Spellwoven
Posted: Mon May 24, 2010 1:22 am
Hi everyone,
I've been tinkering for a while with a fantasy RPG tentatively named Spellwoven. The idea behind the game was to try to write up some rules suitable to a fairly standard Middle-Earth/Tolkclone style setting, but provide ideas and opportunities to add-on 'components' that could personalize the setting to whatever degree the Gamesmaster and Players felt happy with.
The game isn't intended to be revolutionary, nor anything really other than playable and (hopefully) fun.
I thought, given that it's turning into one of those long, slow and maybe never-ending processes that I might start adding chapters, notes and thoughts here for critique. I'm not expecting thorough comments, just general thoughts on the mechanics and setting such as it is.
I should note, straight-up, that I've pillaged wide and sundry sources for ideas, including out of print games and CCGs, other people's free RPGs and online games. I don't think I've crossed the line anywhere so far, but do tell me if you think there are elements that are too imitative or reminiscent of something else.
SPELLWOVEN
What is fantasy? On one level, of course, it is a game: a pure pretence with no ulterior motive whatever. It is one child saying to another child, "Let's be dragons," and then they're dragons for an hour or two. It is escapism of the most admirable kind--the game played for the game's sake.
- Ursula Le Guin
- From Elfland to Ploughkeepsie (in: The Language of the Night)
Character Creation
Step One: Pick a Character Race
Step Two: Pick a Character Class
Step Three: Allocate points to Attributes
Step Four: Allocate points to Skills
Step Five: Determine General Stats
Step Six: Wealth and equipment
Step Seven: Determine Wound Ratings and Armour ratings
Step Eight: For Lorekeepers and Bards: Pick a magical Theme.
Step Nine: Pick a Motive
Conceptualize
You need to decide before you begin creating a character what sort of Character you want to play. Do you want to be an Elven hero, a noble-born young woman run away from home, an unworldly Halfling, a wandering Dwarven smith and merchant?
Step One: Race
Spellwoven uses five core races. These are the 'typical' races of high fantasy games: Human, Elf, Dwarf, Halfling and Half-Orc. Humans are called 'Men' in Spellwoven to remain in theme with a Tolkienesque style. Naturally, you can pick a Character of either sex, but sex has no effect on Character attributes or abilities. Each race has a number of sub-races, which you may also have to choose from (your Gamesmaster may prefer to run the races as straight 'vanilla' flavoured cultures). Sub-races have some minor effects on your Character's skills and abilities, but will primarily be important in a social context during game-play.
Later on, a number of optional races are also provided in this book, but keep in mind that these are available strictly at the Gamesmaster's discretion. The idea behind providing a number of optional races was to provide some examples of how folkloric entities can be fleshed out into Tolkienesque races in a way that is similar to how Tolkien himself turned folkloric elfs into the Elves of his imaginary world. It is not intended to be the case that all optional races are available in a given game--this would create a strange and implausible sort of soup of peoples and a very crowded fantasy land.
The key races are:
Elf: Ageless, remote, beautiful and often arrogant. The Elven peoples are powerful and wondrous but also incapable of understanding or embracing change (+2 Lore, +1 Willpower). Magic: All Elves can use magic. Elves that are not Bards or Loremasters can cast Lesser Spells. Elven Bards can cast Lesser and Greater spells. Elven Loremasters get a +2 bonus to Power. All Elves have the Talent Unfearing of Ghosts.
Descended Power: Some among the old powers of the world have taken physical form, typically in the shape of human, elf or dwarf. Descended Powers cannot be killed per se, but their physical body can be destroyed and when this is done the power is reduced to a spirit on the wind, usually--though not always--incapable of returning to a shape of flesh. Descended Powers either do not age or age only very slowly. In physical form they suffer from the physical limitations, weaknesses and desires of mortal creatures, though possess inherent magic that may exceed that of even an Elven master. Magic: All Descended Powers can use magic. Descended Powers that are not Bards or Loremasters can cast Lesser Spells. Bards can cast Lesser and Greater spells. Loremasters get a +3 bonus to Power (add +2 to one skill of choice and +1 to three other Skills). Descended Powers are rare and have become fewer over the centuries as they cannot produce offspring. Your Gamesmaster may choose to limit or forbid Descended Powers are player characters. Check before you pick this as a race.
Dwarf: Long-lived, crafty and wealthy in lore. In ages past Dwerrow occupied magnificent halls and strongholds in the mountains of the earth, but wars with dragons and goblins have scattered most of this people, so that now most Dwerrow live among Men or Halflings (+2 Fighting, +1 Vigilance).
Halfling: Half the height or less of a human, these are a pastoral, unworldly but often strangely lucky and sturdy folk (+2 Quickness, +1 Subterfuge). All Halflings have the Talent Serendipity.
Half-Orc: The half-blood spawn of men and goblins, half-orcs tend towards greyish skin, yellowish catlike eyes and rank black hair. They are not necessarily evil nor in the sway of darkness, but have a reputation for deceit, cunning and violence (+2 Fighting, +1 Subterfuge).
Men: The human-folk, fiery of will, short-lived, bold and adventurous. The mortality of humans gives them their most powerful gift, a will to make of their short lives something worthy and lasting (+2 Worldliness, +1 Fighting).
Of Dwerrow and Men
I've chosen to use the older English plural Dwerrow instead of Dwarves in this text. The word has fallen out of use, but fantasy roleplaying enthusiasts are used to dealing with strange words and it seems to me that it's about time that Dwerrow was resurrected. English only has a few odd plurals left, teeth and tooth, sheep and sheep, and it seems a pity to let a nice word like Dwerrow go completely into oblivion. I've also used the decidedly Tolkienesque and old-fashioned (and let's face it, sexist) Man instead of Human to describe the human peoples. I've never liked using Man in Roleplaying games to describe humans, but after thinking this over for a while, I decided that being true to the stuffy and old-scholarly style of a Tolkienesque world required this old-fashioned word.
Men
Harrowmen: A superstitious, huge-boned, iron-wielding tribe of men who live in hill forts in remote uphill lands. Some will tell you that there is more than a little goblin and troll blood in the veins of the Harrowmen. This people live in a land of mists, barrows and standing stones, and have learnt a little about the magic of shadows from their shadowy lands (+1 Fortitude).
Marchvelders: A tribe of distant descendants of Nordingmen and Valemen who have taken to a semi-nomadic life on the vast folds and plains where the grass is like a silken sea. The Marchvelders are wonderful horse-riders and breeders (+1 Sport).
Nordingmen: Brash, fiery men of the snowy bays, rocky peaks and twilight lands of the north (+1 Fighting).
Seahavenlords: Fishing, sailing and sometimes pirating along the coasts, the Seahavenlords are a copper-skinned folk who have made their home among the islands and archipelagos of the great seas (+1 Wayfaring).
Southron: The Southron are descendants of a people who travelled north, long ago, bringing with them notions of civilization and grace that were unknown among the ancient tribes of the north. The Southron are dark-skinned, some having an almost blue-black tone to their skin. Their knights are considered unparalleled warrior-poets, lords of grace and the sword (+1 Lore).
Valemen: Descendants of Nordingmen who long ago travelled south and settled in the hills, valleys and fields of gentler, warmer lands. Valemen live a largely pastoral life in their green hills and along the rivers and lake shores of their lands (+1 Charm)
Witchlanders: A pale skinned, fair haired race of men who live in a barren waste and place of harsh rocks. The Witchlanders are well known for their mastery of dark arts, and their lords are sorcerers of bleak renown (+1 Willpower).
Woodlanders: A race of men who live in and around the borderlands of the great forests of the land. Woodlanders have had many dealings with Elves and some Elven blood runs in the veins of certain Woodlander families (+1 Ranging).
Halfings
Wildwood Halflings: Considered with more than a little suspicion by their fellows, the Wildwood Halflings live along the borders of forests and hills, hunting, fishing and farming a little around the edges of dangerous wilds (+1 Evade).
Underhill Halflings: The more traditional of the Halfling folk, Underhill Halflings live in loose communities of burrows, nicely decorated and always well furnished with food, comforts and life's little luxuries (+1 Charm).
Townfellow Halflings: The descendants of Halflings who have taken up a life more like that of their neighbouring Men. Townfellows live in small villages and towns, often in and among their taller brethren (+1 Worldliness).
Descended Power
The old powers take many and diverse forms. As such, they do not have sub-races per se and do not gain any form of sub-race bonus.
Dwerrow
Scrawn Dwerrow: A lost and sundered tribe of Dwerrow who live in remote forests and wilds, eking out a living, often in small family groups, making their homes in forest caves or small huts (+1 Ranging).
Iron Dwerrow: Called also Black Dwerrow. Living in hill-forts on murky moors and hill-country, the Iron Dwerrow are a remnant of the older Dwarf cultures, now largely supplanted by Hill and Mountain Dwerrow who have had more contact with Men and through that contact have become more 'civilized' in their ways. Iron Dwerrow work mostly with copper, bronze and iron and are well known for tattooing their skin with midnight-blue patterns (+1 Fortitude).
Hill Dwerrow: Called also Brown Dwerrow. Many Dwerrow long since left behind their strongholds in the mountains and now travel and work in the lands of men, sometimes wandering as traders from town to town, sometimes living as a community alongside Men. Their skill is chiefly in steel, tin and alloys of metals. (+1 Worldliness).
Mountain Dwerrow: Called also White Dwerrow. Among the clans and tribes of Dwerrow who were cast out of their strongholds during the ancient wars with dragons and goblins were some that wandered, found new homes and dug deep into them, making vast new mansions beneath the earth. The skill of the Mountain Dwerrow lies chiefly in stonemasonry, gold and silversmithing, jewel-cutting and the working of dwarf-silver (+1 Craft).
Elves
High Elves: Remote, poetic, eternal and chnagless to the point of arrogance, the High Elves consider themselves the greatest of the peoples of the world, and those among Elves who have kept closest to the ancient paths set for them (+1 Lore).
Grey Elves: Those who love the sea, the shore, the foam of the waves and the ocean under starlight. The Grey Elves are navigators, traders and sea-wanderers above and beyond the skill of all other peoples of the world (+1 Wayfaring).
Sylvan Elves: The wilder cousins of the elven peoples who live in hills, woods and plains. Sylvan Elves are no less civilized than their cousins, but are lustier, more loving of good food and wine, fierier in their emotions and less formal in their ways (+1 Ranging).
Half-Orcs
Goblin-Men: Smaller, scrawnier and sharper of features than other half-orcs, goblin-men have a heritage of mixed cave-goblin and human ilk. Goblin-Men are too bent and bow-legged to pass for human, and when living in and among humans, Goblin-Men generally have to cowl themselves under cloak and hood (+1 Evade).
Man-Orc: The issue of orcs of war and men. Man-Orcs are taller and straighter of back than orcs, but have an uncanny, almost feline facial structure that makes them only occasionally able to pass for men (+1 Fighting).
Troll-Blood: Not actually a half-troll, but those creatures whose goblin antecedents have mixed with trolls as well as men. Troll-Bloods are often huge, for a human, reaching seven, sometimes eight foot in height with great brawn and power of stature. They suffer a little from the dull wit of trolls, though not so much as to make them subhuman in intellect (+2 Fighting, +1 Fortitude, -1 Lore, -1 Wit).
Languages
Common: Known to all races. Used by Halflings and most Men as their cradle-tongue.
Dwarf: Secret tongue of dwarfs and known only to dwarfs.
Elf: High-Elf, Grey-Elf and Sylvan: Each elf kind has their own language and speak that tongue as well as High-Elven.
Orcish: Known to Half-Orcs.
Descended Powers: Gain two languages in addition to Common.
Step Two: Class
A class defines the previous experience and life-path that your Character has already taken up to the point where game-play begins. Classes have a dramatic effect on the sorts of skills, talents and powers that your Character starts play with, but exert less influence as the game proceeds. Classes allow for a short-hand, generalized and quicker sort of Character creation, and although there has been a feeling in roleplaying circles for some time that Classes can over-restrict Player options, they have advantages too. Mostly, the limiting nature of classes can be over-come through providing enough additional options to add colour and uniqueness to a Character, or on the other hand their restrictive nature can be seen as an inherent advantage in itself--Classes inherently confer niche-protection--a thing that most classless systems do poorly.
Class Bonuses: Each Class has a special talent or 'bonus' that helps set it apart from others. Bards and Lorekeepers have the ability to work magical enchantments, but most of the other Classes get talents that they can invoke by spending a point of Stamina, indicated by (1 Sta.) at the end of the Class Bonus description.
Restrictions: Most Player Races are resticted to only some of the available classes. D Dwarf. E = Elf. H = Halfling. H-O = Half-Orc. M = Man. Descended Powers have the same classes restrictions as Men.
Armiger
There are some who fight with nimbleness and careful swordsmanship, but this is not the Armiger. The Armiger is a heavy warrior, used to fighting under iron and leather in the heat of the affray, bringing down a lethal blow with a war-cry.
Races: D / H-O / M
Treasure: 100 silvers
Skill: +1 Fighting
Bonus: +2 wound rank for one attack (1 Sta.)
Extra items: Scale armour (+2), Helm (+1), Axe (Severe)
Bard
A jack-of-all trades adventurer. The Bard has some skill in thievery, fighting and even a very little magic. A Bard is usually something of an opportunistic character, wandering from town to town looking for ways and means to get a little further ahead in whatever 'quest' happens to have taken their fancy.
Races: E / M
Treasure: 80 silvers
Skill: +1 Thievery
Bonus: Can cast Lesser Magic Spells (see below)
and +1 wound rank for one attack (1 Sta.).
Extra items: Leather armour (+1), Brand (short sword; Minor)
Champion
The hero of bright renown, the champion of a people, the warrior-knight par-excellence, vanquisher of foes and creatures of the dark places of the earth. Champions are that sort of hero who prefers the daring fight to the lumbering one. They are soldiers of quickness and deftness, the cultured, cultivated warrior.
Races: D / E / M
Treasure: 150 silvers
Skill: +1 Fighting
Bonus: Attack X times in a round, where X=Quickness. Reduce all wounds inflicted by one rank (1 Sta.).
Extra items: Scale armour (+2), Glaive (long sword; Moderate)
Crafter
The magic-makers and the charm-crafters of the world. The Crafter is the smith whose arts smith magic into the tools, weapons and devices of the mighty. Most Crafts will have deep roots in a community, a town or a city, but will travel, often to bring their crafts to those who are in need or those who can pay, depending on the nature of the Crafter. The arts of Crafting, however, also require certain elements and sometimes that a thing be Crafted in a place or at a time or under the right alignment of stars, and this too can force the Crafter abroad.
Races: D / E
Treasure: 200 silvers
Skill: +1 Craft
Bonus: Lorecrafting and Willcrafting: Can make Masterwork or Enchanted items with appropriate time and materials.
Extra items: Craftsmen's Tools and Roll twice on Random Treasure Table
Folk-Hero
The serendipitous hero, the champion of common origins, but uncommon bravery. The Folk-Hero never wants to be grand or glorious, famous or daring, but finds these things thrust upon them. Folk-Heroes share, if nothing else, a sense of what is right and what is wrong and what is good, common sense. Against their own good, the Folk-Hero will not be able to stand by and watch injustice or suffering but will act in their hopeful way to help.
Races: H / M
Treasure: 40 silvers
Skill: +1 Charm
Bonus: Change a failed roll to a success (1 Sta.).
Extra items: Sling and stones (Minor) and Roll once on Random Treasure Table
Guardian
The protector of the weak and the defender of the helpless. The Guardian is the most stalwart of warriors, ready to withstand an onslaught of attack and only wade deeper into the affray. Slow and steady soldiers, Guardians rely on their ability to absorb and evade injury, grinding their opponents down over time.
Races: D / H-O / M
Treasure: 100 silvers
Skill: +1 Fortitude
Bonus: Increase natural AR by 3 (passive). As long as you are on foot you can choose to guard another character. Melee attacks cannot be directed against a guarded character, and no can the character make melee attacks. Guarded characters can, however, use ranged weapons or magic, and similarly, they can be targeted by ranged weapons and magic.
Extra items: Scale armour (+2), Helm (+1), Shield (+1) Glaive (Moderate)
Huntsman
Trackers, archers and hunters of the woods and mountains wild. The Huntsman or Huntress is the survivor and warrior of the forests. They are able to near-vanish wherever the leaves are green and hone their skills of tracking to the point of preternatural talent.
Races: E / M
Treasure: 50 silvers
Skill: +1 Ranging
Bonus: Hide perfectly in wilderness (1 Sta.).
Extra items: Bow (Moderate), Quiver and 12 arrows, Helm (+1), Furs (+1)
Loremaster
Magic is a subtle thing. Indeed, what others mistake for 'magic', you know to be the arts and crafts of those persons who understand the deeper meanings of things. There is nothing supernatural about magic at all--magic is imminently natural, it is the use and where darker magic is involved, the abuse, of the secret laws of nature.
Races: E / M
Treasure: 120 silvers
Skill: +1 Lore
Bonus: Character can cast magic spells (see below).
Extra items: Roll once on Random Treasure Table
Rogue
Not all warriors are honourable, and not all soldiers fight with heavy arms and under the burden of heavy armour. Rogues are the ruffians, thieves, brigands and tricksters of the world, preferring a victorious fight to a fair one.
Races: H-O / M
Treasure: 80 silvers
Skill: +1 Evade
Bonus: Automatically dodge an attack (1 Sta.).
Extra items: Leather armour (+1), brand (short sword; Minor), dagger (Minor)
Sneakthief
The sneakthief is the thief who steals not by force, but by stealth and misdirection. If anything, a sneakthief may be abhorred by violence, considering thievery to be far worse the lesser of two evils.
Races: H / H-O / M
Treasure: 80 silvers
Skill: +1 Thievery
Bonus: Hide perfectly in shadows or dark (1 Sta.).
Extra items: Thief's tools, dagger (Minor)
Warder
Wards of the land, patrollers of the wild-lands and keepers of the peace when they can, warriors for the free-peoples when they must. Warders range the lands, hunting out the forces of darkness and meeting with them. Where other fighters are primarily duellists, the Warder, by their lonely nature and few numbers are often forced to fight against overwhelming odds and excel at holding off multiple opponents.
Races: H / H-O / M
Treasure: 80 silvers
Skill: +1 Archery
Bonus: No penalty fighting multiple opponents (passive).
Extra items: Scale armour (+2), Leather cloak (+1), Glaive (long sword; Moderate)
Multi-Classing: Allowed at the Gamesmaster's discretion. If you Multi-Class you gain the bonuses for each Class you take, but have to pick an additional Motive for each class past the first (i.e. 2 Classes = 2 Motives). To advance a Level you need to satisfy the tasks for all your Motives.
Random Treasure Table
1 Old Iron Dagger: Glows when undead are near. Can harm undead (Minor).
2 Bow, quiver and 12 arrows
3 Shield of Iron-Bound Ash: +4 AR
4 Pipe and pipeweed: Restores 10 Power, can be portioned out
5 Potion of Prowess: Restores 10 Toughness, can be portioned out
6 Black arrow: Automatic hit when fired from a bow and +1 Wound Level
7 Hefty Dwarven Axe: (Severe)
8 Bright Glaive of War: (Long sword, Moderate)
9 Hauberk of Bright Mail: +3 AR
10 Horn of War: Enemies who have not yet taken an action have their turns moved to end of the round during battle when horn is blown (1 Sta.)
11 Elven cloak: (+1 AR) Allows wearer to Hide in Wilderness (1 Sta.)
12 Herbal remedy: Cures poison five times, can be provisioned out.
13 Herbal remedy: Cures poison five times, can be provisioned out.
14 Moonsilver Dagger: Capable of harming enchanted creatures (Moderate)
15 Mail of Fine Mesh: Shirt of silvery metal armour. Very light (+3 AR)
16 Elf-made sword: Glows when orcs and goblins are near (Severe)
17 Wearisome Boots: Allow you to walk all day without tiring
18 Gold brooch: Cloak brooch worth 250 silver coins
19 Healing salve: Salve that will heal 5 wounds that can be portioned out
20 Healing waters: Potion that will heal 10 toughness that can be portioned out
I've been tinkering for a while with a fantasy RPG tentatively named Spellwoven. The idea behind the game was to try to write up some rules suitable to a fairly standard Middle-Earth/Tolkclone style setting, but provide ideas and opportunities to add-on 'components' that could personalize the setting to whatever degree the Gamesmaster and Players felt happy with.
The game isn't intended to be revolutionary, nor anything really other than playable and (hopefully) fun.
I thought, given that it's turning into one of those long, slow and maybe never-ending processes that I might start adding chapters, notes and thoughts here for critique. I'm not expecting thorough comments, just general thoughts on the mechanics and setting such as it is.
I should note, straight-up, that I've pillaged wide and sundry sources for ideas, including out of print games and CCGs, other people's free RPGs and online games. I don't think I've crossed the line anywhere so far, but do tell me if you think there are elements that are too imitative or reminiscent of something else.
SPELLWOVEN
What is fantasy? On one level, of course, it is a game: a pure pretence with no ulterior motive whatever. It is one child saying to another child, "Let's be dragons," and then they're dragons for an hour or two. It is escapism of the most admirable kind--the game played for the game's sake.
- Ursula Le Guin
- From Elfland to Ploughkeepsie (in: The Language of the Night)
Character Creation
Step One: Pick a Character Race
Step Two: Pick a Character Class
Step Three: Allocate points to Attributes
Step Four: Allocate points to Skills
Step Five: Determine General Stats
Step Six: Wealth and equipment
Step Seven: Determine Wound Ratings and Armour ratings
Step Eight: For Lorekeepers and Bards: Pick a magical Theme.
Step Nine: Pick a Motive
Conceptualize
You need to decide before you begin creating a character what sort of Character you want to play. Do you want to be an Elven hero, a noble-born young woman run away from home, an unworldly Halfling, a wandering Dwarven smith and merchant?
Step One: Race
Spellwoven uses five core races. These are the 'typical' races of high fantasy games: Human, Elf, Dwarf, Halfling and Half-Orc. Humans are called 'Men' in Spellwoven to remain in theme with a Tolkienesque style. Naturally, you can pick a Character of either sex, but sex has no effect on Character attributes or abilities. Each race has a number of sub-races, which you may also have to choose from (your Gamesmaster may prefer to run the races as straight 'vanilla' flavoured cultures). Sub-races have some minor effects on your Character's skills and abilities, but will primarily be important in a social context during game-play.
Later on, a number of optional races are also provided in this book, but keep in mind that these are available strictly at the Gamesmaster's discretion. The idea behind providing a number of optional races was to provide some examples of how folkloric entities can be fleshed out into Tolkienesque races in a way that is similar to how Tolkien himself turned folkloric elfs into the Elves of his imaginary world. It is not intended to be the case that all optional races are available in a given game--this would create a strange and implausible sort of soup of peoples and a very crowded fantasy land.
The key races are:
Elf: Ageless, remote, beautiful and often arrogant. The Elven peoples are powerful and wondrous but also incapable of understanding or embracing change (+2 Lore, +1 Willpower). Magic: All Elves can use magic. Elves that are not Bards or Loremasters can cast Lesser Spells. Elven Bards can cast Lesser and Greater spells. Elven Loremasters get a +2 bonus to Power. All Elves have the Talent Unfearing of Ghosts.
Descended Power: Some among the old powers of the world have taken physical form, typically in the shape of human, elf or dwarf. Descended Powers cannot be killed per se, but their physical body can be destroyed and when this is done the power is reduced to a spirit on the wind, usually--though not always--incapable of returning to a shape of flesh. Descended Powers either do not age or age only very slowly. In physical form they suffer from the physical limitations, weaknesses and desires of mortal creatures, though possess inherent magic that may exceed that of even an Elven master. Magic: All Descended Powers can use magic. Descended Powers that are not Bards or Loremasters can cast Lesser Spells. Bards can cast Lesser and Greater spells. Loremasters get a +3 bonus to Power (add +2 to one skill of choice and +1 to three other Skills). Descended Powers are rare and have become fewer over the centuries as they cannot produce offspring. Your Gamesmaster may choose to limit or forbid Descended Powers are player characters. Check before you pick this as a race.
Dwarf: Long-lived, crafty and wealthy in lore. In ages past Dwerrow occupied magnificent halls and strongholds in the mountains of the earth, but wars with dragons and goblins have scattered most of this people, so that now most Dwerrow live among Men or Halflings (+2 Fighting, +1 Vigilance).
Halfling: Half the height or less of a human, these are a pastoral, unworldly but often strangely lucky and sturdy folk (+2 Quickness, +1 Subterfuge). All Halflings have the Talent Serendipity.
Half-Orc: The half-blood spawn of men and goblins, half-orcs tend towards greyish skin, yellowish catlike eyes and rank black hair. They are not necessarily evil nor in the sway of darkness, but have a reputation for deceit, cunning and violence (+2 Fighting, +1 Subterfuge).
Men: The human-folk, fiery of will, short-lived, bold and adventurous. The mortality of humans gives them their most powerful gift, a will to make of their short lives something worthy and lasting (+2 Worldliness, +1 Fighting).
Of Dwerrow and Men
I've chosen to use the older English plural Dwerrow instead of Dwarves in this text. The word has fallen out of use, but fantasy roleplaying enthusiasts are used to dealing with strange words and it seems to me that it's about time that Dwerrow was resurrected. English only has a few odd plurals left, teeth and tooth, sheep and sheep, and it seems a pity to let a nice word like Dwerrow go completely into oblivion. I've also used the decidedly Tolkienesque and old-fashioned (and let's face it, sexist) Man instead of Human to describe the human peoples. I've never liked using Man in Roleplaying games to describe humans, but after thinking this over for a while, I decided that being true to the stuffy and old-scholarly style of a Tolkienesque world required this old-fashioned word.
Men
Harrowmen: A superstitious, huge-boned, iron-wielding tribe of men who live in hill forts in remote uphill lands. Some will tell you that there is more than a little goblin and troll blood in the veins of the Harrowmen. This people live in a land of mists, barrows and standing stones, and have learnt a little about the magic of shadows from their shadowy lands (+1 Fortitude).
Marchvelders: A tribe of distant descendants of Nordingmen and Valemen who have taken to a semi-nomadic life on the vast folds and plains where the grass is like a silken sea. The Marchvelders are wonderful horse-riders and breeders (+1 Sport).
Nordingmen: Brash, fiery men of the snowy bays, rocky peaks and twilight lands of the north (+1 Fighting).
Seahavenlords: Fishing, sailing and sometimes pirating along the coasts, the Seahavenlords are a copper-skinned folk who have made their home among the islands and archipelagos of the great seas (+1 Wayfaring).
Southron: The Southron are descendants of a people who travelled north, long ago, bringing with them notions of civilization and grace that were unknown among the ancient tribes of the north. The Southron are dark-skinned, some having an almost blue-black tone to their skin. Their knights are considered unparalleled warrior-poets, lords of grace and the sword (+1 Lore).
Valemen: Descendants of Nordingmen who long ago travelled south and settled in the hills, valleys and fields of gentler, warmer lands. Valemen live a largely pastoral life in their green hills and along the rivers and lake shores of their lands (+1 Charm)
Witchlanders: A pale skinned, fair haired race of men who live in a barren waste and place of harsh rocks. The Witchlanders are well known for their mastery of dark arts, and their lords are sorcerers of bleak renown (+1 Willpower).
Woodlanders: A race of men who live in and around the borderlands of the great forests of the land. Woodlanders have had many dealings with Elves and some Elven blood runs in the veins of certain Woodlander families (+1 Ranging).
Halfings
Wildwood Halflings: Considered with more than a little suspicion by their fellows, the Wildwood Halflings live along the borders of forests and hills, hunting, fishing and farming a little around the edges of dangerous wilds (+1 Evade).
Underhill Halflings: The more traditional of the Halfling folk, Underhill Halflings live in loose communities of burrows, nicely decorated and always well furnished with food, comforts and life's little luxuries (+1 Charm).
Townfellow Halflings: The descendants of Halflings who have taken up a life more like that of their neighbouring Men. Townfellows live in small villages and towns, often in and among their taller brethren (+1 Worldliness).
Descended Power
The old powers take many and diverse forms. As such, they do not have sub-races per se and do not gain any form of sub-race bonus.
Dwerrow
Scrawn Dwerrow: A lost and sundered tribe of Dwerrow who live in remote forests and wilds, eking out a living, often in small family groups, making their homes in forest caves or small huts (+1 Ranging).
Iron Dwerrow: Called also Black Dwerrow. Living in hill-forts on murky moors and hill-country, the Iron Dwerrow are a remnant of the older Dwarf cultures, now largely supplanted by Hill and Mountain Dwerrow who have had more contact with Men and through that contact have become more 'civilized' in their ways. Iron Dwerrow work mostly with copper, bronze and iron and are well known for tattooing their skin with midnight-blue patterns (+1 Fortitude).
Hill Dwerrow: Called also Brown Dwerrow. Many Dwerrow long since left behind their strongholds in the mountains and now travel and work in the lands of men, sometimes wandering as traders from town to town, sometimes living as a community alongside Men. Their skill is chiefly in steel, tin and alloys of metals. (+1 Worldliness).
Mountain Dwerrow: Called also White Dwerrow. Among the clans and tribes of Dwerrow who were cast out of their strongholds during the ancient wars with dragons and goblins were some that wandered, found new homes and dug deep into them, making vast new mansions beneath the earth. The skill of the Mountain Dwerrow lies chiefly in stonemasonry, gold and silversmithing, jewel-cutting and the working of dwarf-silver (+1 Craft).
Elves
High Elves: Remote, poetic, eternal and chnagless to the point of arrogance, the High Elves consider themselves the greatest of the peoples of the world, and those among Elves who have kept closest to the ancient paths set for them (+1 Lore).
Grey Elves: Those who love the sea, the shore, the foam of the waves and the ocean under starlight. The Grey Elves are navigators, traders and sea-wanderers above and beyond the skill of all other peoples of the world (+1 Wayfaring).
Sylvan Elves: The wilder cousins of the elven peoples who live in hills, woods and plains. Sylvan Elves are no less civilized than their cousins, but are lustier, more loving of good food and wine, fierier in their emotions and less formal in their ways (+1 Ranging).
Half-Orcs
Goblin-Men: Smaller, scrawnier and sharper of features than other half-orcs, goblin-men have a heritage of mixed cave-goblin and human ilk. Goblin-Men are too bent and bow-legged to pass for human, and when living in and among humans, Goblin-Men generally have to cowl themselves under cloak and hood (+1 Evade).
Man-Orc: The issue of orcs of war and men. Man-Orcs are taller and straighter of back than orcs, but have an uncanny, almost feline facial structure that makes them only occasionally able to pass for men (+1 Fighting).
Troll-Blood: Not actually a half-troll, but those creatures whose goblin antecedents have mixed with trolls as well as men. Troll-Bloods are often huge, for a human, reaching seven, sometimes eight foot in height with great brawn and power of stature. They suffer a little from the dull wit of trolls, though not so much as to make them subhuman in intellect (+2 Fighting, +1 Fortitude, -1 Lore, -1 Wit).
Languages
Common: Known to all races. Used by Halflings and most Men as their cradle-tongue.
Dwarf: Secret tongue of dwarfs and known only to dwarfs.
Elf: High-Elf, Grey-Elf and Sylvan: Each elf kind has their own language and speak that tongue as well as High-Elven.
Orcish: Known to Half-Orcs.
Descended Powers: Gain two languages in addition to Common.
Step Two: Class
A class defines the previous experience and life-path that your Character has already taken up to the point where game-play begins. Classes have a dramatic effect on the sorts of skills, talents and powers that your Character starts play with, but exert less influence as the game proceeds. Classes allow for a short-hand, generalized and quicker sort of Character creation, and although there has been a feeling in roleplaying circles for some time that Classes can over-restrict Player options, they have advantages too. Mostly, the limiting nature of classes can be over-come through providing enough additional options to add colour and uniqueness to a Character, or on the other hand their restrictive nature can be seen as an inherent advantage in itself--Classes inherently confer niche-protection--a thing that most classless systems do poorly.
Class Bonuses: Each Class has a special talent or 'bonus' that helps set it apart from others. Bards and Lorekeepers have the ability to work magical enchantments, but most of the other Classes get talents that they can invoke by spending a point of Stamina, indicated by (1 Sta.) at the end of the Class Bonus description.
Restrictions: Most Player Races are resticted to only some of the available classes. D Dwarf. E = Elf. H = Halfling. H-O = Half-Orc. M = Man. Descended Powers have the same classes restrictions as Men.
Armiger
There are some who fight with nimbleness and careful swordsmanship, but this is not the Armiger. The Armiger is a heavy warrior, used to fighting under iron and leather in the heat of the affray, bringing down a lethal blow with a war-cry.
Races: D / H-O / M
Treasure: 100 silvers
Skill: +1 Fighting
Bonus: +2 wound rank for one attack (1 Sta.)
Extra items: Scale armour (+2), Helm (+1), Axe (Severe)
Bard
A jack-of-all trades adventurer. The Bard has some skill in thievery, fighting and even a very little magic. A Bard is usually something of an opportunistic character, wandering from town to town looking for ways and means to get a little further ahead in whatever 'quest' happens to have taken their fancy.
Races: E / M
Treasure: 80 silvers
Skill: +1 Thievery
Bonus: Can cast Lesser Magic Spells (see below)
and +1 wound rank for one attack (1 Sta.).
Extra items: Leather armour (+1), Brand (short sword; Minor)
Champion
The hero of bright renown, the champion of a people, the warrior-knight par-excellence, vanquisher of foes and creatures of the dark places of the earth. Champions are that sort of hero who prefers the daring fight to the lumbering one. They are soldiers of quickness and deftness, the cultured, cultivated warrior.
Races: D / E / M
Treasure: 150 silvers
Skill: +1 Fighting
Bonus: Attack X times in a round, where X=Quickness. Reduce all wounds inflicted by one rank (1 Sta.).
Extra items: Scale armour (+2), Glaive (long sword; Moderate)
Crafter
The magic-makers and the charm-crafters of the world. The Crafter is the smith whose arts smith magic into the tools, weapons and devices of the mighty. Most Crafts will have deep roots in a community, a town or a city, but will travel, often to bring their crafts to those who are in need or those who can pay, depending on the nature of the Crafter. The arts of Crafting, however, also require certain elements and sometimes that a thing be Crafted in a place or at a time or under the right alignment of stars, and this too can force the Crafter abroad.
Races: D / E
Treasure: 200 silvers
Skill: +1 Craft
Bonus: Lorecrafting and Willcrafting: Can make Masterwork or Enchanted items with appropriate time and materials.
Extra items: Craftsmen's Tools and Roll twice on Random Treasure Table
Folk-Hero
The serendipitous hero, the champion of common origins, but uncommon bravery. The Folk-Hero never wants to be grand or glorious, famous or daring, but finds these things thrust upon them. Folk-Heroes share, if nothing else, a sense of what is right and what is wrong and what is good, common sense. Against their own good, the Folk-Hero will not be able to stand by and watch injustice or suffering but will act in their hopeful way to help.
Races: H / M
Treasure: 40 silvers
Skill: +1 Charm
Bonus: Change a failed roll to a success (1 Sta.).
Extra items: Sling and stones (Minor) and Roll once on Random Treasure Table
Guardian
The protector of the weak and the defender of the helpless. The Guardian is the most stalwart of warriors, ready to withstand an onslaught of attack and only wade deeper into the affray. Slow and steady soldiers, Guardians rely on their ability to absorb and evade injury, grinding their opponents down over time.
Races: D / H-O / M
Treasure: 100 silvers
Skill: +1 Fortitude
Bonus: Increase natural AR by 3 (passive). As long as you are on foot you can choose to guard another character. Melee attacks cannot be directed against a guarded character, and no can the character make melee attacks. Guarded characters can, however, use ranged weapons or magic, and similarly, they can be targeted by ranged weapons and magic.
Extra items: Scale armour (+2), Helm (+1), Shield (+1) Glaive (Moderate)
Huntsman
Trackers, archers and hunters of the woods and mountains wild. The Huntsman or Huntress is the survivor and warrior of the forests. They are able to near-vanish wherever the leaves are green and hone their skills of tracking to the point of preternatural talent.
Races: E / M
Treasure: 50 silvers
Skill: +1 Ranging
Bonus: Hide perfectly in wilderness (1 Sta.).
Extra items: Bow (Moderate), Quiver and 12 arrows, Helm (+1), Furs (+1)
Loremaster
Magic is a subtle thing. Indeed, what others mistake for 'magic', you know to be the arts and crafts of those persons who understand the deeper meanings of things. There is nothing supernatural about magic at all--magic is imminently natural, it is the use and where darker magic is involved, the abuse, of the secret laws of nature.
Races: E / M
Treasure: 120 silvers
Skill: +1 Lore
Bonus: Character can cast magic spells (see below).
Extra items: Roll once on Random Treasure Table
Rogue
Not all warriors are honourable, and not all soldiers fight with heavy arms and under the burden of heavy armour. Rogues are the ruffians, thieves, brigands and tricksters of the world, preferring a victorious fight to a fair one.
Races: H-O / M
Treasure: 80 silvers
Skill: +1 Evade
Bonus: Automatically dodge an attack (1 Sta.).
Extra items: Leather armour (+1), brand (short sword; Minor), dagger (Minor)
Sneakthief
The sneakthief is the thief who steals not by force, but by stealth and misdirection. If anything, a sneakthief may be abhorred by violence, considering thievery to be far worse the lesser of two evils.
Races: H / H-O / M
Treasure: 80 silvers
Skill: +1 Thievery
Bonus: Hide perfectly in shadows or dark (1 Sta.).
Extra items: Thief's tools, dagger (Minor)
Warder
Wards of the land, patrollers of the wild-lands and keepers of the peace when they can, warriors for the free-peoples when they must. Warders range the lands, hunting out the forces of darkness and meeting with them. Where other fighters are primarily duellists, the Warder, by their lonely nature and few numbers are often forced to fight against overwhelming odds and excel at holding off multiple opponents.
Races: H / H-O / M
Treasure: 80 silvers
Skill: +1 Archery
Bonus: No penalty fighting multiple opponents (passive).
Extra items: Scale armour (+2), Leather cloak (+1), Glaive (long sword; Moderate)
Multi-Classing: Allowed at the Gamesmaster's discretion. If you Multi-Class you gain the bonuses for each Class you take, but have to pick an additional Motive for each class past the first (i.e. 2 Classes = 2 Motives). To advance a Level you need to satisfy the tasks for all your Motives.
Random Treasure Table
1 Old Iron Dagger: Glows when undead are near. Can harm undead (Minor).
2 Bow, quiver and 12 arrows
3 Shield of Iron-Bound Ash: +4 AR
4 Pipe and pipeweed: Restores 10 Power, can be portioned out
5 Potion of Prowess: Restores 10 Toughness, can be portioned out
6 Black arrow: Automatic hit when fired from a bow and +1 Wound Level
7 Hefty Dwarven Axe: (Severe)
8 Bright Glaive of War: (Long sword, Moderate)
9 Hauberk of Bright Mail: +3 AR
10 Horn of War: Enemies who have not yet taken an action have their turns moved to end of the round during battle when horn is blown (1 Sta.)
11 Elven cloak: (+1 AR) Allows wearer to Hide in Wilderness (1 Sta.)
12 Herbal remedy: Cures poison five times, can be provisioned out.
13 Herbal remedy: Cures poison five times, can be provisioned out.
14 Moonsilver Dagger: Capable of harming enchanted creatures (Moderate)
15 Mail of Fine Mesh: Shirt of silvery metal armour. Very light (+3 AR)
16 Elf-made sword: Glows when orcs and goblins are near (Severe)
17 Wearisome Boots: Allow you to walk all day without tiring
18 Gold brooch: Cloak brooch worth 250 silver coins
19 Healing salve: Salve that will heal 5 wounds that can be portioned out
20 Healing waters: Potion that will heal 10 toughness that can be portioned out