Cat Folk Cutlure
Cat Folk Cutlure
The Cat Folk originated on another world, also occupied by the Orcs. This world is connected to ours by a still active portal, located deep in the Elvish Forest of the West. Scholars debate on where this world lies in the universe, but some think it could be one of the moons of Renessa. The Orcs and the Cat Folk fought for many eons in their home world and it was the Cat Folk that kept the Orcs from traversing through the portal into this world. Eventually, the Cat Folk were defeated, and the Orcs flooded the gate. Now the Elves fight a constant battle with wave after wave of Orcs breaking through said portal, but they often try to allow any Cat Folk survivors to pass safely into this world. Since that fateful day, the Cat Folk have become refugees in this world. The Cat Folk are excellent fighters, scouts, and rogues but one would find Cat Folk in almost any class. They tend to be loners, but have been known to create strong bonds to beings they consider their family.
Restricted Classes: Since the Cat Folk have no land to call their own in this world, they are forced to travel and take up residence where they can. Because of this there are no restituted classes.
Religion: The Cat Folk worship the Goddess Baste and their ancestors.
Special Ability:
Claws: Deal +1 damage on any single hand melee weapon. This does not include ranged weapons. This represents damage from extra attacks from claws, fangs, or something similar
Catfolk Leap: All Cat folk can leap across river obstacles.
Dexterous Movement: The player is considered to be wearing level 1 armor (stacks with battle monk, pirate dexterous movement, and others). This is due to quick movement and dodging ability. This also adds to pre-existing armor.
Level 3: Improved Claws: Whether through natural growth or training (or both), the damage and skill with your claws has increased. You now receive a +2 damage bonus on melee weapons. This still does not include ranged weapons.
Level 6: Improved Dexterous Movement: You are now considered to be wearing level 2 armor (still stacks with pirate and battle monk).
Level 9: Arrow Immunity: Due to special training and tactics or natural ability, you are immune to arrow damage. Always on.
Dark Elf Culture
Dark Elf Culture
The Dark Elves are connected to the world through caverns and tunnels dug a millennia ago via the Elemental Plane of Earth. They have a small, but thriving empire in the underground regions of the planet. It is rumored that they have connected most of the planet via tunnels and corridors from the Elemental Plane of Earth. Their home region is unknown, nor do any know what their agenda might be.
Restricted Classes: Evil Dark Elf – Combat Medic, Healer, Samurai, Hoplite, Man at Arms. Good Dark Elf: Raider, Necromancer
Religion: The good and noble Dark Elves worship the Moon Goddess Silvan-ri who is said to protect good people from monsters and shine the way in the darkness. She is also called the Silver Lady. Her symbol is that of a beautiful lady dancing with a sword in the moonlight. The evil and selfish Dark Elves worship the Dark Lady, who revels in hidden secrets, darkness, assassination, torment, caves, and treachery.
Special Ability:
Natural Slyness: All Dark Elf players have the “backstab” ability regardless of class. Backstab: Ignore armor if attacking from behind or the side. Must call this out for each strike. If your strike is successful, the target’s HP drops to 0. One use per Day.
Know undersea passages. Every Dark Elf, both good and evil, knows secret underground passages that allow them to bypass ocean obstacles. This works for the Dark Elf and their party.
Followers of the Dark Lady
Level 3: First Strike – In duels and challenges the target opponent starts with 1 fewer HP.
Level 6: Blessing of the Dark Lady: +1 damage with short sword, dagger, and knife. Any necromancy ability use is increased by 50% ( ex. 6 raise deads a day becomes 9).
Level 9: Kiss of the Dark Lady: Any undead created by a 9th Level Necromancer that worships the Dark Lady is immune to revival or turning from Clerics or Battle Clerics. Any damage done by a short sword, dagger, or knife wielded by a 9th level follower of the Dark Lady cannot be healed by a Healer, Combat Medic, Scroll, or Potion. Instead it must be healed naturally. This does not take effect below 1 HP. Example: If a player is struck by a 9th level Dark Elf follower of the Dark Lady with a Short Sword and goes down to 2 HP, it will stay at 2 HP until the next day. If the player is at 1 HP and goes to 0 HP they can still be revived, but will have to stay at 1 HP until the next game day.
Followers of the Moon Goddess
Level 3: First Strike – In duels and challenges the target opponent starts with 1 fewer HP.
Level 6: Sword Perfection – The player’s class allows them to use a longsword; they now gain a +2 damage on Longsword. All other players can now use Long Sword. Followers of the Moon Goddess can no longer use any long range weapons of any type (but may still use spells that are long range).
Level 9: Protection of the Moon Goddess – The player is now immune to backstab and raise dead abilities.
Dawn Lander Culture
Dawn Lander Culture
This is the “standard” high fantasy human culture of most stories. It is unknown how they arrived to this world, but they have now settled the continent from the East Coast to the Elvish woods of the West, the mountains of the North and the Fey Hills of the South. They have established a vast trading network around the whole of the continent and even into the continents of the East. Some of the largest cities on the continent belong to the Dawn Landers.
Restricted Classes: None. Samurai are very rare, but do occasionally occur due to the extensive travel networks of the Dawn Landers.
Religion: Dawn Lander faith has become a mix of many of the religions from throughout the world. Traditionally the Dawn Lander’s worshiped the 7 Moons and attributed different deific aspects to them. There are many who still follow this practice.
Special Abilities:
Trading Network: All Dawn Landers receive river and ocean crossings at half price or can buy scrolls for that purpose at half price.
Dawn Militia Training: All Dawn Landers know how to use the 2 handed polearm and 2 handed spear.
Level 3: Enterprising Peoples – All Dawn Landers may receive a free potion and Free scroll at the start of play for each event.
Level 6: Militia Captain – The Dawn Lander player is now considered a Raider for the Hoard Attack ability, a shield fighter for Lead from Behind ability, or a Soldier for the Hold the Line ability. May use the title of Captain. This ability is always on.
Level 9: World Traveler – Pick any 6th level (or lower) ability from another culture. This ability will be used with the same drawbacks, restrictions, number of uses, and benefits.
Player Note: If you want to play the “standard fantasy or medieval culture” this would be the best to pick.
Dwarven Culture
The eldest, and possibly the only native, culture to the Dawn Lands. They have built a strong trading nation in the Dwarven Mountains in the North of the continent, where they actively trade with the Norse, the Emerald Folk, the Greeks, the Dawn Landers, and the Remans. They are not usually sailors or seamen, but the occasional dwarf on the high seas is not completely unheard of. They do occasionally send small groups to help the Elves of the West fight the Orc invasion coming through the portal and have been known to help both the Remans and the Norse with their battles against the Jotun.
Religion: All Dwarves worship the Dwarven pantheon but have great reverence for family, community, and ancestors. Although, some have incorporated aspects of the Greek, Emerald, and especially the Norse faiths.
Restricted Classes: Samurai
Religion: All Dwarves worship ancestors, family, and the Dwarven pantheon. Although, some have incorporated aspects of the Greek, Emerald, and especially the Norse faiths.
Special Ability:
Armor Mastery: Any armor worn by a Dwarf character has its Armor Protection Rating increased by +1.
Wealthy Miners: All Dwarven characters start with double the starting gold.
Dwarven Weapons Training: All Dwarven characters can use the one-handed hammer regardless of class. All Dwarven warrior class characters can use the two handed hammer as well as the one handed hammer. Any class that allows the use of two handed mace also allows the use of two handed hammers for any Dwarf.
Level 3: Advanced Wealthy Minor – Triple the starting gold.
Level 6: Advanced Dwarven Weapon Training -Damage while using a single handed hammer increased by +1 for all Dwarves. For warrior classes this also applies to 2 handed hammers.
Level 9: Expert Armor Mastery – Any armor worn by a Dwarf character has its Armor Protection Rating increased by +2 (from +1).
Elvish Culture
Elvish Culture
Elves were the second race to call the Dawn Lands home, arriving through the use of their own magic and portals, none of which exist any longer. The subset of Elves includes: Wood Elves, Gray Elves, and High Elves. For the last 300 years, the Elves have fought against the Orc forces invading through the still active portal in the West. They have established extensive trade networks all throughout the continent and their goods and crafts are highly sought after and favored. Although the Elves excel at using magic, you can find one in most any class. Many of the Dawn Land cultures of the East revere the Elves and give them a sort of celebrity status.
Restricted Classes: Samurai. They have learned the way of the Hoplite from the Greeks, so this class is available to them, but may go under another name.
Religion: Elves worship the Elvish pantheon.
Special Abilities:
Elf Magic Training: Any Elf Mage may increase their number of abilities by ½. 4 per day becomes 6, etc.
Elf Weapon Training: Any Elf Soldiers, Men at Arms, Swordsmen, and Paladins receive a +1 damage when using a longsword.
Fey Familiarity: All elves are immune to Fey Charm, Fey Sleep, and Fey Curse.
Level 3: Immortal Soul – Due to their strength of will and spirit, the Elf player can no longer be raised as an undead creature.
Level 6: Advanced Elf Weapon Training – Any Elf Soldiers, Men at Arms, Swordsmen, and Paladins receive a +2 damage when using a longsword.
Level 9: Advanced Elf Magic Training: The bonus increases to double your daily abilities, but spell and non-spell (6 becomes 12). Non-spell casting elves may now cast 3 lightning bolts per day.
Player Note: Any Elf variant (ie; Gray Elf, Night Elf, Wood Elf, High Elf etc.) falls under this culture. The one exception being Dark Elf.
Emerald Folk Culture
These peoples hail from Ireland, Wales, England, Scotland, Iceland, Greenland, and north western Europe from Earth in the years 800 AD to 1400 AD. The Emerald Folk have been in the Dawn Lands for around 600 years. In that time they have managed trade with the Elves, Greeks, Norse, and Dwarves. Some areas of the Emerald Folk lands are more advanced than others, but all have started to dabble, to one degree or another, with various types of magic. The structure of the portal they traveled through in the far North is still there, but the ability to transport individuals to and from has diminished, and now only works sporadically. The last time the portal functioned was over one hundred years ago, as far as anyone knows. The Emerald Folk settled mostly in the northwest of the continent and have often come into conflict with the Norse. Their biggest trading partners are the Dwarves and Greeks, but they do manage some trade with the Norse when they are not involved in conflict. The political and cultural structure of the Emerald Folk varies as wildly as they are and is dependent upon the area occupied.
Restricted Classes: Samurai
Religion: The Emerald Folk worship a combination of Irish, Scottish, and Celtic faiths. The Wild Hunt, The Morrigan, Hecatae, the Lord and the Lady, and several other divine beings are often the focus of their worship. There are some that follow the Christian faith, but these are few in the lands.
Special Abilities:
Emerald Folk Weapon Training: All Emerald Folk can use the Greatsword and staff regardless of character class.
In Touch with Nature: Any Emerald Folk Druids, Hedge Witches, or Mages gain 50% extra use of their ability per day. (Ex. 6 spells become 9, etc.)
Level 3: Improved Emerald Folk Weapon Training – All Emerald Folk receive a +1 damage bonus when using Greatsword.
Level 6: Power of the Tribe – Emerald Folk gain +1 damage to weapon attack and ability damage, if there is at least one other Emerald Folk in their party.
Level 9: In Touch with the Elements – Immune to lightning and entangle spells/abilities.
Player Note: In player terms anyone that wishes to play Irish, Scottish, Celt, Saxon, or Pict based characters would play this culture.
Fey Culture
Cat Folk Cutlure
The Cat Folk originated on another world, also occupied by the Orcs. This world is connected to ours by a still active portal, located deep in the Elvish Forest of the West. Scholars debate on where this world lies in the universe, but some think it could be one of the moons of Renessa. The Orcs and the Cat Folk fought for many eons in their home world and it was the Cat Folk that kept the Orcs from traversing through the portal into this world. Eventually, the Cat Folk were defeated, and the Orcs flooded the gate. Now the Elves fight a constant battle with wave after wave of Orcs breaking through said portal, but they often try to allow any Cat Folk survivors to pass safely into this world. Since that fateful day, the Cat Folk have become refugees in this world. The Cat Folk are excellent fighters, scouts, and rogues but one would find Cat Folk in almost any class. They tend to be loners, but have been known to create strong bonds to beings they consider their family.
Restricted Classes: Since the Cat Folk have no land to call their own in this world, they are forced to travel and take up residence where they can. Because of this there are no restituted classes.
Religion: The Cat Folk worship the Goddess Baste and their ancestors.
Special Ability:
Claws: Deal +1 damage on any single hand melee weapon. This does not include ranged weapons. This represents damage from extra attacks from claws, fangs, or something similar
Catfolk Leap: All Cat folk can leap across river obstacles.
Dexterous Movement: The player is considered to be wearing level 1 armor (stacks with battle monk, pirate dexterous movement, and others). This is due to quick movement and dodging ability. This also adds to pre-existing armor.
Level 3: Improved Claws: Whether through natural growth or training (or both), the damage and skill with your claws has increased. You now receive a +2 damage bonus on melee weapons. This still does not include ranged weapons.
Level 6: Improved Dexterous Movement: You are now considered to be wearing level 2 armor (still stacks with pirate and battle monk).
Level 9: Arrow Immunity: Due to special training and tactics or natural ability, you are immune to arrow damage. Always on.
Goblin Culture
Goblin Culture
No one knows the origins of the goblins or how they came to be. Some believe that the goblins made their way through a portal, while others think they could be native to this world. Either way, they have managed to carve out a living in the areas that no one else deemed worthy of claim. They can now be found in every nook and cranny of every continent, sometimes as part of other communities and sometimes making their own.
Restricted Classes: Samurai, Hoplite, Paladin
Religion: Their belief system is varied, but many worship the Fey or the elements or both.
Special Abilities:
Goblin Weapons Training: All goblins can use javelins, throwing knives, and daggers, regardless of class. They are allowed 6 per day and can be refilled by the Smith.
Goblin Size Bonus: All goblins gain +1 to APR due to their small size and quickness.
Goblin Weakness: All goblins start with -2 HP (starting HP is 3).
Level 3: Dexterous Movement: The player is considered to be wearing level 1 armor (stacks with battle monk, pirate dexterous movement, and others). This is due to quick movement and dodging ability. This also adds to pre-existing armor.
Level 6: Goblin Hoard – Receive a +1 HP and +1 Damage for each other Goblin in your party. Stacks with other group co-operative abilities.
Level 9: Weapon Scavenger – Can use any weapon with proficiency.
Jade Culture
Those of the Jade Culture can be found on the east of the Chering continent (which lies south and east of the Dawn Lands with many small islands in between). At one time this continent had several portals that once led to ancient China, Japan, and southeast Asia on Earth. There is a large mountain range between the portals so the settlers that came through these portals had little contact with one another at first. The peoples on the continent have grown and expanded over the many centuries. Making contact with outside nations and cultures. The continent has now settled into an uneasy peace as they start to explore the world of Shiandria. The Jade culture does not have a standard or unified military tradition, but many of the You Xia warriors (also known as Knight Errant) can be found here.
Restricted Classes: Hoplite, Samurai
Religion: Most Jade Culture players worship ancestors, the celestial court, or village spirits.
Special Abilities:
Special Classes: Can play Youxia Knight Errant.
Multilingual: Due to the disunified nature of the Jade Lands all Jade Culture players may understand one additional written language.
Jade Militia Tradition: all Jade Culture players can use long spear (aka 2 handed spear) regardless of their class. If they play a Spearmaster class then they receive an additional +1 to damage.
Level 3: Advanced Jade Militia Training- All Jade culture players at this level can use the crossbow, regardless of class. 3 crossbow bolts a day, can be renewed by the Smith.
Level 6: Chi Healing- Once per day you may heal yourself up to full hit points. This ability only works on yourself and cannot be renewed by entertainers. This ability takes effect by repeating the phrase chi heal 5 times. If you are interrupted or stop this chant then the ability is depleted.
Level 9: Chi Magic: can imbue the non-ranged weapon you are holding with the properties of one of the following spells: Lighting bolt or Entangle. Only last for the encounter and you have the ability 1 time a day. Can be renewed by the Entertainer.
Greek Culture
The Greeks traveled through their local gateway from Earth during their year 490 BC. Here they established several large City States with many smaller, outlying villages and towns. Upon settlement, they soon came into contact with the Elves in the South and the Dwarves to the East. They have been established in the Dawn Lands for around 800 years and have made some advances. Their military forces now include Crossbowmen.
Restricted Classes: Samurai
Religion: The Greek culture still worships the pantheon from Earth. It has remained largely the same with the exception that they now hold Fey and Forest creatures in high regard. They also have a reverence for Elves and their deity Aphrodite is portrayed as an Elvish maiden here.
Special Ability:
Round Shield Use: All Greek player characters can use round shields, regardless of class.
Friend of the Fey: Greek player characters do not suffer the drawbacks of Fey Fey Curse but they still gain the bonuses.
Javelin Use: All Greek players can use Javelins regardless of class (if you pick a class that can use Javelins then you receive a +1 damage bonus). They are allowed 2 Javelins per day. Can be refilled by the Smith.
Level 3: Advanced Javelin Training – Damage from your Javelins are increased by +1 for successful strike. Always on.
Level 6: In Touch with the Gods – Greek Battle Clerics can heal 1 extra HP per level. All the other rules remain the same.
Level 9: Favor of Jupiter/Zeus: Greek players gain immunity to electricity and electrical spells and abilities, like Lightning Bolt.
Orc Culture
Orc Culture
Orcs have flooded into the world for the last 300 years, following the Cat Folk through one of the last active portals. There are rumors that some Orc tribes pre-date this immigration in the East, but none have had contact with those tribes yet. Orcs have a clan structure following the leadership of a chieftain. They are often patrolling and scouting on the continent trying to find areas to settle or fortify and raid from. After several generations of living on this planet, some individual orcs have started to separate from their clans and strike out on their own.
Restricted Classes: Normally the following classes are restricted: Caviler, Crossbowman, and Samurai. But if you are playing an adopted Orc or outcast Orc then these classes may be available if they match your background.
Religion: The Orcs worship their ancestors and the deity Gorum.
Special Ability:
Orc Toughness: All Orc players receive +1HP (6 total).
Orc Weapon Training: All Orc players can use the two handed ax and single hand ax.
Level 3: Improved Orc Weapon Training – All Orc players receive a +1 damage bonus on two handed axes.
Level 6: Improved Orc Toughness – the HP bonus for Orcs improves to +2.
Level 9: Orc Rage – Orcs become immune to damage from any opponent for 3 strikes. Can be used on multiple opponents. So, could ignore 1 strike from 5 opponents or 5 strikes from 1 opponent, or any combination of that.
Norse Culture
The Norse made their way into this world from a portal found in the far North of Earth, above the Arctic Circle. Here, they have settled the central and eastern parts of the North end of the continent. They have had many skirmishes with the Emerald Folk, mostly over land, but the cultures have also managed to trade with each during times of calm. The Dwarven Alliance have traded with the Norse over the years, but have seldom had any conflicts. The Jotuns in the Northeast are a constant threat as they often raid Norse villages for supplies and captives. The Norse now have a strong presence in the North and are feared and respected throughout the continent. One can find the Norse offering their services as Mercenaries, Merchants, and Sailors.
Restricted Classes: Cavalier and Hoplite. Paladins and Crossbowmen are rare, but some Norse warriors gain the skills of those classes after traveling to the lands of the South. Norse Barbarians are referred to as Berserkers.
Religion: The Norse culture worships the Asir and the Vanir, with Odin being the father of the Pantheon. Some of the Elvish and Dwarven beliefs have crept their way into the Norse beliefs, but they seem to fit well within that pantheon.
Special Abilities:
Norse Weapon Training: All Norse characters can use a single-handed ax. All Norse characters can use a single-handed spear regardless of class.
Riverboat Captain: this player has a small rowboat on their ship or access to a rowboat and may use it to cross river obstacles. They can take their entire party in one trip. All Norse players gain this ability regardless of class.
Level 3: Advanced Norse Culture – gain a +1 damage to 1 handed axes and 1 handed spear. Riverboat Captain now works on Ocean obstacles.
Level 6: – Favor of the gods – all Norsemen can call up on Thor’s Favor and gain 3 Lighting Bolts per day. This must be called out. Can be renewed by the entertainer.
Level 9: Watched by Valkyries -If a Norse character is reduced to 0 HP while holding a weapon in their hand they are raised up to 5 HP after 30 seconds. During this 30 second time period the Norse character cannot move, attack, or otherwise act (except to move to a safe spot if needed)
Reman Culture
The Remans made their way through the portal in the East of the continent around 1200 years ago from Earth in the year 9 AD. They quickly expanded to the east coast of the continent and built many towns and cities. They establish trade with the Dwarves in the West and the Humans in the South. The Remans have had many battles and skirmishes with the Jotun in the North, but have managed to fight them off many times, at great cost. They often refer to themselves as New Rome or Sons of Remus, and have become major political players on the continent. As on Earth, here are also governed by a Senate.
Religion: The Remans worship the gods of the Roman Pantheon. Not much has changed since the Remans left Earth all those years ago.
Restricted Classes: May not play Barbarian, Samurai, Druid, Hoplite or Raider (although the Remans do hire Raiders from other cultures and Greek Hoplites as mercenaries).
Special Abilities:
Reman Weapon Training: All Reman players may use the gladius, regardless of class.
Tower Shield Use: Reman Paladins, Man At Arms, and Battle Clerics may use the Scutum shield.
Javelin Use: all Reman players may use a Javelin 3 times a day.
Level 3: Javelin Shield Destruction – all Reman players may destroy shields when throwing Javelins. This requires one successful hit of a Javelin thrown by that character making contact with an opponent’s shield. The shield is now useless and can no longer be used in combat. But, it can be repaired by a Smith.
Level 6: Favor of the Senate – at the start of each event you gain 10 GP. You also gain an additional 10 GP that can only be used to bribe NPCs or Monster, or pay for mercenaries.
Level 9: Favor of Jupiter/Zeus – You gain immunity to electricity and electrical spells and abilities, like Lightning Bolt.
Small Folk Culture
Long, long ago the Gnomes traveled from the “First World” (also called the Never Never) to settle on this world. Nestled in the hills and forests of the South, they have lived for many centuries. They prefer to live peacefully, at one with nature, and like to trade with the Elves to their North and Northwest. They have slowly built up a loose confederation of cities, towns, and villages. Many of Fey creatures that come across the natural tranquility found here. Around 50 years ago, the homelands of the Halflings were overrun by an army of undead and the surviving Halflings were forced to flee across the sea to the lands of the Small Folk to make new lives here. No one knows why the undead army invaded their lands or why it stayed, but it looms as a constant threat to the future peace and tranquility and a blight on the lands. Despite that, the Fey, Gnomes, and Halflings live and ‘work’ alongside each other.
Restricted Classes: Samurai, Hoplite
Religion: The Small Folk worship the Mother and Father deities.
Special Ability:
Dedicated Crafting: Due to their natural knowledge of crafting and charm, all Small Folk characters receive non-combat services at half price.
Natural Skill: all Small Folk have the Pick locks ability.
In touch with the Never Never: all Small Folk are immune to Fey Curse and Fey Bless (but not Fey Charm).
Level 3: Dexterous Movement – the player is considered to be wearing level 1 armor or they may increase their APR by +1.
Level 6: Arrow Immunity – due to special training and tactics, the Small Folk are immune to arrow damage. Always on.
Level 9: Immune to magic – immune to all harmful abilities from Scrolls (for the Arcane or Necromancer schools and Mages, or Necromancer’s abilities/spells).
Tiss Culture
The Isle of Tiss contains only the capital city of Tiss and the associated farming districts. However, the City State Isle of Tiss has great power despite its small size. The people of Tiss arrived here through a portal in the center of their Isle that connected to Victorian England on Earth. Since their arrival, they have learned the ways of magic and have assimilated the Crow Folk into their nation as farmers. They do not seek to expand or conquer off of their island, but are known to be heavily involved in weapons trading and taking captives throughout the world. They have a strong navy and have made contact with many nations and cultures. Each noble Tiss must join the Church of Asmodeus when they reach the proper age and are awarded certain benefits. The Tiss are great Traders, Merchants, Spies, and Diplomats, with the more “physical” classes being seen as “beneath” Tissans. The Nation of Tiss does not have any cities or settlements on the main continent, but many agents are posted throughout.
Restricted Classes: Barbarian, Samurai, Hedge Witch, Archer, Ranger, Druid, Hoplite.
Religion: Tiss characters usually worship the evil deity Asmodeus. It is rumored that some Tissans secretly worship another deity of dark secrets.
Special Abilities:
Natural Magic: Each Tiss character can cast the lightning bolt spell 3 times per event and cannot be renewed. If your character is not loyal to the state and church of Tiss then you lose this ability. Lightning Bolt: deals 2 points of damage, but cannot be blocked by shields and ignores APR.
Hand Crossbow Use: All Tiss characters can use a hand crossbow and crossbow (with 3 arrows per quest). Tiss Rogues and Crossbowman gain a +1 on crossbow damage.
Telepathic: Tiss characters can communicate telepathically with one another as long as they stay loyal to the State and Church of Tiss.
Level 3: Weapons Trader – Due to the trading power and reach of the Tiss City State, the player may now use 3 other weapons of their choice with proficiency.
Level 6: Improved crossbow use. Tissians now do an additional +1 damage when using a hand crossbow or crossbow (for Rogues and Crossbowman this increases to +2).
Level 9: Power of Asmodeus: All Tiss players are now immune to fire related spells/abilities and the Entangle spells/abilities. Always on.
Player Notes: Although the Tiss culture is not quite “steampunk” if a player wanted to play a steampunk character this would be the best option. They do not have guns, but have some low level steam gadgets.
Cherokee Culture
Cherokee Culture
The Cherokee came through a large portal located in a cave in the Appalachian Mountains. This brought them to a large island east of the Dawn Lands. There, it took several decades to build up their lands and become established. At first becoming accomplished farmers, hunters, and fishermen they then started to trade with other ocean going civilizations that set up trading posts and way stations on the south of their island. Thanks to this they became a powerful nation over the next few centuries. Keeping their culture and tradition but adopting ideas, skills, and crafts from visiting peoples. Now the Cherokee are sending out envoys, traders, and explorers to the wider world. They have remained peaceful throughout the centuries and have even established strong trade with the Golden Empire, The Tiss, the Red Sun Empire, and the Dawn Lands. Over the last fifty or sixty years they have been fighting pirates that have slowly been encroaching on their property.
Restricted Classes: Hoplite, Necromancer, Samurai
Religion: The Cherokee do not separate spiritual and physical realms but regard them as one, and they practice their religion in a host of private daily observances as well as in public ceremonies. They also believe in the “Thunder Beings”
Special Abilities:
Skilled War Club: in the hands of a player of the Cherokee culture, sticks and clubs do an additional +1 damage.
At one with nature: All players from this class or culture are immune to the 1st attack/bolt from the Entangle spell ability (one hit is considered zero, two are considered one, etc). This stacks with other sources, so a Cherokee Ranger could ignore two bolts.
Cherokee Weapons Use: All cherokee can use the bow and arrow (3 shots per day). As usual they can also use sticks, clubs, and knives.
Canoe Building: May cross river obstacles at no cost
Level 3: Skilled Outdoorsman: All Cherokee players receive a free game map of the event territory at the beginning of play, just as the Ranger does.
Level 6: Friend of the Spirits: one time a day may ask the Loremaster a question about the quest or sense of any magical or non magical beings in the area.
Level 9: One with Nature: The Cherokee culture player is now immune to Raise Undead, Drain Energy, and plague areas.
Comanche Culture
Comanche Culture
The Commanche arrived from the south west of the Northern American continent of Earth. The portal appeared in their lands without a gate during the year 1867. They have been on this land for nearly 800 years now. From this time many families and groups from several different tribes traveled through the gateway. It then quickly closed. The portal came out on a large island south of the Smallfolkd home island and the South West of the Red Sun Empire. Due to their nomadic nature it took some time to become established in their new lands. For several centuries they were isolated until they met the Smallfolk. The Smallfolk found their ways noble and started a strong trading relationship. The same happened with the Red Sun Empire then the Jade Empire. When the undead armies conquered the home island of the Smallfolk they turned their attention to the Comanche. But, the Commanche warriors were waiting on the beaches and shores and in brilliant acts of heroism and horsemanship they drove off the undead invaders. Now several trading networks exist to their home island, one of which connects the Dawn Lands. Some Commanche visit the Dawn Lands in search of fortune, trade, or information.
Restricted Classes: Hoplite, Crossbowman, Mage, Pirate, Paladin, and Samurai. Battle Monks are possible if it goes with your story, but are extremely rare.
Religion: The comanche faith is animalistic in nature, attributing spirits to animals and aspects in nature.
Special Abilities:
Comanche Weapon Training: All Comanche Culture players can use, one handed spear (lance), one handed ax (tomahawk), Knife, and Bow (with 3 arrows a day, if you have a class that allows bow and arrow use then nothing else is added by this ability).
Born in the Saddle: all comanche players are considered to be mounted warriors. Mounted: may cross river obstacles at no cost. May carry 1 party member at a time. Mounted Combat: Lance – since all Commanche ride their mount into combat, they gain a +1 on damage when using a one handed spear (lance). If, for some reason, the Comanche is considered to be “on foot” (as in a tourney, duel, or stealth quest then the Comanche player loses this ability)
Level 3: Horse “Procurement” – The Comanche player may “procure” a horse from another player that is considered mounted. To do this the Comanche player must declare this to the target, then the target is considered to be without a mount and loses all abilities related to their mount. They can get a new mount by going back to the Banker or buying it back from the Comanche. The price can be negotiated by the two players. If two comanche players try to use this ability on one another it will be decided by a duel.
Level 6: – Advanced Comanche Weapon Training: the Comanche player now receives a +1 damage to one handed ax and knife. In addition they also now receive an additional +1 damage to spear (bringing the total to +2)
Level 9: Trample – Due to the speed, quadrupedal nature, and strength of the Comanche players mount they are now considered immune to the entangle spell ability.
Red Sun Culture
Red Sun Culture
Those of the Red Sun Empire can be found on the west of the Chering continent. Their land is separate from the Jade Culture and other nations by a perilous mountain range. Their society is highly stratified and broken down into peasants, craftsmen, warriors, governors, and the emperor. The Red Sun Empire has a strong military tradition and culture as well as a strong naval and sailing tradition.
Restricted Classes: Hoplite, Man At Arms, Paladin
Religion: Most Red Sun Empire players worship ancestors, local spirits, and certain philosophical traditions.
Special Abilities:
Special Classes: Can play Samurai.
Noble Wealth: Red Sun Culture Players start with 1 free Potion.
Well Read Noble: Red Sun Culture Players start with 2 free Scrolls
Level 3: Noble Favor – Players may have weapons and armor repaired for free. River and Ocean crossings are free.
Level 6: Summon Ki- 1 time per day, player may add a +2 bonus to any damage dealt with any weapon. Must be called out. Lasts for one successful strike. Cannot attack for the remainder of that encounter. Can be renewed by Entertainers
Level 9: Improved Summon Ki- 1 time per day, player may add a +4 bonus to any damage dealt with any weapon. Must be called out. Lasts for one successful strike. Cannot attack for the remainder of that encounter. Can be renewed by Entertainers.