps as she is at crafting timepieces both fit the bill.

As adventurers, Rogues survive by skill and wit rather than brawn or sorcerous talents. They tend to favor weapons of finesse and surprise over those that require raw might to use. A talented rogue might be an archer or knife fighter, but is just as likely to be skilled in avoiding battle altogether, able to slip away into the shadows in the blink of an eye. Adventuring groups are always ready to welcome a Rogue into their ranks, for many situations require their unique talents. Whether the party needs someone to navigate a trapfilled dungeon, evade a watchful foe, or find an ally in a shadowy city, often only a Rogue will know just the trick.

The Rogue counts the following skills as career skills: Charm, Cool, Coordination, Deception, Ranged, Skulduggery, Stealth, and Streetwise. Before spending experience points (XP) during character creation, a Rogue may choose four of their career skills and gain one rank in each of them.

Starting Gear: Players with a Rogue character may choose to start with the following gear instead of spending currency during Step 7 of character creation:

  • A dagger or knuckledusters
  • A sword and dagger or a bow
  • A fine cloak or thieves’ tools
  • Traveling gear consisting of a backpack, a bedroll, a rope, flint and steel, 3 torches, and a waterskin
  • 1d100 silver coins

Assassin


Players may select the Assassin career as a variant of the Rogue career. An Assassin is similar to a Rogue in most respects, but focuses on the art of murder. They count Alchemy and Melee (Light) as career skills instead of the Charm and Skulduggery skills, and rather choosing a dagger, knuckledusters, a fine cloak or thieves' tools, they start with poison or 3 daggers and 2 smokebomb vials as part of their starting gear.

Entertainer


Players may select the Entertainer career as a variant of the Rogue career. An Entertainer is similar to a Rogue in most respects, but focuses on entertaining others. They count Discipline and Leadership as career skills instead of the Cool and Streetwise skills, and rather than choosing the thieves' tools, they may receive a musical instrument as part of their starting gear.

Pirate


Players may select the Pirate career as a variant of the Rogue career. A Pirate is similar to a Rogue in most respects, but focuses on seafaring. They count Knowledge (Seafaring) and Melee (Light) as career skills instead of the Cool and Streetwise skills, and rather than gaining a bow, they may choose a Bor pistol as part of their starting gear.

REALMS OF MAGNAMUND

Chapter I: Character Options

Scholar

Whereas Mages, Disciples, and Primalists call upon arcane, divine, or primal energies for their power, Scholars are masters of the secrets of the natural world and the cultures within it. They are firm believers in the axiom “Knowledge is Power.” The civilizations of the world, past and present, have collected millennia of lore, much of which lies buried beneath the noses of the various races. Wherever they go, Scholars see these hidden histories. Whether they are the old markings of the Cener Druids upon the border stones of Ruel, the Ancient's statues that rise up from the sands of Vassagonia, or the scarred scales glittering on the trade ships of Kirlundin pirates, a Scholar knows their meanings.

Scholars adventure to add to their vast wealth of knowledge. Some, like the Kloon Sages of Chaman, travel the world gathering information like gold, while others such as the Sages of Lyris seek answers to the universe through mysticism and ancient texts.

The Scholar counts the following skills as career skills: Alchemy, Discipline, Knowledge (Adventuring), Knowledge (Forbidden), Knowledge (Geography), Knowledge (Lore), Medicine and Perception.

Before spending experience during character creation, a Scholar may choose four of their career skills and gain one rank in each of them.

Starting Gear: Players with a scholar character may choose to start with the following gear instead of spending currency during Step 7 of character creation:

  • A dagger
  • An alchemists’ kit or a sword
  • A lantern or healing herbs
  • A fine cloak or traveling gear consisting of a backpack, a bedroll, a rope, flint and steel, 3 torches, and a waterskin
  • 1d100 silver coins

Lawyer


Players may select the Lawyer career as a variant of the Scholar career. A Lawyer is similar to a Scholar in most respects, but focuses on the law. They count Cool and Cooercion as career skills instead of the Alchemy and Medicine skills, and may not choose an alchemist's kit as part of their starting gear.

Mystic


Players may select the Mystic career as a variant of the Scholar career. A Mystic is similar to a Scholar in most respects, but focuses on arcane pursuits. They count Runes as a career skill instead of the Medicine skill, and instead of a fine cloak, they may receive a lesser rune as part of their starting gear.

Scribe


Players may select the Scribe career as a variant of the Scholar career. A Scribe is similar to a Scholar in most respects, but focuses on literacy. They count Cool and Discipline as career skills instead of the Alchemy and Medicine skills, and may not choose an alchemist's kit as part of their starting gear.

REALMS OF MAGNAMUND

Chapter I: Character Options

Scout

Scouts are outlanders and wanderers, more at home among the forbidding wilds than in winding city streets. Because Scouts are skilled hunters and trackers, many governments employ them in the vanguard of their armies. The Pathfinders of Eru and the border rangers of the north, for instance, spearhead legions deep into enemy territory. In contrast, inquisitors and bounty hunters seek out the solitary life of the Scout, traveling alone or with small groups as they complete their missions away from the direct control of their lords. Regardless of their role, Scouts are every bit as skilled at stalking Human prey as they are at hunting animals.

Scouts take to adventuring naturally, their comfort in the wilds and their skills with blades and bows make them well suited to anything Magnamund can throw at them. All races can claim Scouts among their ranks; the Ogron Scouts move as shadows among the treecs, the Ice Barbarian Scouts of Kalte are able to cross the frozen wilds of their icy homeland swifter than a rider on horseback, and the Scouts of the Danarg protect their Human settlements from roaming Agarashi. Scouts are warriors of the wilds, and the vastness of the world is their battlefield.

The Scout counts the following skills as career skills: Knowledge (Adventuring), Knowledge (Geography), Perception, Ranged, Riding, Stealth, Survival, and Vigilance. Before spending experience points (XP) during character creation, a Scout may choose four of their career skills and gain one rank in each of them.

Starting Gear: Players with a Scout character may choose to start with the following gear instead of spending currency during Step 7 of character creation:

  • A bow or a light spear
  • leather armour
  • A dagger or 2 healing elixirs
  • Herbs of healing and climbing gear or winter clothing
  • Traveling gear consisting of a backpack, a bedroll, a rope, flint and steel, 3 torches, and a waterskin
  • 1d100 silver coins

Archer


Players may select the Archer career as a variant of the Scout career. An Archer is similar to a Scout in most respects, but focuses solely on archery. They count Cool as a career skill instead of the Riding skill, and all start with a bow. Instead of choosing herbs of healing and climbing gear or winter clothing, they may choose any two of incendiary, armour piercing, double-barbed or rope-cutting arrows as part of their starting gear.

Bounty Hunter


Players may select the Bounty Hunter career as a variant of the Scout career. A Bounty Hunter is similar to a Scout in most respects, but focuses solely on hunting fugitives. They count Melee (Light) as a career skill instead of the Knowledge (Adventuring) skill, and instead of choosing bow, they may choose a sword. Rather than choosing climbing gear, they may receive manacles as part of their starting gear.

Pilot


Players may select the Pilot career as a variant of the Scout career. A Pilot is similar to a Scout in most respects, but focuses solely on sailing. They count Athletics and Knowledge (Seafaring) as career skills instead of the Riding and Stealth skills, and they may receive a Bor pistol instead of a bow as part of their starting gear.

REALMS OF MAGNAMUND

Chapter I: Character Options

Warrior

Warriors dedicate themselves to the mastery of blade, axe, and other weapons of war. Whether they rely upon raw strength to crush their enemies, hefty armor to soak hits before dishing them out, or speed and skill to avoid attacks—and deliver killing ripostes—all Warriors excel in the art of combat.

Warriors can hail from any number of cultures and peoples. The realms of Sommerlund train some of the finest knights in the world, their lance tips flashing in the sun as they carry out quests for their lords. Meanwhile, Vassa Gladiators display superior fighting techniques and bravado, and Telchoi Warriors bring unbridled savagery to the battlefield. Adventuring Warriors may have set out from their homes to abide by a royal decree, to prove themselves worthy in keeping with a tribal tradition, or simply because there is no better place to master a blade than out in the wilds of Magnamund.

If a Warrior can master the ways of battle, they might rise up to a position of command, taking over a garrison, leading a contingent of Kirlundin marines as a champion, or perhaps simply finding fortune and glory as a lone fighter wandering the wastelands.

The Warrior counts the following skills as career skills: Brawl, Coercion, Leadership, Melee (Heavy), Melee (Light), Resilience, Riding, and Vigilance. Before spending experience during character creation, a Warrior may choose four of their career skills and gain one rank in each of them.

Starting Gear: Players with a Warrior character may choose to start with the following gear instead of spending currency during Step 7 of character creation:

  • A sword and a shield or an axe and shield or a halberd
  • Leather armor
  • 2 healing elixirs
  • Traveling gear consisting of a backpack, a bedroll, a rope, flint and steel, 3 torches, and a waterskin
  • 1d100 silver coins

Gladiator


Players with a Human (Vassa) character may select the Gladiator career as a variant of the Warrior career. A Gladiator is similar to a Warrior in most respects, but focuses on mobility. They count Athletics as a career skill instead of the Riding skill.

Knight


Players may select the Knight career as a variant of the Warrior career, if their character has the Noble Born background trait. A Knight is similar to a Warrior in most respects, but focuses on etiquette. They count Charm as a career skill instead of the Coerce skill and rather than starting with leather armour, they receive plate armour or chainmail armour and a riding horse as part of their starting gear.

Marine


Players may select the Marine career as a variant of the Warrior career. A Marine is similar to a Warrior in most respects, but focuses on sailing. They count Gunnery and Knowledge (Seafaring) as career skills instead of the Melee (Heavy) and Riding skills.

REALMS OF MAGNAMUND

Chapter I: Character Options

Tier 2 Kai Talents

Animal Kinship

Tier: 2 Activation: Active (Action)

Ranked: No

As an action, your character may suffer 1 strain to make an Average (dd) Discipline check to befriend an animal, talk to wild beasts or calm down unfriendly creatures and stop them attacking you. This discipline often involves complex feats with animals, including commanding them to do things they would not be able or willing to do normally, such as charging through fire or defending you against a much stronger opponent. It is considered a serious breach of a Kai Lord’s code to use an animal recklessly or endanger its life without great need.

Camouflage

Tier: 2

Activation: Active (Maneuver)

Ranked: No

Your character may suffer 2 strain to upgrade their next Deception or Stealth check, by adapting their body language and facial features, or blending into their surroundings. This talent may only be used once for each check. In addition, they gain b to all checks when seeking safe shelter.

Healing

Tier: 2

Activation: Passive

Ranked: No

Your character gains b to all Alchemy and Medicine checks when healing others, or when creating or recognizing medicinal potions. In addition, once per day they may enter a meditative trance for one hour, during which they are completely defenceless. As long as this meditation is not disturbed, the character recovers 1 Wound.

Hunting

Tier: 2

Activation: Passive

Ranked: No

You character gains b to all Coordination and Stealth checks when in the wilderness. In addition, if they spend an hour hunting for food, they always will always find enough food and water for themselves to survive a day without needing to make a Survival check, providing they are not in a desert or wasteland area.

Mindblast

Tier: 2

Activation: Active (Maneuver)

Ranked: No

Your character may suffer 1 strain to gain b to a melee combat check against a target vulnerable to this talent, and the attack gains the Disorient 2 quality. Mindblast has no effect upon inanimate objects, undead or constructs.

Mindshield

Tier: 2

Activation: Passive

Ranked: No

Your character may ignore the effects of any low level psychic attacks, such as Mindblast or Mental Lash. and anyone targeting them with a more powerful mindforce attack gains bb. However some very powerful psychic effects may bypass this defence.

Mind over Matter

Tier: 2

Activation: Active (Action)

Ranked: No

Your character may move small objects up to medium range from them. As an action they may make a successful Discipline check with a difficulty equal to an object's Encumbrance rating. They may also attempt to pick locks, pick pockets or perform a feat of manual dexterity up to Short range from your subject. This requires a Discipline check in place of Skullduggery, but such attempts are made with an additional d

Sixth Sense

Tier: 2

Activation: Active (Action)

Ranked: No

Once per scene, as an action, your character may make an Average (dd) Perception check to sense danger or reveal the true purpose of an object, location or person located. The results of this check are likely to be somewhat vague, unless the danger is very clear and imminent, such as a hidden foe or trap within short range of you, or a source of ultimate evil (a Helghast in disguise or a cursed location or object). The more successes gained increases the clarity of this discipline. Any a generated can be spent on any subsequent actions related to that source of danger or information, until the end of the scene.

Your character may also attempt to use this discipline on another character by reading their fortune. This requires physical contact and your character suffers 1 strain to make a Hard (ddd) Perception check. If successful, your character can determine a vague aspect of their fortunes this scene; the greater the successes, the greater the clarity. Each a can be used to extend this forecast by 1 further scene.

Tracking

Tier: 2

Activation: Passive

Ranked: No

Your character gains b to all Survival checks when tracking or navigating, and to Streetwise checks when locating a person or object within an urban environment. They also gain b to all Knowledge (Geography) checks when determining information about nearby settlements and their inhabitants.

REALMS OF MAGNAMUND

Chapter I: Character Options

Weaponskill

Tier: 2

Activation: Passive

Ranked: No

Choose one type of weapon, such as a sword or bow. Your character gains b when making any combat check with that type of weapon. They also gain b when examining any weapon to determine it's craftsmanship, material, region, origin or qualities it contains, including magical benefits.

Tier 3 Kai Talents

Animal Kinship (Improved)

Tier: 3

Activation: Passive

Ranked: No

Your character must have purchased the Animal Kinship talent to benefit from this talent. Normally, Animal Kinship only allows basic communication. With this level of training your character can actually converse with animals enough to get detailed information and convey complicated instructions. This power does not make animals any smarter but it does foster understanding. If an animal is physically capable of observing information they need or performing a feat you ask of it, it will do so.


Camouflage (Improved)

Tier: 3

Activation: Passive

Ranked: No

Your character must have purchased the Camouflage talent to benefit from this talent. When ambushing a foe, your character may reroll any Cool check when determining initiative and to their first combat check against a foe who has yet to act.

Healing (Improved)

Tier: 3

Activation: Active (Incidental, out of turn)

Ranked: No

Your character must have purchased the Healing talent to benefit from this talent. When your character heals others using the Medicine skill, the subject recovers 2 additional Wounds.

In addition, after failing a Resilience check to resist a poison, your character may, once per round, suffer 1 strain as an out of turn incidental to make a Discipline check at the same difficulty, to purge any poison from your system.

Tier 4 Kai Talents

Animal Kinship (Supreme)

Tier: 4

Activation: Passive

Ranked: No

Your character must have purchased the Animal Kinship (Improved) talent to benefit from this talent. If there is a Royal Family of the Forest, your character is of its bloodline. Even without using this power consciously, they receive respect and deference from all animals they encounter. No animal will ever attack them or those they protect willingly, even if it is starving, so long as no one in their group attacks first. Your character no longer need checks to influence or command normal animals of any kind.

Your character may now use the basic level of this discipline on beasts and unnatural creatures with animalistic traits. The Games Master is the final judge on what can be influenced this way and what difficulty any given check might be. Kraan, for example, might be Hard (ddd), while a Zlanbeast would be Formidable (ddddd).

Camouflage (Supreme)

Tier: 4

Activation: Active (Action)

Ranked: No

Your character must have purchased the Camouflage (Improved) talent to benefit from this talent. As an action, your character may suffer 1 strain and make a Stealth check to hide in plain site, even if there is little to no cover available. This check is made at an additional d.

Healing (Supreme)

Tier: 4

Activation: Active (Incidental, out of turn)

Ranked: No

Your character must have purchased the Healing talent to benefit from this talent. Your character can now induce healing trances in willing sentient subjects. These trances work exactly like the character's do as per this discipline. Both your character and the subject must suffer 1 strain to initiate the trance. If the subject is incapacitated, your character may suffer 2 strain instead.

After failing a Resilience check to resist a disease, your character may, once per round, suffer 1 strain as an out of turn incidental to make a Discipline check at the same difficulty, to purge any disease from your system.

REALMS OF MAGNAMUND

Chapter I: Character Options

Background: You may choose one of the Background abilities listed for your character's chosen homeland (see below).

Destiny: Once per session as an out-of-turn incidental, your character may spend a Story point to reroll any check.

Enlightened:

Greenblooded: Your character gains b to all Intellect, Willpower or Presence based checks when outdoors and outside the bounds of cities, towns or other structures. They also gain 1 additional Wound after each night's rest in such conditions. However, they also suffer b to all Intellect, Willpower or Presence based checks whenever in a city, town, or other settlement.

Higher Mind: You may choose to have either a Mental Lash or a Thought Barrier. As an incidental, you may suffer 1 strain to activate this ability. Mental Lash adds b to your next melee combat check. This only applies against enemies that are vulnerable to Mindblast. Thought Barrier gives an opponent using Mindblast or a similar psychic attack against you bb until the start of your next turn.

Magical Soul: Your character can sense magical effects and items close to your person. You may make an Average (dd) Discipline check to try and determine if there is a magic item or active magic effect nearby. If you are touching the object or are in an area affected by magic, this check is Easy (d). Any spells targeting your character also gain b.

Mark of the Shianti: This ability confers an actual Mark, some physical change that brands you with the light of ancient souls. What form this Mark takes is up to you and the Narrator to decide, but is commonly expressed as a pale streak in your hair, softly glowing eyes or a luminous tattoo somewhere that is normally visible. Bearing the Mark of the Shianti gives your character a permanent +1 bonus to either their Intellect or Willpower score. The danger of this trait is very real. The Games Master will likely incorporate the enemies of the Shianti (not the least of which are the servants of Shasarak the Wytch-king of Shadaki) into future adventures. Consider yourself warned!

Night Owl: Your character gains b to all checks associated with one characteristic (Brawn, Agility, Intellect, Cunning, Willpower or Presence) chosen when this ability is gained, so long as they are underground, or above ground at night-time. They also possess excellent night vision, being able to see well in any normal darkness, ignoring b due to darkness.

Old Blooded: Your character's natural lifespan is doubled as a result of your Old Blood and you gain a permanent +1 bonus to your wound threshold.

Savant: Choose any skill your character possesses at least one rank in. Once per session they may spend a Story point to automatically succeed at a check made with this skill. They also gain b when using it.

Sun-Blessed: Once per session your character may spend a story point to remove any h generated from a check. Heroes who are Sun-Blessed tend to attract a lot of attention from their peers. Some will admire their grace, while others may be jealous or resentful. Despite their great advantage, Sun-Blessed Heroes may well come to regard their blessing as a curse instead.

Sunworthy: Your character gains b to all checks associated with one characteristic (Brawn, Agility, Intellect, Cunning, Willpower or Presence) chosen when this ability is gained, between the hours of sunrise and sunset. You also lose this bonus if you are underground and cannot see sunlight. They also possess excellent light vision and can ignore b due to bright light.

Transcendent: Once per session, your character may spend a story point to upgrade a test twice. Heroes who are Transcendent tend to attract a lot of attention from their peers. Some will admire their gifts, while others will be jealous or resentful. Despite their great advantage, Transcendent Heroes may well come to regard their blessing as a curse instead.

REALMS OF MAGNAMUND

Chapter I: Character Options

Table 3-1: Melee Weapons

Name Skill Dam Crit Range Encum HP Price Rarity Special
Axe Melee (Light) +3 3 Engaged 2 1 150 1 Vicious 1
Cestus Brawl +1 4 Engaged 1 0 40 1 Disorient 3
Cutlass Melee (Light) +3 3 Engaged 2 1 150 1 Vicious 1
Dagger Melee (Light) +2 3 Engaged 1 1 60 1 Accurate 1
Flail Melee (Heavy) +4 3 Engaged 4 2 150 3 Cumbersome 3, Linked 1, Unwieldy 3
Greataxe Melee (Heavy) +4 3 Engaged 4 2 300 4 Cumbersome 3, Pierce 2, Vicious 1
Greathammer Melee (Heavy) +5 4 Engaged 4 2 600 3 Concussive 1, Cumbersome 4, Inaccurate, Knockdown
Greatsword Melee (Heavy) +4 2 Engaged 3 2 300 4 Defensive 1, Pierce 1, Unwieldy 3
Halberd Melee (Heavy) +3 3 Engaged 5 3 250 3 Defensive 1, Pierce 3
Knuckledusters Brawl +1 4 Engaged 1 0 40 1 Disorient 3
Mace Melee (Light) +3 4 Engaged 2 1 75 1
Military Pick Melee (Light) +1 2 Engaged 3 1 160 2 Pierce 2
Katar Brawl +1 2 Engaged 1 1 175 4 Accurate 1
Pike Melee (Heavy) +4 4 Short 4 2 100 2 Prepare 1
Shield Melee (Light) +0 6 Engaged 1 1 80 1 Defensive 1, Deflection 1, Inaccurate 1, Knockdown
Shield, Large Melee (Light) +1 5 Engaged 2 2 160 2 Defensive 2, Deflection 2, Inaccurate 2, Knockdown
Shield, Bulwark Melee (Light) +2 5 Engaged 3 2 280 3 Cumbersome 4, Defensive 2, Deflection 3, Inaccurate 2, Knockdown, Reinforced
Short Sword Melee (Light) +3 3 Engaged 2 1 150 1 Pierce 1
Sickle Melee (Light) +3 3 Engaged 2 1 150 1 Vicious 1
Spear Melee (Heavy) +3 4 Engaged 3 1 110 2 Accurate 1
Spear, light Melee (Light) +2 4 Engaged 2 1 90 1 Accurate 1, Defensive 1
Staff Melee (Heavy) +2 4 Engaged 2 1 40 0 Defensive 1
Sword Melee (Light) +3 2 Engaged 1 1 200 2 Defensive 1
Warhammer Melee (Light) +3 2 Engaged 2 1 250 3 Concussive 1, Pierce 1

 

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