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===COMMON FOLK=== '''Dwarf'''[[File:IK.DwarfRhule.jpg|200px|right]] Western Immoren has been the home of both men and dwarves since before written history, when only word of mouth and song recorded their deeds. Dwarves or the Rhulic-Folk in their own tongue are short (average around four and a half feet tall) but heavy set (average around 150 lbs.) humanoids with males wearing thick beards from a very young age. They settled in the northern mountains and assembled into a single nation long before Humans had risen from 'barbarism'. '''Fast Healer''' [2] as Edge (SWAE pg. 39) '''Healthy''' [1] +2 Vigor rolls vs. diseases and poisons. '''Short Legs''' (Major) [-2] Pace 4, Run d3+1 and -2 to Athletics when jumping or swimming tests, and -1 to the Ride skill. '''Stout''' [2] base Vigor of d6 and maximum starting d12+1 '''Thermal Vision''' [1] one-half, round up, darkness penalty including total darkness (max -2) and against invisible living targets. ''Starting Languages'': one-half Smarts die (one must be Rhule/Dwarf) '''Elf, Ios'''[[File:IK.ElfIosan.jpg|200px|right]] Nearly all of the elves of western Immoren hail from Ios. They are doomed people or so they believed. They live in a solitary kingdom, focusing inwardly on their plight, which is intimately tied to the slow death of their goddess Scyrah, the last of their once mighty pantheon. Iosan elves are tall and thin compared to humans, whom find these fey-folk as attractive and alluring. '''Bright''' [2] base Smarts d6 and maximum starting of d12+1 '''Elf Looks''' (Unnaturally Beauty) [1] add +1 to Persuasion. '''Long Stride''' [1] base Pace to 8. '''Quirk''' (Minor) Minor Arrogance [-1] tend to see Elves and Elven items, culture, etc. as superior to all others; can impose a -1 Persuasion in situations and must always purchase the “best” (increase the price on goods including food, weapons & armor, by +10% or 20% minimum). '''Twilight Vision''' [1] no darkness penalty for dim or dark, only in total darkness (then -4) ''Starting Languages'': one-half Smarts die (one must be Ios/Elf) '''Elf, Nyss'''[[File:IK.ElfNyss.jpg|200px|right]] The elusive elves called the Nyss are even more mysterious then their distant Iosan kin. Very little is known of the ‘winter elves’ as they kept to their secrets viciously and see non-Nyss as invaders at best and as non-sentient and unworthy of even life at worst. '''Agile''' [2] base Agility d6 and maximum starting of d12+1 '''Cold Adaption''' [1] gain +4 to resist cold effects or +4 to Toughness vs. cold attacks, damage or environmental conditions. '''Elf Looks''' (Unnaturally Beauty) [1] add +1 to Persuasion '''Long Stride''' [1] base Pace of 8 '''Outsiders''' (Minor) [-1]: as Flaw, Nyss Elves do not get along with non-Nyss, including their Ios cousins. '''Twilight Vision''' [1] no darkness penalty for dim or dark, only in total darkness (then -4) '''Weakness''' (Minor) Fire/Heat [-1]: suffer -4 to their trait rolls or Toughness scores vs. fire and heat attacks or environmental effects. ''Starting Languages'': one-half Smarts die (one must be Nyss/Elf) '''Goblin, Gobber and Borgin''' [[File:IK.GoblinGobber.jpg|200px|right]] Goblins within the kingdoms are commonly separated into two groups, gobbers and borgin. Gobbers are widespread and a notable wayfaring folk found nearly anywhere humans are found. Borgin are more savage and tend to be tribal in nature who avoid humanity. Gobbers are intelligence and inquisitive and have taken to the technology of humanity. '''Agile''' [2] base Agility of a d6 and maximum starting of a d12+1 '''Keen Eyesight''' [1] gain +2 to Notice skill checks with Sight. '''Outsider''' (Minor) [-1] as Flaw, most people seem them as public nuisances at best and not trustworthy troublemakers '''Small''' [-1] as Minor Flaw. '''Sneaky''' [1] base ''Stealth'' skill of a d6 and a maximum of d12+1 '''Thermal Vision''' [1] one-half, round up, darkness penalties including total darkness (max -2) and against invisible living targets. '''Tinkers''' or '''Survivalist''' [1] Goblins gain either a +1 to their ''Mechanika'' (Boggers) or ''Survival'' (Borgin) skill checks (player’s choice) ''Starting Languages'': one-half Smarts (one must be Molgur/Gob) '''Human'''[[File:IK.Humans.jpg|200px|right]] The Iron Kingdoms are the lands of humanity, first and foremost. They are by far the most numerous folk in the region, and it is their struggles, wars, and history which have shaped this land. The humans of the Iron Kingdoms are a varied and hardy cross selection of cultures, all arising from ancient tribes of warlike peoples who have lived, loved, fought and died in the region since before recorded history. The bulk of their history is filled with endless strife and battle, and the relative calm of the last few centuries is unusual '''Adaptive''' [2]: bonus Edge for Free, must still qualify '''Versatile''' [2] two additional base Skill points (17 base total) ''Starting Languages'': one-half Smarts die (one must be a Native language) '''Human Cultures''' : *'''Khard''': Hailing originally from the frozen tundra of the northern wastes, they were once great horse lords and raiders who migrated down into the central Khard plain region thousands of years ago. They still are considered master riders and horse breeders. Today they dominate the Khadoran Empire. Very common skills include Intimidate and Riding. :''Languages'': Khadorian (native), but also many learn Cygnaran, Khurzic, Llaeless, Ordic, and Rhulic. : *'''Kossite''': Hailing from the great mountain valleys of northern Khador. They are often savage and proud. Common skills include Athletics and Survival. :''Languages'': Khadorian (native), but also many learn Cygnaran, Khurzic, Llaeless, Ordic, and Rhulic. : *'''Ryn''': This cultured is often seen as arrogant and its peoples of Llael are a mix of southern culters of man that migrated northeast into the fertile valleys south of Rhule and west of Ios. Common skill include Intimidate and Taunt. :''Languages'': Llaeless (native), but also many learn Cygnaran, Khadorian, Khurzic, Ordic and Rhulic : *'''Skirov''': mountain dwellers whom are very independent and religious people. Common skills include Athletics and Survival. :''Language'': Khadorian (native), and Urnyak are common. Also Cygnaran and Ordic. : *'''Umbrean''': a very minor ethnic group of eastern Khador and northern Llael, they are horse masters and often seen as barbarians. Common skills include Riding and Survival. :''Languages'': Khurzic (native), but also Cygnaran, Khadorian, Llaeless, Ordic and Rhulic : *'''Midlunder''': the domain culturak group of northern Cygnar, they are a practical and down to earth type. Common skills include Common Knowledge and Persuasion. :''Languages'': Cygnaran (native), and for travelers a mix of Khadorian, Llaeless, Ordic and Rhulic. As their bonder is also up against Ios, there are a few whom also know Iosan Elf : *'''Morridane''': ancient cultural group of the central Tordor highlands, the Morridanes lives in the forests and swamps that dominate these lands. Common skills include Athletics, Stealth and Survival. :''Languages'': Cygnaran (native) and Caspian, Khadorian, Khurzic, Llaelese, Molgur (Trollkin Dialect) and Ordic. : *'''Thurian''': dominate ethnic cultural group of Ord, the Thurians are sharp-witted with more than and touch of roguish running through their people. Common skills include Intimidate, Persuasion and Taunt. A high number of those with the spark of magic within them. :''Languages'': Ordic (native) and Caspian, Cygnaran, Khadorian, Khurzic, Llaelese, Molgur (any), Rhulic. : *'''Tordoran''': now a minority within Ord they were the original rulers of the nation and don’t like people forgetting it. Common skills include Intimidate and Taunt. :''Languages'': Ordic (native) and Caspian, Cygnaran, Khadorian, Khurzic, Llaelese, and Rhulic. : *'''Caspian/Sulese''': dominate ethnic group of south and central Cygnar. Common skill include Persuasion. :''Languages'': Cygnaran (native), and Caspian, Khadorian, Khurzic, Llaelese, Ordic, and Rhulic. : *'''Idrian''': sharing much Caspian and Sulese cultures, the people of the Protectorate of Menoth are extremely religious and intolerant of the ‘younger’ religion of their northern brethren. Common skills include Academics and Intimidate. :''Languages'': Cygnaran (native) and Caspian, Khadorian, Khulzic, Molgur (any dialect). : *'''Scharde''': the barbaric peoples of the Cryx, the Scharde Islands and the islands of the Broken Coasts. These savage folk they are often recognized by their tattoos and extensive piercing, and fear from their dragon headed raiding ships and their unsavory habit of eating part of those they have killed in combat. Common skills include Athletics, Boating, Fighting and Intimidate. :''Languages'': Scharde (native), others include Cygnaran, Molgur (any), Khadorian, or Ordic. '''Ogrun'''[[File:IK.ogrun3.jpg|200px|right]] Ogrun are easily the largest f the enlightened (civilized?) folk, and while their society may be a bit backward and disorganized by others standards, they live by an inspiring code of honor. Most Ogrun have sworen their allengence to the dwarfs of Rhule but a few wander the southlands. '''Big''' [-2] Ogrun are around 8 feet tall and weigh around 350 lbs. They suffers a -2 to all checks when using gear not built for their size. Increase the cost of armor, clothing, specialized firearm triggers, etc. by 100% to eliminate penalty. '''Dim''' [-2] Ogrun are very direct and not subtle but this also means they don't really understand subterfuge or riddles. They suffer a -1 to all Smarts trait tests. '''Long Legs''' [1]: base Pace 8 '''Non-Arcane''' [-1] The spark of arcane magic was never granted to Ogrun. They cannot take any Arcane Background: Arcane edge. Also suffer a -1 to all Trait rolls to resist hostile Arcane magic and for others whom try to cast beneficial arcane magic on them (not divine magic). '''Size +3''' [3] +3 to Toughness, +1 to Intimidate but -1 to Stealth. '''Thermal Vision''' [1] one-half, round up, darkness penalty including total darkness (max -2) and against invisible living targets. '''Very Strong''' [4]: base Strength d8, max starting d12+2 ''Starting Languages'': one-half Smarts die (one must be Molgur/Og) '''Trollkin'''[[File:IK.Trollkin.jpg|200px|right]] Savage trolls once roamed across the forests and plains of Western Immoren, but as time passed they assembled into tribes, which branched into clan families, and soon enough started trading and living among others. Trolls come in a wide variety of shapes, sizes and eating habits. The latter is perhaps the greatest rationale that sets trollkins apart from other trolls, allowing the other folk of Western Immoren to experience their personalities firsthand without fear of becoming their next meal. '''Clumsy''' [-2] Trollkin are not known for their grace and they suffer a -1 to Agility trait checks. '''Heritage''' [2] most Trollkin have Arcane Resistance as a racial trait, but there are a few rare members of the race who start with one Arcane Background (and most are also albinos and are either Fell Callers or Sorcerers). Player’s choice. '''Outsider''' (Minor) [-1] as Flaw, Trollkin generally stick with their own tribes and own kind. '''Size +1''' [1] +1 to Toughness '''Slow Regeneration''' [3] Trollkin have extraordinary healing abilities. Make a healing check every day (at no penalties) and can regrow or regain the use of a permanently damaged limb in 2d4+1 weeks or a minor appendage like a finger in 1d4 days. '''Stout''' [2] base Vigor of a d6 and a maximum starting d12+1 '''Ugly''' [-1] as Minor Hindrance. Trollkin share the physical appearance of savage trolls. As such most other races find them unattractive if not monsterous in appearance. ''Starting Languages'': one-half Smarts die (one must be Molgur/Thul)
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