Backgrounds

Clan Dwarf

If you choose to play a Clan Dwarf, adjust you character as follows:

  • Add 1 to your Constitution and subtract 1 from your Communication. Dwarves are tough and sturdy but isolated and reserved in their dealings with others.
  • Set your speed as 8 + Dexterity
  • You have Dark-vision. Dwarves can see in the dark up to 20 yards. Dark-vision is black and white.
  • You get Focus Perception (Stonework) and Focus Perception (Metalwork). Dwarves are uniquely familiar with stonework and metalwork.

Roll 2d6 twice on the table bellow and get the benefits that match your results.

Roll (2d6) Benefit
2 +1 Strength
3-4 Magic resistant: +1 versus Magic
5 +1 attack and defence versus Orcs
6 Focus: Strength (Axes) or Strength: (Bludgeons)
7-8 +1 Defence bonus versus Orcs
9 Focus Strength (Stability)
10-11 Resilient: +1 natural armour
12 +1 Willpower

Kurgun Dwarf

If you choose to play a Kurgun Dwarf, adjust you character as follows:

  • Add 1 to your Constitution and subtract 1 from your Communication. Dwarves can see in the dark up to 20 yards. Dark-vision. is black and white.
  • Set your speed as 8 + Dexterity.
  • You have Dark-vision. Dwarves can see in the dark up to 20 yards. Dark-vision is black and white.
  • You get Focus Strength (Climbing). Kurgun dwarves are natural climbers.

Roll 2d6 twice on the table bellow and get the benefits that match your results.

Roll (2d6) Benefit
2 +1 Strength
3-4 Magic resistant: +1 versus Magic
5 +1 attack and defence versus Orcs
6 Focus Strength (Axes) or Strength (Bludgeons)
7-8 +1 Defence bonus versus Orcs
9 Focus Strength (Stability)
10-11 Resilient: +1 natural armour
12 +1 Willpower

Caransil (Wood Elves)

If you choose to play a Wood Elf, adjust you character as follows:

  • Add 1 to your Dexterity and substract 1 from your Constitution.
  • Set your speed as 12 + Dexterity.
  • You have low-light vision.
  • You get weapon proficiency with bows.

Roll 2d6 twice on the table bellow and get the benefit that matches your result.

Roll (2d6) Benefit
2 +1 Perception
3-4 Focus Perception (Searching)
5 Focus Strength (Climbing) and Dexterity (Balance) when climbing trees.
6 Focus Perception (Seeing)
7-8 Natural Channellers: Gain the Innate Magic Talent and those who gain the Magecraft Talent have 2 bonus spell energy points.
9 Weapon Proficiency: Swords
10-11 1 extra Focus
12 Focus Dexterity (Initiative)

Danisil (Jungle Elves)

If you choose to play a Jungle Elf, adjust you character as follows:

  • Add 1 to your Dexterity and subtract 1 from your Constitution.
  • Set your speed as 12 + Dexterity.
  • You have low-light vision.
  • You get weapon proficiency with bows and sepi.
  • Spirit Foes: You get Focus: Dexterity (Stealth) in natural settings and +1 bonus on checks versus spells against Outsiders.

Roll 2d6 twice on the table bellow and get the benefits that match your results.

Roll (2d6) Benefit
2 +1 Perception
3-4 Focus Perception (Searching)
5 Focus Strength (Climbing) and Dexterity (Balance) when climbing trees.
6 Focus Perception (Seeing)
7-8 Natural Channellers: Gain the Innate Magic Talent and those who gain the Magecraft Talent have 2 bonus spell energy points.
9 Focus Dexterity (Initiative)
10-11 Dual Weapon Style talent with Sepi
12 +1 Magic

Erunsil (Snow Elves)

If you choose to play a Snow Elf, adjust you character as follows:

  • Add 1 to your Dexterity and subtract 1 from your Constitution.
  • Set your speed as 12 + Dexterity.
  • You have low-light vision.
  • You get weapon proficiency with bows and Snow Elf fighting knives.
  • You get the Dual Weapon Style Talent with Snow Elf fighting knives.

Roll 2d6 twice on the table bellow and get the benefit that matches your result.

Roll (2d6) Benefit
2 +1 Perception
3-4 Focus Perception (Searching)
5 Focus Strength (Climbing) and Dexterity (Balance) when climbing trees.
6 Focus Perception (Seeing)
7-8 Natural Channellers: Gain the Innate Magic Talent and those who gain the Magecraft Talent have 2 bonus spell energy points.
9 Focus Constitution (Cold)
10-11 Item: Icewood Bow
12 Focus Dexterity (Initiative)

Miransil (Sea Elves)

If you choose to play a Snow Elf, adjust you character as follows:

  • Add 1 to your Dexterity and subtract 1 from your Constitution.
  • Set your speed as 12 + Dexterity.
  • You have low-light vision.
  • You get weapon proficiency with bows nets and spears.

Roll 2d6 twice on the table bellow and get the benefit that matches your result.

Roll (2d6) Benefit
2 +1 Perception
3-4 Focus Perception (Searching)
5 Focus Strength (Climbing) and Dexterity (Balance) when climbing trees.
6 Focus Perception (Seeing)
7-8 Natural Channellers: Gain the Innate Magic Talent and those who gain the Magecraft Talent have 2 bonus spell energy points.
9 Focus Constitution (Swimming) or Focus Strength (Swimming)
10-11 Weapon Proficiency: Nets
12 Focus Dexterity (Initiative)

Human, Dorn

If you choose to play a Dorn, adjust you character as follows:

  • Add 1 to your Strength and subtract 1 from your Cunning. Dorns are larger and stronger than most humans. They value tradition, including knowledge and craft that has been proven over time, but this means they are often set in their ways and slow to embrace new ideas.
  • Set your speed as 10 + Dexterity.
  • You get a +1 bonus on attack when fighting in groups of 5 or more Dorns.

Roll 2d6 twice on the table bellow and get the benefits that match your results.

Roll (2d6) Benefit
2 +1 Dexterity
3-4 Focus Strength (Heavy Blades)
5 Focus Communication (Intimidation)
6 Focus Strength (Might)
7-8 1 extra Talent
9 Focus Constitution (Stamina)
10-11 1 extra Focus
12 +1 Constitution

Human, Urban Sarcosan

If you choose to play a Urban Sarcosan, adjust you character as follows:

  • Add 1 to your Communication and subtract 1 from your Cunning and your Perception.
  • Set your speed as 10 + Dexterity.
  • You get Focus: Communication (Persuasion) and Focus: Communication (Deception)

Roll 2d6 twice on the table bellow and get the benefits that match your results.

Roll (2d6) Benefit
2 +1 Dexterity
3-4 1 extra Focus
5 Focus Communication (Diplomacy)
6 1 extra Talent
7-8 Focus Dexterity (Light Blades)
9 Focus Dexterity (Reflex)
10-11 Focus Perception (Sense Motive)
12 +1 Constitution

Human, Plains Sarcosan

If you choose to play a Plains Sarcosan, adjust you character as follows:

  • Add 1 to your Communication and subtract 1 from your Cunning and Perception.
  • Set your speed as 10 + Dexterity.
  • You get Focus: Communication (Animal Handling) and Focus: Dexterity (Riding).

Roll 2d6 twice on the table bellow and get the benefits that match your results.

Roll (2d6) Benefit
2 +1 Dexterity
3-4 1 extra Focus
5 Focus Perception (Sense Motive)
6 Focus Dexterity (Light Blades)
7-8 Mounted Archery talent
9 Focus Dexterity (Reflex)
10-11 1 extra Talent
12 +1 Communication

Human, Erenlander

If you choose to play an Erenlander, adjust you character as follows:

  • Add 1 to any one ability and subtract 1 from any other ability.
  • Set your speed as 10 + Dexterity.
  • Get 1 extra Talent.
  • Get 1 extra Focus.

Roll 2d6 twice on the table bellow and get the benefits that match your results.

Roll (2d6) Benefit
2 +1 Communication
3-4 1 extra Focus*
5 Focus Constitution (Swimming)
6 +1 Dexterity
7-8 1 extra Talent*
9 Focus Cunning (Craft)
10-11 Focus Communication (Diplomacy)
12 +1 Willpower
*This is in addition to the one all Erenlanders get.

Gnomes

If you choose to play a Gnome, adjust you character as follows:

  • Add 1 to your Communication and subtract 1 from your Strength.
  • Set your speed as 8 + Dexterity.
  • You get Focus: Communication (Bargaining)

Roll 2d6 twice on the table bellow and get the benefits that match your results.

Roll (2d6) Benefit
2 Focus: Communication (Persuasion)
3-4 Focus: Communication (Investigation)
5 Weapon proficiency: Hand crossbow
6 Focus: Constitution (Stamina)
7-8 +1 Communication
9 Focus: Strength (Swimming) OR Constitution (Swimming)
10-11 Focus: Cunning (Navigation)
12 Focus: Cunning (Forgery)

Halfling, Agrarian

If you choose to play an Agrarian Halfling, adjust you character as follows:

  • Add 1 to your Dexterity and subtract 1 from your Strength.
  • Set your speed as 8 + Dexterity.
  • You get Focus: Perception (Seeing).

Roll 2d6 twice on the table bellow and get the benefits that match your results.

Roll (2d6) Benefit
2 Focus: Strength (Climbing)
3-4 Focus: Willpower (Courage)
5 Focus: Strength (Jumping)
6 Focus: Dexterity (Stealth)
7-8 Magecraft OR Focus: Constitution (Stamina) and 1d6 extra HP
9 Focus: Perception (Searching)
10-11 Natural Mage: Innate Magic Talent
12 Focus: Cunning (Healing)

Halfling, Nomadic

If you choose to play a Nomadic Halfling, adjust you character as follows:

  • Add 1 to your Dexterity and subtract 1 from your Strength.
  • Set your speed as 8 + Dexterity.
  • You get Focus: Perception (Seeing).

Roll 2d6 twice on the table bellow and get the benefits that match your results.

Roll (2d6) Benefit
2 Focus: Strength (Climbing)
3-4 Focus: Willpower (Courage)
5 Focus: Strength (Jumping)
6 Focus: Dexterity (Stealth)
7-8 Magecraft OR Mounted Combat Talent
9 Focus: Perception (Searching)
10-11 Natural Mage: Innate Magic Talent
12 Focus: Dexterity (Riding)

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Backgrounds

An Age of Midnight AlexTsr AlexTsr