TWAE Classes Shareable

Leshethi – The Five Cities of Triumph

Destroyer

The Leshethi believe that there is no honor greater than to die in battle. When elite Leshethi soldiers become advanced in age, having survived many wars and performed many feats of strength and valor, they may look for a way to avoid the relative shame of dying of natural causes far from the clash of arms. Many of these elder veterans become destroyers, Leshethi war heralds, who march at the front of Leshethi’s armies. These destroyers come out before battle is joined and hurl insults at their enemies, challenge them to duels, and list their many accomplishments in boastful litanies. This has the effect of eroding their enemy’s morale, but every destroyer also hopes that it will incite the enemy to come for them and to do at last what so many before have failed to do.

Leshethi continue to grow throughout their lives, long into adulthood, and so the eldest and most physically disciplined among the Leshethi are giants nearly seven feet in height. Their muscles are like the gnarled roots of ageless trees and they can effortlessly wield weapons that would be too heavy to lift in the hands of others. Destroyers fight savagely and recklessly, welcoming the attacks of their enemies like the caress of a long lost lover. Wounds only spurn them on, making them faster and stronger, and all the more likely to live up to their names.

In many ways, resurrection to a new life is the opposite of everything the destroyer hoped for and becoming shuvin can be a jarring and bitter experience. The destroyer must learn to genuinely live for something again, rather than merely looking for opportunities to die. There can be honor in service, and pride in wielding strength on behalf of the weak, and the shuvin destroyers who learn this can be some of the most fearsome adversaries in the Shadow Crescent.

The destroyer is akin to a berserker or a barbarian, wielding the largest weapons in brutal fashion and being nearly impossible to bring down. The destroyer can take hits better than any other class in the game and often derives benefit from it, countering and recovering risk even as they are being wounded. If a player wants to fight to the bloody end and be the last one standing, the destroyer might be a good class for them.

Attributes and Proficiencies

Destroyers must be over forty years of age

+1 Arm

+1 Feet

+1 Nose

2 Resolve

Commoner’s Weapons

Soldier’s Weapons

Spoken Deverin

Rank 1 – Wild Animal: The destroyer’s hulking stature and brazen style is a symbol of Leshethi’s indomitable strength. The destroyer can ready two, two handed weapons or two impassioned scripts at the same time. When the destroyer has two, two handed weapons or two impassioned scripts readied they retain the bold attack bonuses granted by the individual boons in addition to being granted bold attacks against brutes.

Rank 2 – Blades like Sticks: Attacks that would lay another low do nothing to the destroyer but fuel their will to victory. Whenever the destroyer’s defenses result in a margin of failure of 1-2, they can still counter their attacker if they otherwise would have been able to with a successful defense.

Rank 3 – Giving Flesh: The destroyer is selfless in battle and will gladly sacrifice blood and bone to keep their allies fighting. Whenever a finisher is about to be imposed on the destroyer or a closeby ally of the destroyer in a martial conflict, the destroyer can take the hit and sacrifice their armor to ignore the imposition of the finisher. The destroyer’s armor is ruined as a result and no longer provides any benefit. The attack that would have imposed the finisher has no effect. Giving Flesh can only be used once per scene.

Rank 4 – Break the Line: The destroyer can leverage their enormous strength and heavy weapons to cleave through enemies one after another. When the destroyer’s power boon/s grant a bold attack against an opponent, and when the destroyer’s attacks against that opponent result in a success, the destroyer may freely and immediately perform a second attack against any opponent.

Rank 5 – Stand Unchallenged: Whether standing before one or ten thousand, nothing will stop the destroyer from loudly proclaiming their proud defiance. Whenever the destroyer has a mark imposed on them they recover two risk. Whenever the destroyer imposes a mark on an opponent they recover one risk. 

Godnapper

The godnapper is a master infiltrator that ventures abroad to steal the valuable cultic objects of other kinds. These stolen treasures are bought by Leshethi’s noble families and laid at the feet of Daganu in their own household shrines. Each treasure is a treated as a symbolic victory of Daganu over foreign gods, and the noble house with the most significant and most exotic collection of these treasures is accorded glory and fame among their peers.

Godnappers themselves are swift, calculating, and nearly invisible when they will it. With smooth slithering movements and the ability to taste the air to detect those nearby, godnappers employ their Leshethite bodies to maximum advantage. As thieves first and foremost godnappers prefer clean escapes to the clash of arms, but when pressed into conflicts godnappers use their agility of body and mind to skirt the edges of a fight and ambush opponents from unexpected angles.

Shuvin godnappers tend to adapt to their resurrected lives with ease, using their skills to despoil the royal cults and the noble houses of all the kingdoms, not for profit as before, but for the benefit of the poor. Shuvin godnappers also tend to be hostile toward the accumulation of wealth and material status, as so much of their former lives was lived in service to those ends.

The godnapper is a good class for players who prefer thieving and roguish archetypes. The godnapper’s feats emphasize stealth and subtlety, and they alone among the classes gain the ability to impose misdirect opponents without any test or save at all, guaranteeing the godnapper an advantageous position in any conflict.

Attributes and Proficiencies

+1 Eyes

+1 Feet

+1 Spirit

1 Resolve

Commoner’s weapons

Soldier's weapons

Spoken/Written Devirin 

Feats

Rank 1 – Mortal Tidings: Godnappers know that the truest speed comes from being three steps ahead of everyone else. The godnapper’s veiled attacks against unaware opponents are bold and impose one additional risk when they result in success.

Rank 2 – Gloried Escape: Godnappers can no more be held in place than the midnight wind. The godnapper’s defenses are quick when they are not entangled or weakened, and when an ally successfully guards against an attack for the godnapper, the attacking opponent has one risk imposed on them.

Rank 3 – Acquit like Shadows: The godnapper’s incomparable skill of stealth can be lent to their allies, allowing all to pass by unnoticed. Whenever the godnapper participates in a group test involving hiding, shadowing, sneaking, or some comparable action, the godnapper and their allies roll one additional die if there are two of them, or two additional dice if there are three of them.

Rank 4 – Dim the Eyes: When forced to fight, the godnapper finds ways to strike at their opponents such that they become more and more invisible with each blow. Whenever the godnapper’s attacks against a misdirected opponent result in an innocent success, they may freely attack the same opponent a second time.

Rank 5 – Quiet as a Mouse: The godnapper moves so smoothly and so deliberately that they are difficult to focus on in even the best of situations. At the beginning of each round in any conflict, the godnapper can freely impose the misdirect threat on one nearby opponent.

Nightingale

Leshethi is the smallest of the kingdoms and despite their warrior culture and endless bravado they know that more is needed to survive in Selatsi. Knowledge is its own form of strength and the Leshethi know that they lack the subtlety and grace to make for good spies. This is why the Leshethi invented the nightingales. Leshethi nobility find peasants in desperate situations, former criminals or mercenaries failing to make new lives, prostitutes trying to feed their children, the diseased, the addicted, the outcast and the immigrant, and they offer them a deal. Thrive as a spy in Leshethi’s service, with abundant wealth as a reward, or die where you are. Desperation drives many to accept the deal and some to succeed. Those who do are called Leshethi’s nightingales, little birds who sing beautiful songs into listening ears.

Nightingales come from all kinds and from all walks of life and have no formal training to aid them in their assigned tasks. What they lack in technique they make up for in an overabundance of need. A nightingale’s life and the lives of their loved ones depends on their success. And so they succeed. Need can be its own weapon though. It can be a snare to entrap and claws to catch prey. Need can be like a hundred oars at sea, slicing through the storm, or like a candle in the dark, burning away the cold.

Shuvin nightingales are resurrected to a life very different from the one they lived before. The material needs that drove them are all gone. Whatever family they had has long since passed. They no longer need to fear starvation or thirst, their shuvin bodies cannot become addicted or diseased, and whereas now they are outcast they are outcast in the service of an aelani who wills their true fulfillment. With the cutting pain of anxiety gone, the shuvin nightingale is free to apply the skills they developed in their former life to a new task: creating a world where no one will ever be as desperate as they were.

The nightingale is one of the most focussed classes in the game, with nearly all of their feats being based around entangling opponents. Since these feats apply in all forms of conflict, this makes the nightingale a potent crowd controller in both fights and arguments. Although the lore of the class is based around controlling opponents through words, the class itself is just as capable in combat, making it a good class for anyone who wants to play a simple but effective fighter.

Attributes and Proficiencies

Nightingales can be of any kind

+1 Eyes

+1 Nose

+1 Tongue

2 Resolve

Spoken Deverin

Spoken Aramaia

Spoken Iratic

Feats

Rank 1 – Simple Strength: Necessity may inspire invention but desperation inspires raw force. The nightingale’s attack against an opponent are bold when they attacked the same opponent during the prior round. The nightingale’s defenses against an entangled opponent are also bold.

Rank 2 – Binding Will: Often times a nightingale has only a single chance to overcome a target and take what they need from them, and for such occasions a tangible aura of entrapment is a powerful asset. When the nightingale’s attacks result in an innocent success, they may freely impose the entangle threat on the defender in addition to any normal effects.

Rank 3 – In Confidence: The nightingale is used to bearing the burdens of others and thriving even when everyone and everything depends on them. At the beginning of each round in a conflict, the nightingale may take up to two risk from any combination of nearby allies. The risk is recovered for the ally or allies and imposed on the nightingale. The nightingale cannot use In Confidence if they are at twelve risk.

Rank 4 – Thrice Fooled: While many spies are trained in elaborate methods of deception and interrogation the nightingale employs the oldest trick in the book: sheer repetition. When the nightingale’s attacks result in an innocent success against an entangled opponent, they may freely and immediately perform a second attack against the same opponent.

Rank 5 – Final Appeal: Successful nightingales become effortless manipulators of others base emotions, and can use even the faintest attachment to consume the will of their adversaries. When the nightingale imposes risk on an entangled opponent with an attack, they recover one half of the risk imposed.

Riddler

Riddlers are elite scribes that provide their noble patrons with an endless supply of witty and sensational riddles to deploy at feasts and other important gatherings. Riddlers study the patterns of language, the internal logic of puzzles, and the history of rhetoric, in order to create increasingly elaborate turns of phrase for the increasingly competitive nobility.

Riddlers are rigorous and analytic, but also ferociously witty, able to break down any intellectual problem or strategic impasse into more manageable pieces and then tell a joke or six about it. Riddlers can turn their considerable mental strength towards conflicts as well, manipulating opponents and subverting their plans with perfectly reasoned maneuvers. To a riddler all conflicts play out in slow motion, where they and they alone move the pieces on the board where they will.

Death tends to darken one's sense of humor, but Shuvin riddlers lose nothing of the potency of their minds. Whereas once they plotted merely to increase the reputation and standing of those that hired them, now they play a much larger game, with an eye toward unravelling all the best laid plans of the great kingdoms – smiling all the while.

The riddler is an eclectic class, primarily focussed on providing exceptional utility in subtle conflicts, and is somewhat comparable to a bard from other fantasy settings. But riddler’s can still be powerful in armed conflicts with Sweet and Strong providing a unique way to penalize opponents and Coax to Action being the most versatile of the second attack feats in the game.

Attributes and Presidencies

+1 Breath

+1 Hands

+1 Tongue

0 Resolve

Spoken/Written Deverin

Spoken/Written Aramaia

Written Iratic

Rank 1 – Play the Field: The riddler carefully builds their arguments in such a way that brings clarity for allies and vexation for opponents. Whenever the riddler’s subtle attacks result in a success they may draw the mystify script. Mystify is dispassionate and grants bold attacks against foes. Additionally, when the riddler’s subtle attacks result in an innocent success they can draw a base script for an ally, in addition to a script for themselves. The script drawn for the ally is immediately readied by the ally, provided they are able to ready it.

Rank 2 – Pride of the Lion: The riddler strikes so brilliantly that they lay traps for future attacks to capitalize on. Whenever the riddler’s attacks result in an innocent success they gain a skill token. The riddler may spend the skill token when a nearby ally’s successful attack imposes risk on an opponent in order to impose two additional risk on the same opponent.

Rank 3 – Sweet and Strong: The riddler can entrap both themselves and an adversary in a deadly stratagem, appearing to play both sides of the conflict at the same time. In any non-martial conflict, the riddler can, as a deed, impose the effect of a mark of their choice on themselves and on an opponent they can see. Sweet and Strong does not actually impose the mark itself, only the effect of the mark, and this effect persists on both the riddler and the chosen opponent until the riddler freely ends the effect on both themselves and the opponent or spends a deed to change the chosen opponent and/or the chosen mark’s effect.

Rank 4 – Coax to Action: The riddler’s genius is such that they can plot the best moves not only for themselves but for their allies at the same time. Whenever the riddler’s attacks result in an innocent success, the riddler may choose a nearby ally to immediately and freely perform an attack of their own. The chosen ally does not need to have a turn available to them in the round but they must otherwise be able to attack. The chosen ally’s attack also cannot result in more than a single attack through the use of feats or magicks.

Rank 5 – Twist the Meaning: The riddler is a master of meaning and the shuvin riddler all the more so, and this mastery manifests as the ability to reinterpret the words of others to change their significance even as they are spoken. Whenever the riddler imposes the misdirect threat on an opponent, it is as if both the riddler and a nearby ally of the riddler’s choice misdirected the opponent. As a result the opponent cannot attack either character, as per the normal effects of the misdirection threat. 

Additionally, whenever a subtle finisher is imposed on a nearby ally, the riddler can change the finisher’s effect to any other legal effect among the subtle finishers at the cost of imposing the same finisher on themselves as well. The effect must have been plausibility chosen by the attacker and should be worked out in conversation with the gamemaster.

Manefi – The Land of the Setting Sun

Astromancer

For centuries the kingdom of Manefi has trained scholars at the Tower of Lights to survey the stars of the night sky, to track their movements, observe their patterns, and to try to derive some wisdom from their eternal fire. Masters of Manefi’s Tower of Lights are called astromancers, and these talented individuals have studied the motions of the heavens to such a degree that the eternal rhythms of the cosmos come to make deep and transformative impressions on their souls. Astromancers develop the power to manifest and control the forces of the heavens and to read the weave of fate as it manifests in heavenly omens and astrological events. Few know however that the true source of the astromancers’ powers come not just from study but also from the Tower of Light itself, which is a massive relic of the forgotten world that feeds on the spirits of sacrificed slaves and emits magick that the astromancers can draw on like water from a well.

Astromancers are renowned for their ability to interpret dreams and for the wise counsel they provide on the basis of starry signs. Many Manefite nobles employ astromancers to divine their futures, to grant them horoscopic oracles, and to discuss their compatibility with potential spouses and the fate of potential negotiations. Astromancers are also prized as guardians and spies, as they can watch over the material interests of others with a clairvoyant eye, and defend those interests if necessary, by wielding terrifying powers drawn from the deepest reaches of the heavens.

Astromancers who are resurrected as shuvin no longer believe in the provenances of the stars and care much less for the wisdom of the heavens, having come face to face with real divinity in the form of their aelani. Many also grow to hate their old magick as it is fed by the misery and indiscriminate death of innocent slaves. Nevertheless the powers the astromancers wield are theirs to keep in their new lives and all the stronger for the manna burning in their veins. Shuvin astromancers look within themselves, to their own restless dreams, hoping to find the keys to a world that is free from those who discard life to gain power.

The astromancer class is good for players who enjoy a typical wizard-like experience in games. With offensive, defensive, and utility based magick, backed up by a keen and intelligent mind, the astromancer brings something to the table in every situation. The astromancer’s most impressive feats always involve interesting combinations of their magick, capitalizing on a player’s creativity.

Attributes and Proficiencies

+1 Breath

+1 Eyes

+1 Hands

Spoken/Written Aramaia

Spoken/Written Iratic

Mathematical proficiency: The astromancer can take a simple success on any test involving mathematics, statistics, calculations, number guessing, quick counting, etc.

Magicks

Astromancy

In order to cast any of an astromancer’s magicks, the player character must attune to the Tower of Lights. This can be accomplished in two ways:

The astromancer can spend about fifteen uninterrupted minutes studying the open sky, chanting ancient verses. If it is nighttime and the stars in the sky are clearly visible, the time required is reduced to about two minutes.

The astromancer can attempt to instantly attune to the Tower of Lights through sheer force of will. As a free action the astromancer can perform a test drawing on the mind essence against a challenge level of 7, or against 6 if it is nighttime and the stars in the sky are clearly visible. Success attunes the astromancer to the Tower of Lights. Failure imposes a random mark on the astromancer. Roll a die: 1-2 crushing mark, 3-4 piercing mark, 5-6 strickening mark.

Successfully attuning to the Tower of Lights grants an attunement token. Casting the magick described below either requires an attunement token to be possessed by the astromancer or requires an attunement token to be spent. The player character can only have one attunement token at a time and attunement tokens only persist until the end of each scene.

Rank 1 – Starry Host: The astromancer can conjure ephemeral figures, with moonlight skin and sunlight armor, to defend the astromancer and obey their commands. All uses of Starry Host are revealed magick.

With an attunement token:

The astromancer can conjure a single swordsman of the starry host who appears beside an opponent the astromancer can see and strikes at them with a blazing sword. This is resolved as a quick long range martial attack, drawing on the mind essence. Success imposes armed martial effects. Failure results in no effects and no counter. The swordsman immediately vanishes when the attack is resolved. This costs one risk and refunds one risk if the swordsman’s attack results in an innocent success.

If the swordsman imposes the entangle threat on an opponent, the swordsman persists until the bind is broken but cannot attack again. An opponent’s attempt to break free of the bind is resolved with a save by the astromancer, drawing on the mind essence. If an opponent breaks a bind with an entangling swordsman, the swordsman vanishes.

The astromancer can conjure two shieldbearers of the starry host who appears beside an ally the astromancer can see to guard against a martial attack. This is resolved as a guard save, drawing on the mind essence. Success defends against the attack and permits the normal counter effects. If the entangle threat is imposed on the attacker as a counter, then one shieldbearer persists to bind the attacker, in a manner described above. Failure results in the attacker imposing the normal effects on the original defender. The astromancer avoids any effects being imposed on them. The shieldbearers immediately vanish when the guard is resolved (unless one is entangling). This costs one risk.

By spending an attunement token:

The astromancer can conjure three archers of the starry host who appear beside the astromancer and unleash a blinding volley of arrows on an opponent the astromancer can see. This is resolved as a quick long range martial attack, drawing on the mind essence. Success imposes a finisher on each brute, and two risk and the weaken threat on each foe and nemesis, who are in a full area around the attacked opponent and who have a power level equal to or less than the opponent themselves. Failure results in no effects and no counter. This costs one risk.

The astromancer can conjure two giants of the starry host who appear beside the astromancer ready to lend their strength to a feat of the astromancer’s choosing. The giants perform a non-attack action on behalf of the astromancer involving raw strength; lifting, pushing, throwing, smashing, opening, shutting, etc. This is resolved as a test, drawing on the mind essence plus two. Success and failure have normal effects appropriate for the action described. The giants immediately vanish when the test is resolved. 

Host Limits:

The astromancer can only have a limited number of the starry host conjured at one time, a number equal to the astromancer’s rank in the mind essence. If casting magick would conjure more of the starry host than the astromancer is permitted, even for an instant, then the astromancer cannot cast that magick. The astromancer may, as a free action, cause any of their currently conjured starry host to vanish.

E.g. If the astromancer has a rank 3 mind essence then they can have three of the starry host conjured at one time. If they had one swordsman entangling an opponent, then they could conjure the two shieldbearers or the two giants but they could not conjure the three archers.

Rank 2 – Signs and Omens: While the mortal kinds have looked to the stars for guidance and wisdom since mythic times, the astromancer can defy that wisdom and force destiny to play its hand out of turn, leading to unlikely encounters and vagaries of luck. All uses of Signs and Omens is concealed magick.

With an attunement token:

The astromancer can cause the occurrence of a small but distracting coincidence that comes to the attention of a chosen character. Objects fall in a strange pattern, candles and shadows flicker in peculiar ways, a sudden breeze sounds exactly like an eerie whispered phrase, random sounds align in a musical rhythm, animals walk in circles and behave oddly, clouds seem to take on ominous shapes, etc. The coincidence itself can be anything but cannot provide any overt or direct benefit to the astromancer or their allies. The astromancer performs a test drawing on the mind essence against the power level of the chosen character. Success results in the chosen character taking notice of the coincidence, stopping whatever they are doing, and moving to investigate the coincidence further. The character may even going so far as to get someone else to come examine the coincidence with them. Failure results in the chosen character dismissing the coincidence and remaining focussed on whatever they are doing. The astromancer can only perform one such coincidence in each large area per scene.

The astromancer can gain a general but true sense of a character’s identity merely by watching them for a couple minutes. The astromancer must be able to continuously see a character for a couple minutes, at the end of which the astromancer will learn the following things about the character: the social roles the character has invested the most energy and value in (familial roles, political roles, romantic roles, career roles, etc.), the character’s most pernicious vice (gluttony, lust, pride, wrath, etc.), and the character’s skill or talent most likely to make them famous someday.

By spending an attunement token:

The astromancer can endow an action attempt with a blessing of good fortune, causing the next non-attack action performed by an ally that the astromancer can see to be treated as though two 5s were rolled to resolve it.

The astromancer can cause a chance meeting to occur between two characters the astromancer can see but who were otherwise unlikely to stop and speak with one another. The characters will suddenly remember they have something over there to do, or that they forgot something and need to go over there to get it, or they may be distracted by something or merely wander in that direction for little apparent reason. Whatever the case, the characters will feel compelled to move toward one another. The astromancer performs a test drawing on the mind essence against the power level of the higher of the two chosen characters. Success results in the characters deviating from their present courses or activities to move toward one another at a normal pace, and to eventually encounter one another and have a conversation. The astromancer can then select the disposition of the characters towards one another. Any choice but hostile is permitted. The gamemaster describes the conversation, provided the astromancer can hear it, and although the astromancer’s selection of disposition can alter the outcome of the conversation, the astromancer cannot choose exactly how the conversation unfolds or what the results are.

Rank 3 – Heaven’s Sight: By casting their eyes up toward the sky, the astromancer can perceive the world as the stars above do. All uses of Heaven’s Sight is concealed magick.

With an attunement token the astromancer can view a wide area as though looking down on it with perfect vision from a hundred feet above. The astromancer can either 1) choose a wide area they can see at least one point in with their own eyes at the time Heaven’s Sight is cast, or 2) choose any wide area they have seen at least once in the past and then specifically set aside in their mind to remember to view later. An astromancer can only have one such wide area in mind at a time. Beginning Heaven’s Sight spends the astromancer’s full turn, whereas ending the magick only requires a free action. When the astromancer views the world through Heaven’s Sight all living creatures appear to glow sharply in their vision of the wide area, even through obstacles and structures, giving the astromancer a perfect awareness of their locations even if they are hiding. While using Heaven’s Sight, the astromancer can cast Starry Host, Signs and Omens, and Stop the Sun on points and characters they can see, but the astromancer must remain seated and defenseless while they use the magick and they lose all natural awareness of their own surroundings.

Rank 4 – Stop the Sun: By combining their own divine power with their astromantic magick, the shuvin astromancer can subtly manipulate the fabric of time that the stars govern with their eternal motions.

With an attunement token:

The astromancer can donate their own time to an ally, granting them a precious moment they otherwise would not have. On the astromancer’s turn they may perform a deed and then donate their test to a nearby ally, who performs a test of their own on the astromancer’s turn. The chosen ally is still entitled to a normal turn that round and does not need to have a turn available to them in order to perform this test.

By spending an attunement token:

By tapping into the motions of the cosmos the astromancer can drastically hasten an ally, causing them to move like a blur through time. The astromancer may freely spend an attunement token to grant the player character whose turn it currently is an additional three deeds, which the player character may perform before or after their test. This may only be done once per round.

The astromancer can defy the laws of time and steal a few seconds from the storehouse of moments. The astromancer may freely spend an attunement token to grant a player character whose test just resulted in an innocent success an additional test. This test is performed and resolved immediately following the previous test and prior to the turn being passed to another ally. This costs two risk and may only be done once per round. 

Rank 5 – Pillar of Cloud: The most powerful shuvin astromancers can gain control over the great storm clouds of the sky and use them like doors through which the vast expanses of the world can be traversed with a single step.

By spending an attunement token the astromancer can conjure a white pillar of swirling clouds from the sky that shrouds the astromancer and their allies before whisking them away to some far off place. The astromancer must first be outside beneath the open sky, and then use Heaven’s Sight and choose a point they can see with the magick. Then the astromancer performs an open test drawing on the mind essence. 1-3 The astromancer fails to conjure the pillar of cloud and suffers a random mark as described by the attunement results above. 4-5 The astromancer conjures a pillar of cloud that instantly transports the astromancer themselves and up to a dozen allies, and/or objects approximately the same size as a dozen allies, to a random spot within a far distance of the point they chose. The pillar shoots down from the sky with a terrible roar and blasts of wind, buffeting and knocking over small objects and being obvious to anyone within a far distance. 6-7 As the 4-5 result but the astromancer is transported to the exact point they chose. 8+ As the 6-7 result but the astromancer can choose to travel the distance invisibly and silently, with no pillar of cloud, or to travel the distance in a massive pillar of scorching fire that terrifies any who witness it, imposing the weaken threat on brutes, and two risk on foes and nemeses who are within a far distance of the pillar at either end of the journey.

Chariot Runner

Manefi is famed and feared for its iron banded chariots, unstoppable machines of destruction on even terrain. Armed with arrows and javelins, bladed wheels and the stamping hooves of armored horses, chariots can cut a swathe through skirmishers, resist cavalry, and outmaneuver formations of heavy infantry. Only projectiles pose a threat to a chariot and its drivers and for this Manefi employs thousands of chariot runners, who jog alongside chariots with shields in hand as they turn and reposition for their devastating passes.

Chariot runners are volunteer slaves of exceptional athletic talent who take up shields in the defense of their masters, often to escape being worked to death, or worse, in labor camps. The Manefite army takes them by the cage-full and trains them to run inexhaustibly and to block unerringly. Chariot runners are an expendable, living armor for their assigned chariots, worth less than the shields they carry and derided by both their owners for their slavery and by other slaves for their service to Manefi’s army. The constant fear of death and disgust from all sides breaks most, but for some it grants a piercing pragmatic clarity, to see the world as the horror it is and to respond to it with a bold affirmation of life regardless.

Shuvin chariot runners can become some of the most zealous fighters in their defense of the poor and the oppressed, thinking of themselves as the literal shield of their aelani. Whereas most shuvin know slavery from afar, or have even owned slaves themselves, the chariot runners were slaves themselves and feel a deep and impassioned empathy for those still in chains.

The chariot runner class will appeal to players who enjoy being on the front lines of a conflict, shielding their allies from harm. Whereas many characters may guard in conflicts when necessity or desperation requires, chariot runners can guard constantly and exceptionally. Chariot runners are more mobile and less committed than other “tanky” classes but no less effective in ensuring their allies’ survival.

Attributes and Proficiencies

Chariot runners can be of any kind

+1 Eyes

+1 Feet

+1 Guts

2 Resolve

Spoken Deverin

Spoken Iratic

Running proficiency: The runner may take a simple success on any test involving long distance endurance running, foot races, or chases.

Feats

Rank 1 – Stronghold: Chariot runners are trained to thrive while beset by uncountable dangers. The runner’s guard saves refund one risk if they are successful, and two risk if they are an innocent success. The amount of risk refunded cannot exceed the amount or risk the guard cost.

Rank 2 – Fearless: The instinct for fear is extinguished in the chariot runner, allowing them to see opportunity even while being beaten back. Whenever the runner’s defense or guard saves result in an innocent success with a readied keen boon, they may freely impose the disarm threat on the attacker in addition to any normal effects. 

Rank 3 – Tower of Refuge: The chariot runner can smell violence in the air and taste its distinctive flavor long before it arrives in full. Any time an opponent ambushes or uses a surprise martial attack against the runner or their nearby allies outside of a conflict, the runner is entitled to perform a save or guard to defend against the attack regardless of whether or not they could perceive the attack in advance and regardless of whether or not the attack is close, near, or long range. 

Rank 4 – Shield of the Sun: The chariot runner not only defends themselves with their shields but also batters and slams their opponents, sending them sprawling into others like skipping stones. Whenever the runner’s martial defense saves result in an innocent success with a readied keen boon, the runner can impose a threat or a finisher on a different nearby brute, or a threat and two risk on a different nearby foe or nemesis, in addition to the normal counter attack effects on the attacker.

Rank 5 – Tread on High: The chariot runner is so quick to respond to harm, leaping and darting about, that their every movement makes their allies more safe. Whenever the runner’s attack tests or guard saves result in an innocent success with a readied keen boon, the runner and all nearby allies recover one risk. Additionally the runner can guard any nearby ally, rather than merely any closeby ally, against martial attacks.

Harem Guard

Slavery takes many forms in the Shadow Crescent, including a vast social system of concubinage where the line between sexual slave, prostitute, mistress, minor and major wife is blurred to the point of indistinguishability upon a casual glance. Even apparently free women (and men), even women ostensibly from noble backgrounds, can find their lives reducible to their ability to consistently please, and soothe, and excite those who hold material power around them. Each harem kept in each noble house is watched over by one or more specially trained eunuch soldiers who hail from Manefi’s Fort of the Dry Tree.

Members of the harem guard are made eunuchs at birth and raised within the walls of the Fort of the Dry Tree where their will is tempered and their bodies are trained. Harem guards use a beautiful and effective fighting art called the Sweet Thorn which utilizes a weapon in either hand and short, arcing strikes paired with low, sliding stances, to thrive in the press of battle. Whereas many warriors would struggle to fight in the close confines of palace harems, or in and among non-combatants that needed protection, the Sweet Thorn is sharpest when it can move and strike between small gaps in the flailing limbs and stamping feet of a brawl.

Shivin harem guards tend to have a special sensitivity to the suffering of children and for those who have never truly had the right to their own bodies. Whereas many shuvin burn with a passionate disgust for the five great kingdoms and their rampant oppression, the harem guard is quieter and cooler, preferring to express themselves with stoic action.

The harem guard is a well balanced fighting class based around their unique dual wielding style and the use of counter attacks, which potentially allows them to strike opponents multiple times each round. Their rank 5 feat also makes them much tougher to bring down than many other classes and can provide ample opportunity for a player who likes to be a hero and pry victory from the jaws of defeat.

Attributes and Proficiencies

Harem guards must be male

+1 Arm

+1 Eyes

+1 Nose

3 Resolve

Soldier’s Weapons

Spoken Iratic

Feats

Rank 1  – Two Dawns: Harem guards are trained in exotic techniques that teach them how to fluidly think and fight with two weapons at once. When the harem guard has two power boons readied they retain the bold attack bonuses granted by the individual boons in addition to being granted bold attacks against brutes. Further, when the harem guard has two power boons readied they gain the benefit of having a readied keen boon (I.e. they cannot have the entangle and weaken threats imposed on them).

Rank 2 – Kindle Wrath: The harem guard advances like a roaring flame, driving back those who would harm their allies. Whenever the harem guard’s attacks result in an innocent success they gain a skill token. Whenever the harem guard themselves or a close ally of the harem guard is attacked, the harem guard may spend their skill token to make the character’s defense save bold and quick.

Rank 3 – Cloaked in Duty: Temptations that would devour other men mean nothing to the harem guard, and their sincere disdain for such manipulations is tangible. Whenever the harem guard’s subtle attacks result in a success they may draw the umbrage script in addition to another script of their choice. Umbrage is dispassionate and grants bold attacks against opponents who are are employing bribery, temptation, or seduction in a subtle conflict.

The harem guard also has one less risk imposed on them when their defense saves against attacks result in innocent failures.

Rank 4 – Righteous Reprisal: The harem guard is unhindered by the cramped press of combat, able to slip between bodies and weapons to strike with a vengeance. Whenever a close ally of the harem guard successfully defends against an attack in a conflict, the harem guard may immediately counter the attacker, as though they themselves were attacked and successfully defended. The harem guard must be eligible to counter the attacker (be in range, have a readied power boon, etc.) and the counter imposes normal effects.

Rank 5 – Nothing Withheld: The harem guard achieves a perfect harmony between thought and action, and becomes immune to pain and fatigue as they throw themselves unconditionally at the opponents before them. When the harem guard enters a critical state they gain the following benefits: their attacks and defenses are considered pure, any action they perform that would require a long test requires a basic test instead, they cannot be counter attacked, no more than three risk is ever added to the degrees of success of any attack against them, and any successful attack the harem guard makes recovers one risk.

Overseer

Manefi is the capital of slavery in Selatsi, owning more mortal souls than the other four kingdoms combined. Slaves produce nearly every raw material and good in the land, creating an expansive noble class of landed elites who are free to pursue arcane and quixotic interests or trade land and slaves in games of chance and strategy. Managing these vast slave populations are the overseers; part governor, part foreman, part executioner, who spurns slaves on to meet their labor quotas and who torturously punishes those who hesitate to obey.

Each labor camp, or quarry, or mine, or workshop in Manefi will have a half dozen overseers, a few dozen support staff, and then hundreds upon hundreds of slaves. The overseers use fear and theatrical displays of punishment to keep their slaves in line. Overseers cultivate a scathing gaze, a monstrous, hulking appearance, and a keen sense for the pain of their subjects, all of which they use to convince their slaves that they have sovereign control when in truth a slave revolt would almost certainly succeed by sheer numbers alone. This trick, dominating with the mere idea of domination, is the special talent of the most successful overseers.

After a life spent as one most obvious and savage symbols of slavery, shuvin overseers are often reborn into a life of self-loathing. Only with time, and supreme incremental acts of will and humility, does the new shuvin come to direct their vast reservoirs of anger outward and to more present oppressors. The fear and domination they used to wield against the defenseless they now draw as sharpened blades against the powerful, embodying vengeance in a way that only the formerly guilty can.

In practice, overseers are a versatile support class who protect their allies by denying their enemies the opportunity to attack. Overseers are built around the easy imposition of strickening marks, a manifestation of the fear they wield, and as such are best when played aggressively. The ability to ignore the penalties of heavy armor offers them a measure of protection and makes risky attacks against especially challenging enemies more worth while.

Attributes and Proficiencies

+1 Guts

+1 Hands

+1 Tongue

1 Resolve

Commoner’s Weapons

Spoken Deverin

Spoken Iratic

Labor proficiency: The overseer can take a simple success on any test involving the organization of labor for a work project. When taking a simple success, the overseer accomplishes these projects three times faster or three times more thoroughly than someone else would be able to.

Feats

Rank 1 – Oppression: The overseer knows that the shadow cast by heaviest and most wicked looking armor is the best shadow for inspiring fear and submission in opponents. The overseer ignores the burden penalties of armor and their successful attacks can impose a stricken mark on the defender with only two degrees of success.

Rank 2 – Embittering Strike: The overseer’s style is so brutal and so vulgar that it devastates the morale of those who witness it. Whenever the overseer’s attacks result in an innocent success, the attack imposes one risk on all nearby foes and nemeses who have six or less risk. If the attack imposes a threat on a brute or brutes, it imposes the threat on one additional brute of the attacker’s choice nearby.

Rank 3 – Shrewd Deal: The overseer knows that the best way to deal with enemies is to ruthlessly seize upon their weaknesses and refuse to let go until the deed is done. The overseer and their nearby allies cannot be countered by opponents who have the weaken threat or the stricken mark imposed on them.

Rank 4 – Drive to Ruin: By predicting when an opponent’s guard will fail and when their pain will overtake their resolve, the shuvin overseer can attack enemies with impunity. Whenever the overseer imposes a mark on an opponent with a successful attack, they may immediately and freely perform another attack against a different opponent.

Rank 5 – Ever Greater Numbers: The overseer only ever maintained power by appearing to be more than they are, a skill shuvin overseers can manifest as an aura of overwhelming dread that slowly shrinks the will of their opposition. While the opponents in a conflict outnumber the overseer and their allies, each mark or finisher the overseer and their allies impose recovers one of their own risk. While the overseer and their allies outnumber the opponents in a conflict, the power level of all brutes and foes is treated as one level lower for all tests and saves.

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