Classes and attributes

Character creation:

1. Roll your character’s 6 attributes: Roll 3d6 6 times and assign the totals in order to Strength, Intelligence, Wisdom, Dexterity, Constitution and Charisma. Record the attribute modifier for each ability.You may move points between scores, lowering abilities above 13 and raising abilities below 8 to even out your scores. No such modifications can lower a high score below 13 or raise a low one above 8.

2. Choose a race. The sentient races of our corner of the world is Human, Qunari, Vedalken and The Bog. The Bog is unavailable for now.

3. Choose a class: You can choose either Tradesman, Heatshaper or Warrior.You may replace one Prime Requisite attribute of your chosen class with a score of 14 if you so wish. Note down your class’ special ability.

4. Pick a background package: Select an option to reflect your character’s early training and origins and record the skills the package grants on your character sheet. Some packages have skills labeled with a slash, such as  “Craftmanship/Any”. This means you can select any one specialty from that skill type, such as “Craftmanship/Carpentry”. Background

skills start at level 0.

5. Pick a training package from your class: Each class offers different training packages to reflect common skills and education for a certain type of character. Choose one appropriate to your character concept and record the granted skills on your character sheet. For skills labeled “Any”, any skill specialization may be chosen, but you may not double up on a skill already

existing in the package. For example, a package granting “Combat/Any” and Combat/Projectile” means you cannot choose “Combat/Projectile” twice. Training package skills start at level 0. If you already have a given skill from your background package, the skill starts at level 1 instead.

6. Choose a home: Choose a place that you call – or used to call – home, whether urban, rural or otherwise. Ask the GM for more information about what would make sense in the world.

7. Roll hit points for your character: Heatshapers roll 1d4, Tradesmen roll 1d6, and Warriors roll 1d8. Add your Constitution modifier to the roll to determine your maximum hit points. Even with a Constitution penalty, maximum hit points cannot be less than 1.

8. Choose languages: Your character speaks Vanagari, and your native tongue if it differs. If you have an intelligence modifier of +1 or more, you may choose another language as well.

9. Buy starting equipment: Spend 400 plus 1d6*100 silver coins on equipment. Any money unspent can be retained for later purchases.

10. If your character is a Heatshaper, choose your shaping powers: A Heatshapers primary discipline begins at level 1, and they have 1 more point to spend on a different discipline. Your character’s initial Heat power points are equal to 1 plus their highest attribute modifier between Wisdom and Charisma.

1. Roll your character’s 6 attributes: Roll 3d6 6 times and assign the totals in order to Strength, Intelligence, Wisdom, Dexterity, Constitution and Charisma. Record the attribute modifier for each ability.You may move points between scores, lowering abilities above 13 and raising abilities below 8 to even out your scores. No such modifications can lower a high score below 13 or raise a low one above 8.

2. Choose a race. The sentient races of our corner of the world is Human, Qunari, Vedalken and The Bog. The Bog is not playable for now.

Vedalken: The tall, slender, blue-skinned Vedalken is the dominant race of the world and widely regarded by most historians as the first creatures to develop significant civilization and communication. Over the past few thousand years the Vedalken have spread throughout Dalsaam and been the primus motor of technological and social development. Although the Vedalken are proud of their heritage and quick to protect their brethren, their history is cast in a deep shade of blood, war and suffering. That is, until Emperor Janus the Great gathered the largest army the world has ever seen and subdued all the northern Vedalken kingdoms of old under one banner, forming what we today know as the Tamirian Empire. A golden age was ushered in in Janus’ wake, and relative peace and prosperity was known throughout the world. However, the Vedalken kings and lords of the southern lands eventually banded together in shifty alliances, and not less than 17 years ago war was declared on the Tamirian Empire. Today, bloody conflicts are ripping through the world, and many worry that the Tamirian Empire might come to see it’s downfall. With the new human republics gathering armies in the east and west, the Qunari refusing to swear fealty to either side of the war, and Emperor Janus III and his Senate struggling to control the bureaucratic beast that their Empire has become, this is certainly a terrifying possibility.

The Vedalken all speak Vanagari, but the dialects and variants of the language have become almost endless in numbers.The fields of mathematics and philosophy are very highly regarded in Vedalken society, and the race are known for their unequaled investments in infrastructure, religion and technology.

Qunari: The Qunari is a race of white-haired, metallic-skinned, gigantoid humanoids. The race is much larger and more physically robust than their Vedalken and Human counterparts, and the Qunari are awed for their impressive curved horns. Modern Qunari culture developed out of the Proto-Etruscan cultures over the first millennia, and is still mostly tribal in nature. Certain larger populous settlements have sprung up over the years, but the logistics of supplying the necessary amounts of food and water to sustain thousands of Qunari in small spaces have proven difficult to solve. Currently, the Qunari are spread out over the Kont-Aar valley and the island group of Par Vollen, most living in tribes with no more than 150 members. The main exception is the port city of Thule, or Ashkaari in the native language Qunlat, where as many as 10 000 Qunari are rumoured to live. Their main livelihood has historically been herding of deer and fishing, but nowadays many Qunari travel to foreign cities to work as bodyguards and elite soldiers. Their imposing size and strength, warrior-like traditions and general detachment and dulled responses to feelings like lust, jealousy, love and longing make the Qunari excellent security personnel. Most Qunari follow the religious philosophy called Qun, which major tenets all focus on how the individual Qunari should demote his own goals and feelings over those that serve his or her tribe. Qun also focuses on how to keep the Qunari Tribes living sustainably, and also details how the Qunari should fight and defend themselves. 

The Qunari speak Qunlat, but those who travel outside of their tribes generally tend to learn the language of the people they serve, out of necessity.  

Human: The humans, originally referred to as the Tuatha’an, were a travelling people, making their money through trade, begging and petty crimes. Through their propensity for business and strong ability to adapt to their surroundings, many prominent human families eventually amassed great fortunes and abandoned their travelling culture, instead settling and building grand mansions and palaces. These sites of influence would end up being the centers of the many merchant republics that have sprung up over the last few hundred years, all over the known world. However, this rapid development and gentrification has led the settled humans away from their roots and age-old traditions, and most of the displays of wealth and culture that urban humans of today deem essential to their identity is considered by many to be vulgar misrepresentations of Vedalken and Qunari history and society. Some humans however, still bear the name Tuatha’an proudly and swear to the travelling culture, while rejecting the life of the urbanite, but these are becoming fewer and further in between. 

Nevertheless, the modern human should not be underestimated. In the span of just three hundred years, the human race have managed to elevate themselves to modern standards of living, developing impressive business-empires, founded trade republics ruled by mighty Doges and even lately recruited standing armies that make many a Vedalken tremble. Never has the world seen an equally expeditious rise to power.

Many Tuatha’an still speak the dying creole language Ceàrdannan amongst themselves, but this language has been mostly forgotten by urban dwelling humans, who have instead taken up Vanagari as their own tongue. Ceàrdannan is a mixture of Vanagari, Qunlat and long-forgotten slang. 

The Bog: The festering, putrid, treacherous swamps commonly referred to as The Bog houses a large variety of wildlife and other creatures. Amongst these is a family of Goblinoids simply called “The Bog”. This semi-intelligent Oviparous race has a lifespan of only 25 years or so on average, and the female tends to lay several hundred eggs every breeding season. However, due to the inhospitable conditions of The Bog, no more than 3-10 Bog tend to survive into adulthood. It has been theorised that due to the large amount of specimens and short lifespans, a sort of selection process takes place where only the strongest or most unique Bog survive. This might partially explain why one sees such a vast range of different breeds of Bog. Some breeds are intelligent and capable of learning language, tradeskills and even more advanced heatshaping techniques, under specific guidance, while others are little more than aggressive animals. Some are large, some small, some amphibious, some not, some agile, some slow. The Bog is truly a marvel of the natural world, and Vedalken scholarly and religious expeditions into the Bog are becoming more and more popular, with the goal of studying and educating these fascinating creatures. 

Some of the more advanced breeds have come to a point where they naturally band together in minor tribes or groupings without outside influence, and many different proto-languages are being spoken. This group of languages is generally named “Bog”. 

 

3. Choose a class: You can choose either Tradesman, Heatshaper or Warrior.You may replace one Prime Requisite attribute of your chosen class with a score of 14 if you so wish. Note down your class’ special ability.

Tradesman (page 18, SWN):

Tradesmen are the men and women who know how to get things done. Blacksmiths, scientists, con men, ship’s captains, master thieves, physicians, and all other concepts that revolve around a great deal of talent in a professional skill are best represented by a Tradesman. They may not pick up on combat skills as quickly as a Warrior, but they have an uncanny knack for pulling off near-impossible feats of expertise in their chosen fields.

Special: Experts have a knack for success, and can reroll a failed skill check when wanted, with a 45 minute cooldown.

Heatshaper (page 20, SWN):

Heatshapers are people trained in the art of manipulating heat at will. Like singing, Heatshaping is a skill that everyone possesses to some degree, but it takes years of practice to master. Some people are naturally better suited for Heatshaping than others, and as the process is mentally taxing, the best Heatshapers are usually known to possess both great intellect and fortitude. Heatshapers may use their skills to boil soup, freeze water, ignite a gas, lift objects with compressed air, burn the skin off of someone's face or temper steel, among a world of other things. 

Special: Only Heatshapers are sufficiently trained to use advanced heatshaping techniques

Warrior (page 22, SWN):

Whether a fur-wearing Bog, scarred brawler or an elite soldier trained to use a host of weapons, a warrior’s business is fighting. While all classes are capable of self-defense, the warrior is quickest to pick up the skills necessary for causing the largest amount of havoc in the least amount of time. The warrior must not necessarily appear as brutish and threatening, but if they tell you to get out of their way, it is probably best to heed their warning. 

Special: Warriors have uncanny luck on the battlefield. Once per fight, they can automatically evade an attack that would otherwise have hit them.

4. Pick a background package: Select an option to reflect your character’s early training and origins and record the skills the package grants on your character sheet. Some packages have skills labeled with a slash, such as  “Craftmanship/Any”. This means you can select any one specialty from that skill type, such as “Craftmanship/Carpentry”. Background

skills start at level 0.

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