Afsaana - Crossroads of the World
Custom Backgrounds
Antivan Wayfarer (Antiva)
While technically a monarchy, Antiva is really ruled by its merchant princes. It is famous for its merchants and sailors, though Antivans also excel at dirty fighting. And so Antiva is home to the most notorious guild of assassins, thieves and spies in Thedas: the House of Crows. Since Antivans trade all over Thedas, they are frequently found in port cities and other commercial centers. The Crows, too, export their services. They are valued for their skill, discretion and professionalism.
Stats:
- Add +1 to your Communication ability
- Choose Communication (Bargaining) or Cunning (Navigation)
- You can speak and read Antivan and the Trade Tongue
- You are a human
- Choose a class: rogue or warrior
- Spend 3 points on abilities or focuses. Choosing an ability costs 2 points, choosing a focus costs 1 point:
- Abilities: +1 Cunning, +1 Dexterity, +1 Perception
- Focuses: Cunning (Evaluation), Communication (Seduction), Communication (Persuasion), Dexterity (Initiative), Perception (Hearing)
Arlathan Scholar (Arlathan Forest)
What once used to be the capitol of the elves, Arlathan now is a secret center of study, training and worship. Hidden deep in the woods and far away from their former temples and buildings, this tribe studies the arcane: the Fade, creation magic and primal spells. Its Keeper also teaches the young about their history and the heroes of their people. – Their mages are called First or Second, depending on their rank in the clan.
Stats:
- Add +1 to your Cunning ability
- Choose Communication (Etiquette) or Cunning (Research)
- You can speak and read Elvhen and the Trade Tongue
- You are an elf
- Choose a class: mage, rogue or warrior
- Spend 3 points on abilities or focuses. Choosing an ability costs 2 points, choosing a focus costs 1 point:
- Abilities: +1 Communication, +1 Dexterity, +1 Perception
- Focuses: Cunning (Writing), Cunning (Historical Lore), Dexterity (Calligraphy), Magic (Creation), Willpower (Self-Discipline)
Avvarian Hillsman (Frostback Mountains)
The Avvar are a rugged people, who make their home in the Frostback Mountains. Their skill at falconry as well as their continued raiding of the lowlands have made them infamous throughout Thedas. Avvar are independent, proud and stubborn and think the other human cultures weak and corrupt. Their (hedge) mages are called shamans.
Stats:
- Add +1 to your Strength ability
- Choose Communication (Animal Handling) or Strength (Climbing)
- You can speak and read Alamarri and the Trade Tongue
- You are human
- Choose a class: mage, rogue or warrior
- Spend 3 points on abilities or focuses. Choosing an ability costs 2 points, choosing a focus costs 1 point:
- Abilities:+1 Constitution, +1 Dexterity, +1 Willpower
- Focuses: Communication (Gambling), Constitution (Stamina), Dexterity (Brawling), Strength (Intimidation), Strength (Might)
Beresaad (Seheron)
The qunari do not have a dedicated group of diplomats. Instead they have the Beresaad, the vanguard of the qunari people. The Beresaad are soldiers, and they view the world as such. They are trusted to go into foreign lands and deal with other races. Sometimes these are formal diplomatic missions, but in other instances the Arishok sends them to do intelligence work or investigate specific aspects of foreign cultures.
Stats:
- Add +1 to your Strength ability
- Choose Cunning (Qun) or Strength (Intimidation)
- You can speak and read Qunlat and the Trade Tongue
- You are a qunari
- Choose a class: rogue or warrior
- Spend 3 points on abilities or focuses. Choosing an ability costs 2 points, choosing a focus costs 1 point:
- Abilities: +1 Constitution, +1Cunning, +1 Strength
- Focuses: Communication (Leadership), Constitution (Stamina), Cunning (Historical Lore), Cunning (Military Lore), Strength (Might)
- Special: You suffer a -1 penalty on all ability tests to resist spells and other magical effects, such as magic item powers
Brecilian Strider (Brecilian Forest)
The elves in this forest pride themselves on living independently and apart from
other elven tribes. They are suspicious of anyone entering their forest and do their best to get them to leave. To that end, they often engage the help of local animals and beasts. Not everyone wants to live in seclusion, however, and so it is not uncommon for younger members of the clan to leave the forest to explore the world outside of their motherland.
Stats:
- Add +1 to your Willpower ability
- Choose Cunning (Natural Lore) or (Strength (Might)
- You can speak Elvhen and speak and read the Trade Tongue
- You are an elf
- Choose a class: rogue or warrior
- Spend 3 points on abilities or focuses. Choosing an ability costs 2 points, choosing a focus costs 1 point:
- Abilities: +1Communication, +1 Cunning, +1 Perception
- Focuses: Communication (Animal Handling), Dexterity (Acrobatics), Dexterity (Bows), Perception (Seeing), Willpower (Courage)
Chasind Wilder (Korcari Wilds)
This independent Alamarri tribe lives in the swamps of the Korcari Wilds, their poisoning, tracking and trapping skills known throughout Ferelden. They are an enigmatic people with shamanistic traditions and a great respect for magic. The Chasind prefer to stay in the shadows of the Wilds and leave them only when they must. They live in houses built on stilts and do some trading with other tribes in the south of Ferelden. – Their (hedge) mages
are called witches.
Stats:
- Add +1 to your Dexterity ability
- Choose Dexterity (Stealth) or Magic (Primal)
- You can speak and read Alamarri and the Trade Tongue
- You are a human
- Choose a class: mage, rogue or warrior
- Spend 3 points on abilities or focuses. Choosing an ability costs 2 points, choosing a focus costs 1 point:
- Abilities: +1 Constitution, +1 Cunning, +1 Magic
- Focuses: Cunning (Natural Lore), Dexterity (Brawling), Dexterity (Traps), Perception (Tracking), Strength (Jumping)
Ciriane Adventurer (Southern Orlais)
The Ciriane are a loosely defined and culturally rich people. They like celebrations as well as wine, and most of them are great story tellers. Many young Ciriane turn to adventuring to make a reputation for themselves, or to explore a world they have never seen. A deeply romantic people, the Ciriane make the best of life and what it gives them. Their (hedge) mages are called soothsayers.
Stats:
- Add +1 to your Communication ability
- Choose Communication (Etiquette) or Communication (Performance)
- You can speak and read Ciriane and the Trade Tongue
- You are a human
- Choose a class: mage, rogue or warrior
- Spend 3 points on abilities or focuses. Choosing an ability costs 2 points, choosing a focus costs 1 point:
- Abilities: +1 Cunning, +1 Magic, +1 Willpower
- Focuses: Cunning (Brewing), Cunning (Musical Lore), Dexterity (Dueling), Magic (Spirit), Perception (Empathy)
Clayne Craftsman (Ferelden)
Craftsmen are not as likely as freemen to become adventurers. Their lives are generally more settled and most have obligations to their crafthouse or people. There are always those who seek more from life, however, be it the armorer in search of rare metals, the explorer looking to open up new trade routes, or the tanner in search of new hides.
Stats:
- Add +1 to your Dexterity ability
- Choose Dexterity (Crafting) or Communication (Bargaining)
- You can speak and read Alamarri and the Trade Tongue
- You are a human
- Choose a class: rogue or warrior
- Spend 3 points on abilities or focuses. Choosing an ability costs 2 points, choosing a focus costs 1 point:
- Abilities: +1 Communication, +1 Cunning, +1 Strength
- Focuses: Cunning (Brewing), Cunning (Evaluation), Dexterity (Traps), Strength (Driving), Strength (Smithing)
Clayne Freeman (Ferelden)
The Clayne are a tribe of the Alamarri, a simple militaristic culture split into several clans. Many Low Freemen turn to crime, as the worst offenses are quickly put down, but many others are ignored and citizens are often left to make their own justice. As such, there are Clayne who abide by the law and make sure it is followed on their own time, whereas others take advantage of the freedom the lack of law enforcement gives them.
Stats:
- Add +1 to your Willpower ability
- Choose Strength (Might) or Willpower (Courage)
- You can speak and read Alamarri and the Trade Tongue
- You are a human
- Choose a class: mage, rogue or warrior
- Spend 3 points on abilities or focuses. Choosing an ability costs 2 points, choosing a focus costs 1 point:
- Abilities: +1 Constitution, +1 Magic, +1 Strength
- Focuses: Constitution (Stamina), Cunning (Poison Lore), Perception (Tracking), Strength (Jumping), Willpower (Self-Discipline)
Dwarf Duster (Any Dwarven Kingdom)
The lowest ranking dwarves are the casteless. Forbidden from doing any work that belongs to a caste, they are delinquents and hired blades more often than not. They resort to any form of crime in order to survive. The casteless are the dwarves that leave their homes most often, as they have nothing to lose.
Stats:
- Add +1 to your Dexterity ability
- Choose Communication (Deception) or Dexterity (Legerdemain)
- You can speak and read Dwarven and the Trade Tongue
- You are a dwarf
- You are a rogue
- Spend 3 points on abilities or focuses. Choosing an ability costs 2 points, choosing a focus costs 1 point:
- Abilities: +1 Communication, +1 Cunning, +1 Perception
- Focuses: Communication (Bargaining), Constitution (Running), Cunning (Evaluation), Dexterity (Stealth), Perception (Searching)
- Special: You gain a +2 bonus on ability tests to resist the effects of spells and other magical attacks
Escaped Elven Slave (Tevinter)
Escaping the clutches of the Tevinter is certainly no small feat, which requires not only careful planning, but also courage born from desperation. Some slave-lords go to great lengths to recover their “property” (particularly those who know magic), even chasing them into other nations. Most escaped slaves don’t ever truly feel free with the threat of recapture hanging over their heads.
Stats:
- Add +1 to your Strength ability
- Choose Perception (Hearing) or Magic (Spirit)
- You can speak and read Tevinter and the Trade Tongue
- You are an elf
- Choose a class: mage, rogue or warrior
- Spend 3 points on abilities or focuses. Choosing an ability costs 2 points, choosing a focus costs 1 point:
- Abilities:+1 Communication, +1 Magic, +1 Willpower
- Focuses: Communication (Deception), Cunning (Arcane Lore), Dexterity (Lock Picking), Strength (Driving), Willpower (Self-Discipline)
Escaped Saarebas (Par Vollen)
Saarebas (Qunlat: “dangerous thing”) is a word for a mage, as well as a title given to all Qunari mages. They are prisoners in their own body, donning a set of heavy pauldrons with chains attached to them, to act as a form of leash. Their faces are hidden beneath a metal visor. In some cases their lips may be stitched together. If found practicing forbidden magic, their tongues are cut out to prevent them from corrupting others. Saarebas are considered weapons and as such are trained with the focus of destruction. They are never allowed to be alone, and are always under watch by Arvaarads. If Saarebas separate from their keeper, they must be slain or commit suicide. The armor the Saarebas wear can immobilize them through a device held by the Arvaarad. The Qunari also invented a mobile version of the magic-blocking device which makes mages unable to cast spells. It comes in the form of a collar.
Stats:
- Add +1 to your Magic ability
- Choose Magic (Entropy) or Magic (Primal)
- You can speak and read Qunlat and the Trade Tongue
- You are a qunari
- You are a mage
- Spend 3 points on abilities or focuses. Choosing an ability costs 2 points, choosing a focus costs 1 point:
- Abilities: +1 Cunning, +1 Strength, +1 Willpower
- Focuses: Constitution (Stamina), Cunning (Qun), Strength (Intimidation), Strength (Might), Willpower (Courage)
- Special: You suffer a -1 penalty on all ability tests to resist spells and other magical effects, such as magic item powers
Green Dales Nomad (Green Dales)
These elves travel in small groups and can be
found anywhere and never stay for long. Their nomadic life has made them tough
and adaptable loners. Some clans stay away from humans altogether, whereas
others make camp near human settlements on a regular basis. – Their (hedge)
mages are called spellcrafters.
Stats:
- Add +1 to your Perception ability
- Choose Dexterity (Bows) or Communication (Bargaining)
- You can speak Elvhen and the Trade Tongue
- You are an elf
- Choose a class: mage, rogue or warrior
- Spend 3 points on abilities or focuses. Choosing an ability costs 2 points, choosing a focus costs 1 point:
- Abilities:+1 Communication, +1 Dexterity, +1 Magic
- Focuses: Cunning (Natural Lore), Dexterity (Riding), Magic (Primal), Perception (Hearing), Perception (Seeing)
High-Born Dwarf (Any Dwarven Kingdom)
The dwarven population is divided into castes, within the top tier of which are the Warrior Caste, Smith Caste, and Artisan Caste. The Warrior Caste is the most prestigious. The warriors provide the rank-and-file soldiers of the noble houses. The caste is actually divided into several sub-castes, including those of officers, soldiers, and guardsmen. The Smith Caste is the next most important. Finally, there is the Artisan Caste. They, too, are highly esteemed in dwarf society, for they are the builders and makers.
Stats:
- Add +1 to your Strength ability
- Choose Dexterity (Crafting) or Strength (Intimidate) or Strength (Smithing)
- You can speak and read Dwarven and the Trade Tongue
- You are a dwarf
- Choose a class: rogue or warrior
- Choose a caste: Artisan, Smith or Warrior
- Spend 3 points on abilities or focuses. Choosing an ability costs 2 points, choosing a focus costs 1 point:
- Abilities: +1 Constitution, +1 Cunning, +1 Willpower
- Focuses: Communication (Etiquette), Constitution (Stamina), Cunning (Enchantment), Cunning (Engineering), Willpower (Courage)
- Special: You gain a +2 bonus on ability tests to resist the effects of spells and other magical attacks
Inghirsh Freerunner (Northern Orlais)
The Ingirsh consist of many small clans, as most cultures in Thedas. However, they are one cohesive tribe, their efforts to push back the Neromenians in the northeast met with bitter resistance. The Inghirsh do have many capable warriors, but more common is the so-called Freerunner. They focus on bringing down their enemies from the inside, often times infiltrating enemy camps and clans. Many of them operate alone, and some even leave the Inghirsh altogether.
Stats:
- Add +1 to your Dexterity ability
- Choose Dexterity (Brawling) or Communication (Disguise)
- You can speak and read Inghirsh and the Trade Tongue
- You are a human
- Choose a class: mage, rogue or warrior
- Spend 3 points on abilities or focuses. Choosing an ability costs 2 points, choosing a focus costs 1 point:
- Abilities: +1 Communication, +1 Constitution, +1 Willpower
- Focuses: Communication (Bargaining), Communication (Deception), Cunning (Poison Lore),
Dexterity (Legerdemain), Magic (Spirit)
Low-Born Dwarf (Any Dwarven Kingdom)
The dwarves of the Miner, Merchant, and Servant Castes do the hard work, day after day. The Miner Caste is the most prestigious, particularly those that do the dangerous job of mining lyrium. The Merchant Caste is the next most important, as they bring money into the city and arrange valuable trade deals. The Servant Caste is the lowest, though even they rank above surface dwarves and the casteless. Of this group it is the members of the Merchant Caste who are most likely to leave Orzammar or become adventurers.
Stats:
- Add +1 to your Communication ability
- Choose Communication (Persuasion) or Constitution (Stamina)
- You can speak and read Dwarven and the Trade Tongue
- You are a dwarf
- Choose a class: rogue or warrior
- Choose a caste: Merchant, Miner or Servant
- Spend 3 points on abilities or focuses. Choosing an ability costs 2 points, choosing a focus costs 1 point:
- Abilities: +1 Constitution, +1 Perception, +1 Strength
- Focuses: Communication (Bargaining), Cunning (Brewing), Constitution (Drinking), Perception (Hearing), Strength (Might)
- Special: you gain a +2 bonus on ability tests to resist the effects of spells and other magical attacks
Orth Clansman (Anderfels)
Living conditions in the Orthlands are rather harsh; not much rain falls and the Orth therefore have grown into hardy hunter folk. One becomes adult upon achieving something great for their clan. This achievement will give them their soul name, which will be stylistically scarred on their foreheads. Upon achieving further greatness, this design is expanded on to reach past the eyes onto the cheekbones; the more stylised scars an Orth has, the better their reputation and higher their rank. Upon bringing their clan disgrace, their soul name will be destroyed by burning a thick horizontal line through the design on their forehead, forever marking them as disgraced. Some Orth are lucky enough to befriend the rare and giant griffons living in the Anderfels, which let them ride on their backs. – Their (hedge) mages are called thaumaturges.
Stats:
- Add +1 to your Constitution ability
- Choose Constitution (Stamina) or Strength (Climbing)
- You can speak and read Orth and the Trade Tongue.
- You are a human
- Choose a class: mage, rogue or warrior
- Spend 3 points on abilities or focuses. Choosing an ability costs 2 points, choosing a focus costs 1 point:
- Abilities: +1 Magic, +1 Perception, +1 Strength
- Focuses: Constitution (Running), Dexterity (Brawling), Dexterity (Traps), Magic (Entropy), Perception (Tracking)
Planasene Animist (Planasene Forest)
Although most elves hold nature in high regard, the clan that has settled down in the Planasene Forest has adopted the surrounding humans’ belief system. Their animist beliefs include a rite of passage called a spirit walk. Their teenagers go on a journey to find their spirit guide, which will then accompany them through life and hopefully back to their clan. – Their mages are called druids.
Stats:
- Add +1 to your Perception ability
- Choose Communication (Animal Handling) or Cunning (Natural Lore)
- You can speak Elvhen and speak and read the Trade Tongue
- You are an elf
- Choose a class: mage, rogue or warrior
- Spend 3 points on abilities or focuses. Choosing an ability costs 2 points, choosing a focus costs 1 point:
- Abilities: +1 Communication, +1 Dexterity, +1 Magic
- Focuses: Communication (Persuasion), Cunning (Religious Lore), Dexterity (Initiative), Magic (Creation), Willpower (Faith)
Planasene Theurgist (Planasene Forest)
Living near the Planasene Forest, the Planasene have settled down and created farms where they live. A deeply animistic people, they strive to live in equilibrium with nature, believing everything natural has a spirit; the trees, the rain, the animals and even the stones. Anything, as long as it is pure and unchanged by civilisation. They call on these spirits for aid when required, something which magic users have a distinct advantage with, causing mages in Planasene clans to be held in high regard.
Stats:
- Add +1 to your Magic ability
- Choose Magic (Creation) or Magic (Spirit)
- You can speak and read the Trade Tongue
- You are a human
- You are a mage
- Spend 3 points on abilities or focuses. Choosing an ability costs 2 points, choosing a focus costs 1 point:
- Abilities: +1 Cunning, +1 Perception, +1 Willpower
- Focuses: Communication (Performance), Cunning (Healing), Cunning (Religious Lore), Perception (Empathy), Willpower (Faith)
Rivaini Merchant (Rivain)
The Rivaini have skin tones ranging from dark tan to ebony. Social standing in Rivain is often marked by tattoos and body piercings. The more elaborate one’s decorations, the higher one’s rank. The Rivaini, though possessing a currency-based economy as other nations do, place no real value on the accumulation of individual wealth and instead promote the idea of community welfare. As such, communities work together to support each other, sending supplies to other communities when needed. Rivain is a center of trade, even with the Qunari. Where there is shipping there is smuggling and piracy, of course. And sometimes the line between merchant and smuggler is blurry.
Stats:
- Add +1 to your Dexterity ability
- Choose Communication (Seduction) or Dexterity (Acrobatics)
- You can speak and read Rivaini and the Trade Tongue
- You are a human
- Choose a class: mage, rogue or warrior
- Spend 3 points on abilities or focuses. Choosing an ability costs 2 points, choosing a focus costs 1 point:
- Abilities: +1 Communication, +1 Cunning, +1 Willpower
- Focuses: Communication (Persuasion), Constitution (Swimming), Cunning (Evaluation), Cunning (Cartography), Dexterity (Brawling)
Tal-Vashoth (Par Vollen)
Leaving the Qun is a hard decision to make, as it will guarantee the wrath of all other qunari. Despite that, some feel trapped by the rigid rules of the Qun and try their luck elsewhere. They stay away from their own people and are not always greeted with open arms by other races. and often times work as mercenaries or bodyguards. Others become raiders, pirates, smugglers or even slavers.
Stats:
- Add +1 to your Strength ability
- Choose Constitution (Stamina) or Strength (Intimidation)
- You can speak and read Qunlat and the Trade Tongue
- You are a qunari
- Choose a class: rogue or warrior
- Spend 3 points on abilities or focuses. Choosing an ability costs 2 points, choosing a focus costs 1 point:
- Abilities: +1 Constitution, +1 Strength, +1 Willpower
- Focuses: Constitution (Running), Constitution (Swimming), Strength (Might), Strength (Climbing), Willpower (Courage)
- Special: You suffer a -1 penalty on all ability tests to resist spells and other magical effects, such as magic item powers
Tevinter Altus (Tevinter)
The Altus are the noble mages who rule the Imperium. Centered on the port-city of Minrathous, Tevinter’s mages are a force to be reckoned with. Circles of Magi were formed in almost every Tevinter city, where mages are trained extensively. Every young mage aspires to be a magister’s apprentice because it’s the best chance of ascending to the rank of magister themselves. The magisters formed a council of their most talented mages, the Court of Magisters, which became the royal court. – Their offices of mages are as follows: mage, enchanter, senior enchanter, first enchanter and magister.
Stats:
- Add +1 to your Magic ability
- Choose Communication (Leadership) or Cunning (Arcane Lore)
- You can speak and read Tevinter and the Trade Tongue
- You are a human
- You are a mage
- Spend 3 points on abilities or focuses. Choosing an ability costs 2 points, choosing a focus costs 1 point:
- Abilities: +1 Communication, +1 Cunning, +1 Willpower
- Focuses: Communication (Etiquette), Cunning (Heraldry), Cunning (Historical Lore), Dexterity (Riding), Magic (Arcane Lance)
Tevinter Laetan (Tevinter)
The Laetans are those mages who come from the mundane class. While they do not have all the advantages of the Altus, their magical power still puts them ahead of the vast majority of Tevinter’s citizens. They are identified at a young age and trained to serve. However, some question the old ways and strike out for a life of adventure in other nations of Thedas.
Stats:
- Add +1 to your Cunning ability
- Choose Communication (Deception) or Cunning (Arcane Lore)
- You can speak and read Tevinter and the Trade Tongue
- You are a human
- You are a mage
- Spend 3 points on abilities or focuses. Choosing an ability costs 2 points, choosing a focus
costs 1 point: - Abilities: +1 Communication, +1 Constitution, +1 Magic
- Focuses: Communication (Persuasion), Cunning (Cultural Lore), Cunning (Evaluation),
Dexterity (Riding), Magic (Arcane Lance)
Tevinter Soporati (Tevinter)
Tevinter commoners, known as Soporati, or more disparagingly as mundanes, work hard but they benefit from the existence of a despised underclass, as slavery is still legal in the Imperium. Many Soporati become soldiers, as the Imperium is in near constant conflict with the Inghirsh and Fereldans.
Stats:
- Add +1 to your Strength ability
- Choose Constitution (Stamina) or Dexterity (Brawling)
- You can speak and read Tevinter and the Trade Tongue
- You are a human
- Choose a class: rogue or warrior
- Spend 3 points on abilities or focuses. Choosing an ability costs 2 points, choosing a focus
costs 1 point: - Abilities: +1 Constitution, +1 Perception, +1 Willpower
- Focuses: Communication (Animal Handling), Communication (Deception), Cunning (Evaluation), Strength (Driving), Willpower (Courage)
Tirashan Hunter (Tirashan Forest)
Not many humans venture into the depths of this big forest, for fear of ghosts and demons and other creatures. The forest, however, is a huge area with a wide variety of animal life. The elves who live here are hunters who chase prey from their harts’ backs or fight invaders with the ferocity of a wounded animal.
Stats:
- Add +1 to your Perception ability
- Choose Perception (Hearing) or Perception (Seeing)
- You can speak Elvhen and the Trade Tongue
- You are an elf
- Choose a class: rogue or warrior
- Spend 3 points on abilities or focuses. Choosing an ability costs 2 points, choosing a focus costs 1 point:
- Abilities: +1 Cunning, +1 Constitution, +1 Dexterity
- Focuses: Communication (Animal Handling), Constitution (Running), Cunning (Natural Lore), Dexterity (Riding), Dexterity (Traps)
Vashoth (Anywhere)
For one reason or another, these qunari grew up outside of the Qun. Which, according to the Qun, means that they could still be saved. With the connection to their people nonexistent, however, they usually adapt to surrounding cultures, which is not easy, as most races see the giant race as a danger and threat.
Stats:
- Add +1 to your Strength ability
- Choose Strength (Intimidation) or Strength (Might)
- You can speak and read the Trade Tongue (and one other language, depending on where you choose to have grown up)
- You are a qunari
- Choose a class: mage, rogue or warrior
- Spend 3 points on abilities or focuses. Choosing an ability costs 2 points, choosing a focus costs 1 point:
- Abilities: +1 Constitution, +1 Dexterity, +1 Magic
- Focuses: Constitution (Drinking), Constitution (Stamina), Dexterity (Brawling), Magic (Entropy), Strength (Climbing)
- Special: You suffer a -1 penalty on all ability tests to resist spells and other magical effects, such as magic item powers
Waking Sea Raider (Waking Sea)
The raiders of the Waking Sea are pirates. Anything worth having, they take it, anything worth giving, they sell it. There are many individual pirate chiefs operating in the Waking Sea, and although they share similar beliefs and goals, they will often fight against each other in an attempt to strengthen their ranks. Many of them despise their home loving brethren, and so it is rare to see them on dry land. – Their (hedge) mages are called spellcrafters.
Stats:
- Add +1 to your Dexterity ability
- Choose Dexterity (Acrobatics) or Perception (Seeing)
- You can speak the Trade Tongue (and one other language, depending on where you choose to have grown up)
- Choose a race: elf or human
- Choose a class: mage, rogue or warrior
- Spend 3 points on abilities or focuses. Choosing an ability costs 2 points, choosing a focus costs 1 point:
- Abilities: +1 Constitution, +1 Perception, +1 Strength
- Focuses: Constitution (Rowing), Constitution (Swimming), Cunning (Evaluation), Cunning (Navigation), Strength (Intimidation)