Character Creation:
Primary Races
Race | Dex | Str | Tou | Per | Wil | Cha | Move | Karma | Racial |
---|
Dwarf | 09 | 10 | 12 | 11 | 11 | 10 | 10/5 | 4 | Heat Sight & Strong Back |
Elf | 12 | 10 | 08 | 11 | 11 | 11 | 14/7 | 4 | Low Light Vision |
Human | 10 | 10 | 10 | 10 | 10 | 10 | 12/6 | 5 | Versatility |
Obsidiman | 8 | 18 | 13 | 09 | 10 | 09 | 10/5 | 3 | +3 Wound threshold & 3 PA, can't swim |
Ork | 10 | 13 | 11 | 10 | 8 | 9 | 12/6 | 5 | Low Light Vision & Gahad |
Troll | 10 | 14 | 12 | 9 | 11 | 10 | 14/7 | 3 | Heat Sight |
T'skrang | 11 | 10 | 11 | 10 | 10 | 11 | 12/6 | 4 | Tail Combat, +3 Swim skill & Normal movement when swimming |
Windling | 11 | 4 | 8 | 11 | 10 | 12 | 16/8-6/3 | 6 | Astral Sight, Flight & +2 PD |
Greyhawk Races
Race | Dex | Str | Tou | Per | Wil | Cha | Move | Karma | Racial |
---|
Dwarf, Hill | 09 | 10 | 12 | 11 | 11 | 10 | 10/5 | 4 | Low Light Vision, Strong Back & +2 Chosen Craft skill |
Dwarf, Mountain/Stone | 10 | 12 | 12 | 10 | 10 | 09 | 10/5 | 4 | Heat Sight, Strong Back & +2 Chosen Craft skill |
Elf, Sun | 10 | 10 | 08 | 12 | 12 | 11 | 14/7 | 4 | Low Light Vision & +2 Chosen Knowledge Skill |
Elf, Forest | 12 | 10 | 10 | 11 | 10 | 10 | 14/7 | 4 | Low Light Vision & +2 Survival or Stealthy Stride |
Elf, Night | 12 | 11 | 11 | 11 | 10 | 08 | 14/7 | 4 | Heat Sight & +2 Alchemy |
Human | 10 | 10 | 10 | 10 | 10 | 10 | 12/6 | 5 | Versatility (V) |
*Baklunish | 10 | 10 | 10 | 10 | 10 | 10 | 12/6 | 5 | V, +2 Trick Riding & Animal Handling |
*Flan | 10 | 10 | 10 | 10 | 10 | 10 | 12/6 | 5 | V, +1 Knowledge (Nature or Creature Lore), Stealthy Stride, Wilderness Survival & Navigation |
*Oeridians | 10 | 10 | 10 | 10 | 10 | 10 | 12/6 | 5 | V, +1: Speak Language, R/W Language, Conversation & Knowledge |
*Olman | 10 | 10 | 10 | 10 | 10 | 10 | 12/6 | 5 | V, +2 Crafting/Artisan & Knowledge |
*Rhenee | 10 | 10 | 10 | 10 | 10 | 10 | 12/6 | 5 | V, +1 Swimming, Read River, Pilot Boat, Conversation & Pick Pocket |
*Suloise | 10 | 10 | 10 | 10 | 10 | 10 | 12/6 | 5 | V, +1 Swimming, Navigation, Sailing & Melee Weapons |
Troll, City | 10 | 14 | 12 | 10 | 10 | 10 | 14/7 | 3 | Heat Sight, +1 Crafting, +2 Streetwise |
Troll, Mountain | 10 | 14 | 13 | 10 | 10 | 09 | 14/7 | 3 | Heat Sight, +3 Wild Survival, +1 MA |
Troll, Sea | 11 | 14 | 12 | 10 | 09 | 10 | 14/7 | 3 | Heat Sight, +3 Swim skill & Norm move when swimming |
T'skrang, Forest | 11 | 11 | 11 | 10 | 10 | 10 | 12/6 | 4 | Tail Combat, +3 Swim skill & Normal movement when swimming |
T'skrang, Mountain | 10 | 11 | 11 | 11 | 10 | 10 | 12/6 | 4 | Tail Combat, +3 Swim skill & Normal movement when swimming |
Specific Humans gain a (Skill or Talent rank. PC May use their skill or talent points to increase these at character creation.)
**Knowledge, player chooses a specific knowledge skill for starting rank, they may use points from their starting skill points to increase their total skill rank; this bonus does not apply to ALL knowledge skills and the skill max is still rank 3 This should represent your knowledge focus.
Optional Cathay Races
Race | Dex | Str | Tou | Per | Wil | Cha | Move | Karma | Racial |
---|
Gar | 11 | 11 | 11 | 11 | 11 | 08 | 14/7 | 4 | Low Light Vision |
Ki Mao | 12 | 09 | 08 | 12 | 10 | 11 | 14/7 | 4 | Low Light Vision |
Po Na | 11 | 11 | 10 | 10 | 10 | 08 | 12/6 | 5 | Prehensile Tail |
Storm Child | 10 | 10 | 10 | 10 | 10 | 10 | 12/6 | 5 | Lightning Born Rank 0 |
Modifier | Attribute Point Cost |
---|
+1 | 1 |
+2 | 2 |
+3 | 3 |
+4 | 5 |
+5 | 7 |
+6 | 9 |
+7 | 12 |
+8 | 15 |
Racial Composition:
Race | % of Population |
---|
Human | 40 |
Ork | 17 |
Dwarf | 11 |
T'skrang | 10 |
Elf | 08 |
Troll | 08 |
Windling | 04 |
Obsidiman | 01 |
Ki Mao | < 01 |
Po Na | < 01 |
Gar | < 01 |
Storm Child | < 01 |
Human, Baklunish: (
Real World Comparison: Arab & Mongoloid People)
Baklunish folk have golden-hued skin and hair that ranges from blue-black to dark brown. Their eyes are often green or gray-green.
Baklunish, or "Bakluni," is generally used in reference to the Baklunish people, a race of humans living in the Flanaess (as well as regions of Oerik further west), though the term may also refer to the language and culture of said people.
Descendants of the human inhabitants of the ancient Baklunish Empire, the Baklunish of today are confined chiefly to the northwest Flanaess, in that region known as the Baklunish Basin and other nearby regions, including Zeif, Ekbir, Tusmit, Ull, Ket, the Dry Steppes, the Plains of the Paynims, the Tiger Nomads, and the Wolf Nomads.
In some cases, the Baklunish mirror the real life Arabian people. Many similarities can be drawn between the two, including aspects of their culture and the influence of genies and other magical forces. However, other Bakluni groups have been compared to various nomadic horse tribes of Central Asia.
Human, Flan: (
Real World Comparison: American Indians/ Celts )
Pureblooded Flan boast a bronze-colored complexion, varying from a light copper shade to a deep brown hue. Eyes are typically dark brown, black, brown, or amber. Their wavy or curly hair is usually black, brown-black, dark brown, or brown.
Flan is generally used in reference to the Flan people, (sometimes called the "Flannae"), a race of humans of Oerth, though the term may also refer to the language and culture of said people. The Flan peoples were the first humans known to have settled the eastern portion of the continent of Oerik, the Flanaess, which is named for them. Regions of the Flanaess that contain a significant number of Flan peoples include Geoff, Sterich, the Rovers of the Barrens, Tenh, and the Wolf Nomads.
Pre-migrations Flan are described as "hardy and capable hunters but not particularly warlike, and their small and scattered groups made no appreciable civilizing efforts." This is a simplification, for the Flan boast several pre-Migrations cultures, including those found at Sulm in the Bright Desert, Veralos on the edge of Rift Canyon, Tostenhca in the Griff Mountains, and several others. In ancient times, the Flan feared the Ur-Flan, rare mystics and necromancers who held entire tribes and kingdoms in bondage to their evil.
Human, Oeridians: (
Real World Comparison: Western European)
Oeridian skin ranges from tan to olive. Their hair ranges the whole spectrum from honey blond to black, although brown and reddish brown predominate. Eye coloration varies, but brown and gray are most common.
Oeridian is generally used in reference to the Oeridian people, (sometimes called the "Oerid"), a race of humans living in the Flanaess, though the term may also refer to the language and culture of said people.
Having once inhabited the plains of Central Oerik, the Oeridians moved into what is now known as Ull (where they were called the Yorodhi by their Baklunish neighbors) before the scourge. The Oeridians were driven eastward into the Flanaess by orcs and goblins used as mercenaries by the Baklunish Empire and the Suel Imperium. The Oeridians settled in much of the Flanaess, often conquering and assimilating the Flan natives and Suel settlers, though some lands, such as the Sheldomar Valley and Vale of Luna, were settled more peacefully.
The Flanaess' most powerful modern empire, the Great Kingdom of Aerdy, was founded by a warlike Oeridian tribe known as the Aerdi. The Nehron of modern Nyrond, the Keogh of modern Keoland, the Ferroi of modern Furyondy, and the Vollar of modern Veluna are other notable Oeridian tribes.
"Unmixed" Oeridians are most commonly found in Furyondy, Perrenland, the Shield Lands, the North Kingdom of Aerdy, the See of Medegia, Onnwal, and Sunndi.
Human, Olman: (
Real World Comparison: Aztec)
Olman tend to have reddish-brown or dark brown skin tones, and speak their own language. There is a theory that the Olman are directly related to their alternate-world cousins, the Aztec and other Central American natives. This is primarily because they worship the same pantheon of gods. How this cross-universe colonization from Earth to Oerth might have occurred, none can say.
Olman is generally used in reference to the Olman people, a race of humans of Oerth, though the term may also refer to the language and culture of said people. They mainly inhabit the southern fringes of the Flanaess and are primarily a tribal people, though in the past they commanded a great empire. The Olman are roughly modeled on the Aztec.
Human, Rhenee: (
Real World Comparison: Gypsy)
The complexion of Rhenn-folk ranges from olive to tan; their hair is usually curly and tends to be black or dark brown. Most have eyes of gray, blue, or hazel, but green is known in some families. The Rhennee are generally short but strong and wiry, with men averaging 5 ft. 6 in. and women less.
They superficially resemble Oeridians, and in some cases where Rhennee aren't common or populous, they may be mistaken for being Oeridian.
These people dress in muted colors, and each adult male has a set of homemade leather armor of good quality. The cut and style of their clothing is simple and functional, eschewing the fashion-minded concerns of other races.
Rhennee is used in reference to the Rhennee people, a race of nomadic humans living in the Flanaess, though the term may also refer to the culture of said people. They are also known as Rhenfolk (also seen as "rhen-folk").
They speak a unique language called Rhopan which borrows heavily from both other languages and the cant of thieves' guilds, but they have no written language and no recorded history. Their history is passed through oral tradition. Many Rhennee themselves may be unfamiliar with the story of their origin or guard its secret closely.
Human, Suloise: (
Real World Comparison: Viking, Norse, Germanic)
Purebred Suel typically have pale skin, with albinism being far more common than among other races. Violet and pale blue eyes are common, with gray and deep blue less common. Hair color is fair, from several shades of blond to light red, and is often kinky in texture.
Suloise fashion favors solid colors, with parti-colored garments marking higher social station. Emblems, tokens, or similar affectations (typically in hues contrasting their clothes), often mark status or affiliation with ancient Suel houses and traditions. The ancient Suel often wore loose-fitting pantaloons covered by a baggy blouse, but their fashion has adapted to various climes in the centuries following the Great Migrations.
Suloise is generally used in reference to the Suloise people, (sometimes called the "Suel"), a race of humans living in the Flanaess, though the term may also refer to the language and culture of said people.
The Suel began migrating to the Flanaess in large numbers, from the Suel Imperium. The numbers of the Suloise Migration increased dramatically after the Invoked Devastation and the Rain of Colorless Fire. The Suel settled in many regions of the Flanaess, often competing with the native Flan and migrant Oeridians, as well as non-human inhabitants such as the elves and dwarves.
Though people of Suel descent can be found nearly anywhere in the Flanaess, notable lands that contain a significant number of Suel include the Thillonrian Peninsula, the Scarlet Brotherhood, the Lordship of the Isles, the Sea Barons, the Sheldomar Valley, and the Urnst States. The Lendore Isles were once home to a large contingent of Suel, but most humans have been expelled from that land since the cult of Sehanine Moonbow gained control after the Greyhawk Wars.
Hill Dwarf:
Hill dwarves are known as skilled Wizards, Elementalist, and workers of earth and loam. Most of the best mead and wine are known to be made and developed by Hill Dwarves. Though they stand well a little over 5 feet tall, dwarves are so lean but compact and can weigh as much as a human standing nearly two feet taller. Their cunning and brilliance are the reason many come to the Dwarves for assistance in Agriculture, Crafting and Engineering..
Dwarven skin ranges from light tan to pale white tinged with red. Their hair, worn long but in simple styles, is usually light brown, red, or blonde. Male dwarves value their beards highly and groom them carefully.
Most Hill Dwarves favor living in the fields, hills and lowlands of the realm rather than the mountains, caves and dark places like their brothers, the Stone Dwarves.
Mountain/Stone Dwarf:
Bold and hardy, Stone or Mountain dwarves are known as skilled warriors, miners, and workers of stone and metal. Though they stand well under 5 feet tall, Stone Dwarves are so broad and compact that they can weigh as much as a human standing nearly two feet taller. Their courage and endurance are also easily a match for any of the larger folk.
Dwarven skin ranges from deep brown to a paler bronze, but the most common shades are light brown or deep tan, like certain tones of earth. Their hair, worn long but in simple styles, is usually black, gray, or dark brown. Male dwarves value their beards highly and groom them carefully.
Stone Dwarves favor living deep in the mountains and dark places where they can mine, smelt and work the metal in the mountain or the stones that come from mining activity.
Sun Elf:
Sun Elves or High Elves favor magic and the magical realms. Gifted with an arcane knowledge that gifted them with their advance understanding of their world and how they interact inside the world through magic the Sun Elf's lean towards the finer things in life seeking to live in large elegant beautiful cities designed by their own hands and minds.
Sun Elves have light skin, silver, gold or platinum hair and stand over 6' tall but weigh only 120-140 lbs as they are very thin and willowy.
Forest Elf / Wild Elf:
Wild Elves do their best to co-exist with nature, believing that the beasts and land are here for far more than simple exploitation. They consider few things worse than taking more than you need from the world. Examples of this would be mining expeditions, industrial forestry or commercial fishing. While they are intelligent enough to understand the ways of civilization and industrial progress, they choose to live a life outside of it. Wild Elves have no formal cities or homeland and tend to live in nomadic tribes.
Forest Elves stand a little over 6' tall and average 140-160 lbs with dark hair, bronze to dark brown skin with green, black or brown eyes.
Night Elf or Shadow Elf:
For the most part, Shadow Elves, live underground and shun sunlight. Like other races that choose a subterranean lifestyle, Dark Elves have become very sensitive to bright light. Their capital is Antioch, an underground hidden city. It is said that beneath every cellar lies a secret passage into the underworld. Perhaps this is why other races treat Night Elves with distrust and unease. Dark Elves are natural chemists and tend to excel in alchemy and chemistry.
Night Elves are just under 6' tall weighing an average of 120-140 lbs with pale skin, white or grey hair and red, orange, violet or pale white eyes.
Troll, City:
City Trolls resemble other trolls in their height, weight, horns and skin coloring, but have lived their entire lives in the Cities and villages. They are often not accepted among the other races and tend to live in the darker, underside of the city so know the in's and out's of the city. They make excellent guides and have a knack for crafting all sorts of things due to their curiosity.
Troll, Mountain:
Mountain Trolls are born and live in the high mountains and caves were others find it to cold and inhospitable. They are like other Trolls in they are very tall, broad, have various horn shapes, but Mountain Trolls have darker skin, matching their mountain texture and have small spurs and growths that give the trolls a natural Mystic Armor bonus.
Troll, Sea:
Sea Trolls are thinner than normal trolls with blue, green, white or a mixture of sea colors to their skin, allowing them to blend into their oceanic surroundings. Sea Trolls resemble all other troll features but have extra skin growth between their fingers and toes allowing them to swim easily in the water, much like a T'skrang might.
Forest T'skrang:
Forest T'skrang often are darker in coloration allowing them to blend into their forest surroundings. Forest T'skrang are often black, green, brown & tan colors to match where they live. While they are not as apt as many river T'skrang, they often swim and are accomplished climbers.
Mountain T'skrang:
Mountain T'skrang resemble their water going T'skrang brethren but have dedicated their lives to living in the harsh mountains. They are more reclusive and like to be more self reliant but are not above trading, stealing or raiding for goods they might need. While Mountain T'skrang do not swim as often as other T'skrang, they have learned to climb and survive in the wild.
Orks:
Orks due to their violent and aggressive nature have learned to use their Gahad to fine tune their Aggressive attacks. Orks have learned to temper their rage when attacking aggressively and only suffer -2 to PD & MD. All other aspects for Aggressive Attacks remain the same.
Gar:
An elven race, the Gar are a tall and lean people with olive-
tanned skin and almond-shaped eyes. They reach an average
height of 6 feet with the women averaging about
5 feet 10 inches.
The Gar have a considerably shorter lifespan than their elven cous-
ins, living only an average of
55 to 60 years. This is primarily due to
their violent lifestyles and the high rate of infant mortality. Men tend
to grow long, braided facial hair, and almost all Gar prefer long head
hair tied into ponytails or braids. Gar women are just as vicious as
their male counterparts, though among the Gar, males are considered
to be dominant.
The Gar long ago separated themselves from their scholarly roots,
and have since become a proud warrior race. To a Gar, every day
is a challenge that must be overcome. Every stranger is met with
contempt and with an attitude that he must prove his worth before
earning the Gars’ respect. However any sign of disrespect towards
the Gar, even in the slightest, will not go unchallenged.
Roleplaying Hints
The Gar are raised with a strong belief in their superiority over
others, and that might always makes right. However, the Gar are
raised to respect their elders, in part because in their harsh culture
only the strong survive. This respect does not extend to other cultures,
which the Gar view in much the same way as a farmer views his cattle.
Ki Mao
The Ki Mao are a race of elves & Like most elves, the Ki Mao are tall and lean
with almond-shaped eyes. But there is one distinguishing charac-
teristic that sets the Ki Mao apart from all other elves, and that is
their strange and uncanny resemblance with tigers.
The Ki Mao have the eyes of a cat as well as a distinct patterning
along their bodies resembling that of a tiger’s stripes. These markings
are most often black, but some have been born with brown, dark red,
or even dark green stripes. Their skin color ranges from a dark olive
to a light brown. The irises of their catlike eyes are much larger than
those of any other Namegiver, giving the appearance that their eyes
lack sclera (i.e., any whites). The iris is most commonly a bright green
though some have gold, blue, violet, or even dark red. Their similar-
ity with jungle cats does not end with their appearance; the Ki Mao
are exceptional hunters, with sharp senses and sure hands, showing
great skill with both thrown weapons and the bow when hunting.
They average in height around
6’ 3” and weigh an average of 190
pounds. They live an average of
300 years, though some have lived
considerably longer lives.
Roleplaying Hints
In their own tongue, the Ki Mao call themselves Karn Maus, which
in their dialect means Shadow Elves. This Name probably derives
from their reclusive and isolated natures. The Ki Mao are distrustful
in temperament, especially when it comes to outsiders. They prefer
to be among their own kind, and if for any reason are separated from
their people, they tend to be quiet and withdrawn. Like other races of
elves, the Ki Maopossess an inherent belief in their own superiority,
though they tend to keep it to themselves. However, this arrogance
compounds their reclusive natures, and many other races find the
Ki Maos’ personalities to be cold and distant.
Po Na
The Po Na are a humanoid race, on average standing roughly
6’ tall and weigh-
ing
175 pounds.
Their bodies are covered in a light fur varying in
color from a light tan to jet black. They have long, prehensile tails
and faces that resemble a cross between a human’s and a monkey’s.
Their average lifespan is
75 years, though individuals have been
known to live
100 years or longer.
The Po Na are a race compelled by curiosity, a trait that most
often takes individuals beyond the borders of their jungle home.
To this inquisitive race, a sharp wit and clever mind are the attributes worthy of the most esteem.
Roleplaying Hints
The Po Na are a generally peaceful race, intrigued by the unknown
and impressed with intellect. The Po Na admire quick wit and word-
play, engaging in verbal jousts as a type of sport. Their sense of humor
ranges from playful to downright acerbic.
Because of their curious natures, the Po Na are quick to invite
strangers into their homes, and are even quicker to leave their
homes to explore the world. Those who return to the jungle after
years of adventure are hounded for their stories, which are often
the finest examples of exaggeration and artistic license.
Though violence is discouraged among the Po Na, this has not
always been the case. Once long ago the Po Na and the Ki Mao were
at war; it was a bloody conflict, which lasted for centuries. While the
two races have not engaged in bloodshed since before the Scourge,
old hatreds die hard, and there is still a strong mistrust for their
neighbors. The Po Na do not necessarily hold any ill-will towards
the Ki Mao, but they avoid them as a matter of practice.
Prehensile Tail: A Po Na’s tail is thin and flexible, allowing him
to grasp objects as if with a third hand. It also includes all abilities
of the t’skrang Tail Combat ability (Player’s Guide, p. 24), enabling
a Po Na to become a Taildancer (Namegivers of Barsaive, p. 189)
and learn skills or use items that are restricted to t’skrang because
they require a tail (like the Tail Dance skill or ch’tard weapons).
However, a po na’s tail is relatively weak. It has a separate Strength
Value and Step that is used for all purposes involving the tail only
(for example lifting objects with the tail, attacking with the tail, or
determining if the character meets the Minimum Strength to wield
a weapon with it). The tail’s Strength Value is 6 lower than the
normal Strength Value (on-the-fly, Strength-based tests for the
tail can be made at a –2 penalty to simulate this). It can hold
weapons up to Size 2. Tail-worn armor can be used, but its Initiative
Penalties are doubled.
Storm Child
The storm children are a curiosity even among the Cathay-
ans. Sometimes, during a particularly terrible storm, a bolt
of lightning will strike the Earth, leaving behind a fully-grown
humanoid, either male or female. Naked and shivering in the rain,
the storm child is at first groggy but soon gains full awareness.
Storm children are born resembling adult humans, and can speak
fluent Cathayan. Their only distinguishing features are that their
natural hair is always a solid black, their skin is always pale, and
their eyes are a solid bluish white without sign of a pupil.
The storm children have no greater understanding of where they
come from than anyone else. They are driven by a ravenous hunger
for knowledge, but for the most part they are subject to the same
merits and vices as every other Namegiver.
After being born, a storm child lives an average lifespan of
130 years. Some storm children choose to mate, though they
cannot bear children.
Because of the nature of their births, storm children are
without a culture or home. Therefore they can be found
everywhere, throughout all walks of life. They often seek
each other out, finding a strange comfort in one anoth-
er’s company, though they tend to eventually go their
separate ways.
Although rare, enough storm children exist in Cathay
for most people to accept them as just another, albeit mys-
terious, Namegiver race.
Roleplaying Hints
Stoic and curious are the best ways to describe the
storm children. Driven by the need to learn and explore,
storm children are not at all troubled by the lack of knowl-
edge of how they came into being, though it is a curiosity
that they explore at their leisure. There are some Namegiv-
ers who mistrust the storm children, while others view them
with an almost religious superstition.
Just because storm children are naturally stoic and driven by
the pursuit of knowledge, this does not mean that they do not fall
prey to base desires. Some storm children give in to temptations
of the flesh, or pursue the accumulation of wealth. This is because,
like other Namegivers, storm children are just as capable of pride,
with all of the downfalls that may come from that.
Lightning Born: All storm children have access to the
special racial talent Lightning Born (p. 88). This talent
allows them to learn abilities stemming from the storms
that gave them birth by mimicking certain spells. Storm
child adepts starting play with no Ranks assigned to
their Lightning Born talent know it at Rank 0. Storm
children may purchase Ranks for Lightning Born
during play at any time, treating it as a Ninth Circle
talent to determine any Legend Point Costs.
Lightning Born
Step: Rank+ WIL Action: Standard
Karma: Yes Strain: 0 (see text)
This talent can only be learned by storm children. Lightning
Born is a racial talent, available only to storm children (see
p. 16 of the Races of Cathay chapter). Lightning Born reflects the
storm child’s nature as a Namegiver born out of the tempest’s ele-
mental might and grants the storm child magical abilities similar
to spells. Through study and improvement of the Talent’s Rank,
storm children try to come one step closer to the mystery of their
birth, though even masters of Lightning Born cannot claim to have
solved the puzzle that is the storm children’s origin
Lightning Born grants a storm child the natural and safe use of
spells that simulate or mimic the effects of storms or lightning. These
spells are learned as talent knacks for the Lightning Born talent,
which can be found in the Talent Knacks chapter on p. 98. The char-
acter does not need to weave any threads for these spells but takes the
amount of Strain listed with the talent knack for each casting instead.
He uses his Lightning Born Step to replace the Spellcasting talent
when casting these spells (he is not allowed to use the Spellcasting
talent for this even if he knows it), and his Lightning Born Rank to
determine a spell’s characteristics based on rank, such as Duration.
Effect Steps are based on the adept’s Willpower Step alone (and he
cannot use his Willforce talent even if he knows it).
Lightning Born only mimics and works like Spellcasting; the
storm child does not actually form astral energy into threads.
Rather, the powers granted by Lightning Born come from the
character himself and are fueled by his life force. Because of this,
the storm child is not subject to the normal dangers of raw magic.
This talent is, however, treated like Spellcasting in all other respects.
Bonuses to Spellcasting Tests (but not Rank Bonuses) are applied to
Lightning Born Tests to cast a spell, and effects that limit or defend
against Spellcasting do the same for Lightning Born.
In addition to allowing the use of Lightning Born knacks, the
character adds his Lightning Born Rank to his Armor Ratings for
resisting Lightning- and Electricity-based damage.
Earthdawn Languages Spoken / Written
Everyone starts with Common and their racial language of choice
Race | Language | Learning Difficulty |
---|
Everyone | Common | 5 |
Dwarf | Dwarf | 5 |
Elf | Elf | 6 |
Human | Human | 6 |
Obsidiman | Obsidian | 7 |
T'skrang | T'skrang | 6 |
Troll | Troll | 6 |
Windling | Windling | 7 |
Regional Languages:
Five primary languages are spoken across the Flanaess, with Common the most prevalent.
Most folk are multilingual, though barbarians and the uneducated often speak but one tongue.
Adventures always know Common and learn additional languages in the usual manner.
Language | Where/When used | Learning Difficulty |
---|
Baklunish, Ancient | Standard in some religion, mythology and poetry / Yatils | 6 |
Everyone | Common | 5 |
Flan | Tenha + Rovers of the Barrens | 6 |
Oerdian, Old | Books and documents from the Great Kingdom, Far East | 6 |
Suloise, Ancient | Spoken by a few scholars. Scarlet Brotherhood rumored to use it | 7 |
Dialects and sublanguages:
Those who speak related languages have some chance to understand dialects, but little chance to comprehend distorted, mixed tongues.
Language | Where/When used | Learning Difficulty |
---|
Amedi | Amedio Jungle | 6 |
Cold Tongue | Ice, Frost & Snow Barbarians | 5 |
Druidic | Druid and Shaman of the Flanaess | 6 |
Ferral | Iron League | 6 |
Keolandish | Keoland | 6 |
Lendorian | Lendore Isles, Human | 5 |
Lendorian, Elven | Lendore Isles, Elf | 6 |
Nyrondese | Nyrond | 6 |
Olman | Sea Prince Lands, Scarlet Brotherhood | 7 |
Ordai | Wolf and Tiger Nomads | 5 |
Rhopan | Rhenee | 6 |
Ulagha | Uli | 6 |
Velondi | Furyondy~Veluna Border | 6 |
This message was last edited by the GM at 20:08, Sun 09 July 2023.