d66 Titan Backgrounds for Troika!
No doubt this has been done before. But, anyway...
A collection of Backgrounds written for use with Troika!, for those who fancy taking the Otherworld's Favourite RPG back to its roots. Dust off that copy of The Riddling Reaver and have at it!
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All adventurers in Titan start with a common list of items in their possession:
- The clothes they stand in
- A dagger (as knife)
- A coin pouch containing 1d6 gold pieces
- A rucksack or satchel - an aesthetic choice
- Enough food and drink to constitute 2 provisions
Additional items may be provided by a character's background.
A note on races: On Titan, Dwarves and Elves both have a natural darkvision that allows them to see up to 60m in total darkness. Elves are long-lived, typically living twice as long as humans. Dwarves generally abhor magic though there is nothing to stop them from begrudgingly learning a spell or two; all elves possess some degree of magical knowledge.
Further notes on skills: All backgrounds can speak the common language. Non-humans can also speak the tongue of their kin. In keeping with the Advanced Fighting Fantasy tradition, each background provides the character with one or two lore skills. This means that these backgrounds have a slightly higher number of starting skill points compared with the Troikan standard - they are reasonably well balanced compared to each other though, so it shouldn't matter..
| d66 | Background | d66 | Background |
|---|---|---|---|
| 11 | Squire of Salamonis | 41 | Kaad Archer |
| 12 | Blacksander Guild Thief | 42 | Shamuz Pirate |
| 13 | Apprentice of the Palace of Learning | 43 | Arantian Mask Magician |
| 14 | Pilgrim of Fulkra | 44 | Sword-bearer of Telak |
| 15 | Chronicler of Kaynlesh-ma | 45 | Blacksander Peddler |
| 16 | Stonebridge Dwarf Freebooter | 46 | Goblin Sneak-thief |
| 21 | Northern Barbarian | 51 | Old World Traveller |
| 22 | Zenghis Ninja | 52 | Catfish River Boatman |
| 23 | Warpstone Mage | 53 | Hachiman Ronin |
| 24 | Acolyte of the White Goddess | 54 | Almoner of Usrel |
| 25 | Blacksander Barrister | 55 | Icefinger Fur Trapper |
| 26 | Yorefolk Mystic | 56 | Elven Fortunist |
| 31 | Fang Sellsword | 61 | Desert Nomad |
| 32 | Flatlands Vagabond | 62 | Kallamehr Assassin |
| 33 | Coven White Witch | 63 | Black Elf Mercenary |
| 34 | Mendicant of Sindla | 64 | Adept of Fourga |
| 35 | Silverton Antiquarian | 65 | Sardath Minstrel |
| 36 | Elven Greenholme Ranger | 66 | Dwarven Cleric of Throff |
11
Squire of Salamonis
A Knight of fair Salamonis, can you imagine? The bravest and keenest blades of the city win their spurs and bask in the glory that befits those gallant few, those with a noble family heritage of course.
But what of those born low who aspire to prove their mettle, grow their amonour and bow before King Salamon's sword? It's not unheard of, for those who have gone out into the wildlands and fought with valour against tyranny. Perhaps you too will stand before the King one day?
Special skills
City Lore: Salamonis 2
World Lore 1
Sword 3
Spear 1
Ride 2
Etiquette 1
Dodge 1
Swim 1
Awareness 1
Equipment
- Chainmail Shirt (Modestly armoured, -2)
- Shield
- Arming Sword
- Spear
- Livery of a Salamonian Squire
Special Moreso than gold or glory, a true hero of Salamonis values their amonour above all. If the hero commits an act unbecoming of an aspiring knight, they lose 1 point of LUCK from their initial score until the matter is rectified.
12
Blacksander Guild Thief
The streets of Port Blacksand "The City of Thieves" are a notoriously hard proving ground for a would-be professional criminal. Whether your broke into the wrong residence or purloined the possessions of one you should not have, you have erred and earned the wrath of the guildmasters. A quick exit and the open road ahead, what else can Allansia offer to a professional such as you?
Special skills
City Lore: Blacksand 2
World Lore 1
Sneak 2
Lock Picking 2
Sleight of Hand 2
Secret Signs 1
Trapping 1
Dodge 1
Climb 1
Awareness 1
Dagger 1
Equipment
- Lock picks
- 15m rope and grappling hook
- A spare dagger (as knife)
- Hooded cloak
13
Apprentice of the Palace of Learning
Dusty page after dusty page, there seems no end to the mountain of knowledge you are expected to climb. Certainly no other library in Allansia can boast such a wealth of arcane scribblings as exists in The Palace of Learning of Salamonis.
But for now your climb is over. It is time for your proving; that happy and terrifying time that must come to all apprentices seeking their coveted Wizard's diploma. Out now; out into a world of danger and mystery. Time to prove that you were paying attention!
Special skills
City Lore: Salamonis 2
World Lore 1
Arcane Lore 2
Etiquette 1
Staff 1
Spell - Light 2
Spell - Illusion 2
Spell - Levitate 1
Spell - Jolt 1
Spell - Languages 1
Spell - Random selection 1
Equipment
- Wizardly robes
- Conical hat
- Blank notebook
- Quill and ink well
- A Staff
14
Pilgrim of Fulkra
A few pennies thrown into the offering jar, some figs dropped at the gatehouse shrine. For most travellers and merchants braving the perilous roads of Allansia it's an automatic, unconscious act of worship to the god of travellers; like paying a ferryman or a bridge toll.
Fulkra sees though, and he directs his pilgrims to where they are needed to aid the wanderers and the lost. At least, that's how you see it.
Special skills
World lore 3
Flatlands lore 2
Religion lore 1
Healing 2
Bargain 1
Club 1
Spell - Read stars 3
Spell - Farseeing 2
Spell - Protection from Rain 1
Equipment
- Dusty grey robes
- Holy symbol (signpost pendant)
- Well-made boots
- Club
Special: Once per day, the Pilgrim can beseech Fulkra for sustenance. A successful TEST YOUR LUCK roll and food and drink will fill ready containers (or otherwise land in a heap), enough for 1d6 meals but it will all crumble to dust by sunset.
15
Chronicler of Kaynlesh-ma
The Annals of Arantis are patchwork and ancient like a riddle written on scattered pieces of a jigsaw. From the papyri of the first pharaohs of Djarat to the Tomes of the Warrior Queens of Aranath, you have perused many of these fragments at the great library of Kaynlesh-Ma. Though you've always been fascinated with the past, you have a yearning to get out and see what is occurring now, in these most interesting of times.
Special skills
City Lore: Kaynlesh-Ma 3
Arantian Lore 3
World Lore 2
Language: Ancient Allansian 2
Language: Lizardman 1
Language: Snake People 1
Awareness 2
Etiquette 1
Dagger 2
Equipment
- Stylus
- Wax tablet
- 1d6 rolls of parchment
16
Stonebridge Dwarf Freebooter
King Gillibran and the other grey beards of Stonebridge mean well and uphold the traditions and honour of Dwarfkind well enough. But you always felt their well built town and steady flow of gold and diamonds from the hills felt a little too...safe?
What of the glory to be had on the battlefield, the hoards unplundered and the mead undrunk? You intend to get out there and show Allansia that the Dwarves are not content to sit fat on their riches while the gentler folk earn all the renown!
Special skills
City Lore: Stonebridge 2
World Lore 1
Underground Lore 1
Axe 3
Crossbow 2
Strength 2
Gambling 1
Brawl 1
Equipment
- Battle Axe
- Helmet and Studded Leather shirt (Modestly Armoured, -2)
- Crossbow
- Quiver containing ten bolts
21
Northern Barbarian
From the south they came. Raiders, thieves and slavers. Worse still, sorcerers. Though you piled their dead twenty and more high, it made no difference. Your people are no more, only you survive. But that is enough.
South now, to lands ancient and wicked. You will cut a swathe through this world and punish those who would subjugate other men.
Special Skills
World lore 2
Hunting 2
Brawl 2
Greatsword 3
Strength 2
Dagger 1
Swim 2
Climb 1
Equipment
- Fur cloak
- Steel Greatsword
Special: When outnumbered in combat, opponents do not gain the bonus for ganging up on you.
22
Zengis Ninja
The guilds of Zengis grow fat on trade from Sardath in the east and Salamonis in the south. Shaven and oiled priests swarm and multiply like ticks suckling at the city's rich veins, a new temple seemingly popping up each day.
The shadow on the rooftop. The strangled cry in the alleyway. The poison in the offering cup. The glint of metal in the moonlight. The ninja clans maintain the status quo, but for whom? Turning ronin was not an easy choice but you're tired of terrorising the many for the benefit of the few.
Special Skills
City lore: Zengis 2
World lore 1
Sword 1
Climb 2
Sneak 2
Poison lore 1
Throwing dagger 2
Awareness 2
Brawl 2
Equipment
- Black ninja robes
- Soft leather shoes
- Shortsword
- 1d6 throwing daggers (as knife)
23
Warpstone Mage
Warpstone casts a shadow over the Pagan Plains of Allansia; literally, the cliff into which the city is carved is almost a kilometre high! Metaphorically also; the mages of Warpstone, barely tolerated by the Dwarf ruling class, share the collective guilt of allowing the Dire family, the lords of Craggen Heights, to grow their dark magic and fester before being cast out.
You've tried to demonstrate to your fellow citizens that your knowledge is benign and of benefit to the city but it's no use. Time to strike out on your own and cast some light into the darker corners of Allansia, perhaps dispel that shadow once and for all.
Special skills
City lore: Warpstone 2
World lore 1
Arcane lore 2
Language: Dwarf 2
Sword 1
Spell - Firebolt 2
Spell - Sentry 2
Spell - Starry Orb 2
Spell - Undo 1
Spell - Open 1
Equipment
- Mage robes
- Black skull cap
- Shortsword
- Paper and charcoal
- 1d4 candles
24
Acolyte of the White Goddess
A relic from The War of the Wizards centuries ago, the Healing Well of Salamonis is truly a wondrous gift of The White Goddess. Few outside the great city or away from Elven enclaves worship her now but the restorative powers of her waters are undiminished.
The well grants health, yes, but to the chosen few that preserve its sanctity it grants visions also. What you saw on its silvery surface is your deepest secret but also what drives you now. A vision to prepare you for what will be or perhaps a glimpse of what may yet still be averted, only time will tell.
Special skills
City lore: Salamonis 2
World lore 1
Religion lore 2
Healing 2
Awareness 2
Staff 1
Spell - Amity 2
Spell - Light 2
Spell - Flash 1
Equipment
- The white robes of your order
- Your holy symbol (a bronze bucket medallion)
- A staff
Special: Once per day, the Acolyte may place their hands on an individual and pray to the White Goddess. This will restore up to 6 STAMINA points. They may test their luck to use the power a second time, but no more.
25
Blacksander Barrister
It's tough running a legal practise amongst the most lawless populace in all Titan. Especially when the legal system can be more dangerous than the criminals it claims to punish. This is made all the more challenging by the daily edicts and amendments made by Port Blacksand's capricious despot, Lord Azzur.
That's why you're running. The Assassin's guild won their case on appeal and are now well within their legal rights to take the matter up with you personally. There must be some other city state in Allansia with citizens in need of legal representation?
Special skills
City lore: Port Blacksand 2
World lore 1
Law 3
Sneak 2
Bargain 2
Con 2
Dodge 2
Hide 1
Dagger 1
Equipment
- Black robes
- Wig
- 1d3 rolls of parchment
- Quill and ink
- A copy of your own assassination warrant
- A letter opener (as knife)
26
Yorefolk Mystic
Like an island of tranquillity in the raging seas of history, the Forest of Yore has remained unchanged for millennia through even the greatest of upheavals. The ancient wisdom of elves tempered with the temporal urgency of human endeavour has created a haven of magical understanding.
It's not only knowledge that has been born of the union of man and elfkind and you bear the traits of both your ancestral lines. Magical wisdom coupled with determination, the Yorefolk carry the hopes of the Vale of Willow and act in the name of good folk across Allansia.
Special skills
Forest lore 2
World lore 2
Arcane lore 2
Bow 1
Awareness 1
Spell - Illusion 2
Spell - True seeing 2
Spell - Mirror selves 2
Spell - Thunder 1
Spell - Ward 1
Equipment
- Green robes
- Short bow
- Quiver with 15 arrows
Special: As a half-elf, you have inherited the darkvision of your elvish ancestors and are unimpeded by all but total darkness. You have also inherited a human lifespan.
31
Fang Sellsword
Heroes? Hah! Do-gooding meddlers with no head for business more like. The rich caravans circling Fang and wealthy spectators of the Baron's Deathtrap Dungeon provide ample opportunity of employment for skilled swordsmen with sharp wits. You do what you do well, but for coin. Not honour or the goodness of your heart; hard silver and gold.
So what if those priestesses you saved from bandits have yet to pay up or that farmer plagued by Giant Slugs could only offer you a bowl of stew in return? That time you rescued the destitute Earl's daughter? You were heading that way anyway. No sir, no heroism for you - you'll take on anything if the price is right.
Special skills
City Lore: Fang 2
World lore 1
Sword 2
Bow 2
Jump 1
Climb 1
Brawl 2
Ride 2
Bargain 1
Equipment
- Broadsword
- Scale mail shirt (Modestly armoured, -2)
- Shield
- Short bow
- Quiver with 15 arrows
32
Flatlands Vagabond
Born in the saddle by the shores of Lake Nykosa, you have spent your life with your tribe roaming the windswept Flatlands. Occasionally you would encounter caravans travelling between the rare pockets of civilisation. Some you would trade with peacefully, others would fall beneath your blades and arrows depending on the season and the edicts of your elders.
Of all the tribe's horsemen you were the most unsettled, with eyes always fixed on the horizon. Like a mustang born to roam, you one day left your people and your nomadic ways to seek your own place in the world.
Special skills
Plains lore 3
Sword 2
Ride 3
Bow 2
Hunting 2
Survival 1
Brawl 1
Awareness 1
Equipment
- A Sabre (as sword)
- A leather cuirass (lightly armoured -1)
- A Short bow
- A quiver with 15 arrows
- A Flatlands horse
Special: Horse whisperer - through clicks, whistles and gestures you can issue basic commands to your horse. You can tame and befriend any horse after d6 minutes and rolling under your ride special skill.
33
Coven White Witch
The Hag-witches of Dree haunt your dreams. You feel their power growing nearby and other, more dangerous forces of darkness too, yet the simple farmers of Coven shake their heads and smirk.
They come to you when their cattle are sick or their children suffer with fever, but would rather plough their fields and feed their hens in blissful denial than make difficult decisions to protect their futures.
Special skills
City lore: Coven 2
World lore 2
Healing 2
Staff 2
Awareness 1
Spell - Befuddle 2
Spell - Fear 2
Spell - Natter 2
Spell - Read entrails 2
Spell - Random selection 2
Equipment
- Black robes
- Bucket-sized cauldron
- A staff
- A small tame familiar (cat, toad, ferret etc) - it rarely obeys your commands but stays close to your side.
Special: Your familiar allows you re-roll the use of any spell special skill once per day. If your familiar dies or is lost in anyway, you may try to locate another once per month by testing your luck.
34
Mendicant of Sindla
The whims of fate, the luck of the gods - these all stem from Sindla. Greatest of the gods, wife of the moon and sister to Titan - SHE weaves the destinies of heroes and villains into the great tapestry of time. Certainly, that's what you shout at passersby when rattling your begging bowl anyway.
Special skills
World lore 2
Relgious lore 2
Bargain 2
Con 2
Awareness 2
Gambling 1
Mace 1
Spell - Babble 2
Spell - Beffudle 1
Equipment
- Brown robes
- Holy amulet on a leather cord (a pair of silver dice, showing a 1 and a 6)
- A Mace
- A wooden alms plate
Special: Once per day, the Mendicant can pray to Sindla and cause any one dice roll to be re-rolled. This can affect anyone in their presence, friend or foe. The new result is final and must be accepted with good grace.
35
Silverton Antiquarian
Your home town of Silverton is far enough from Port Blacksand to allow for a more gentile merchant class to become established yet close enough to reap the benefits of the myriad traders and goods travelling to and fro. You have a particularly sharp eye for the more interesting baubles and relics that pass by and your clientele happily part with hard currency for the rarest pieces.
Special skills
City lore: Silverton 2
World lore 2
Arcane lore 2
Awareness 1
Appraise 3
Bargain 2
Repair 1
Sword 1
Equipment
- Fine merchant's robes
- Jeweller's loop
- Polishing cloth
- Short sword
36
Elven Greenhome Ranger
The wood elves of Greenhome are a quiet, peaceful folk, tending their flocks of goats that graze the hills and dells east of Halak before returning to their idyllic treetop village. Woe to those fools who would disturb the elves of Greenhome or try to rustle their livestock, for unseen below its leafy boughs wait the rangers with notched arrows.
Special skills
Forest Lore 3
World Lore 1
Bow 2
Sneak 2
Awareness 2
Hunting 1
Quarterstaff 1
Spell - Invisibility 1
Spell - Presence 1
Spell - Sentry 1
Equipment
- Short bow
- Padded armour tunic (lightly armoured -1)
- Quiver with 15 arrows
- Quarterstaff
- Hunting horn
41
Kaad Archer
For centuries the walls of ancient Kaad have stood against all-comers - from rival barons across Chiang-Mai to warbands of barbarians and orcs from the north. When enemies approach and the great drum sounds the alarm, the battlements of Kaad are an awe inspiring sight; bristling with the glinting metal of a thousand spears and clouds of arrows filling the skies to rain on the would-be invader's parade.
Special skills
City lore: Kaad 2
World lore 2
Bow 3
Awareness 2
Climb 2
Sword 2
Ride 1
Dodge 1
Equipment
- Longbow
- Quiver with 15 arrows
- Short Sword
- Studded leather shirt and pot-helm (Modestly armoured, -2)
42
Shamuz Pirate
The sea called to you from an early age. Through adventure and misfortune you eventually found yourself aboard a ship of scurvy scallywags, plying your villainous trade and relieving merchant traders of their wares.
You could climb the rigging and splice the mainbrace with the best of them, but when it came to cutting throats and keelhauling, your heart just wasn't in it. You'd much rather feel the salt spray, drink your grog and steal treasures (and hearts) from the Straight of Shamuz and beyond before retiring fat, wealthy and drunk.
Special skills
World lore 2
Ocean lore 2
Sailing 2
Climbing 2
Sword 2
Knife fighting 1
Dodge 1
Brawling 1
Equipment
- Cutlass (as sword)
- Spyglass
- 15m of rope
- One of the following (d6): 1-2: A branded mark, somewhere on your person, denoting you a scurvy buccaneer. 3-4: A small, tame animal (such as a parrot or monkey) who mostly begs for treats. 5-6: An eye patch, real or false.
43
Arantian Mask Magician
We all wear masks, metaphorically speaking. Others wear masks literally, but few have learned to wear masks to make great magic.
Those that have studied Southern Mask Magic invariably hail from Arantis, where they harness this bizarre power to heal, guide and transform. Often they live as secluded hermits so they can make their masks in peace, though this isn't very good for business.
Special skills
World lore 2
Arcane lore 2
Crafting 2
Staff 1
Healing 1
Spell - Banish Spirit 1
Spell - Fear 1
Spell - Assume Shape 1
Spell - True Seeing 1
Spell - Random Selection 1
Equipment
- Toga and Sandals
- Staff
- Crafting tools
- A suitable mask for each of their spells
Special: Mask Magicians must don the respective mask in order to use their magic, rummaging through their rucksack for it in a pinch as needs be (standard Troika! rules for grabbing inventory items). When a new spell is learned the magician must make a suitable mask, taking 1d3 days to do so and purchasing 3d6 gp worth of materials.If a spell casting roll is fumbled, rather than rolling on the Oops Table, the magician can instead sacrifice the mask if they choose - a replacement must be constructed as above.
44
Sword-bearer of Telak
Telak charges his devotees with a singular mission; cut down the forces of evil with their blades of courage. Few would dare to cross swords with these divine duellists, fewer still are those to live to tell about it.
The god of courage rewards his faithful with ample fodder to cleave, and if they could kindly quest for and retrieve the mystic Arm of Telak god-sword while they are at it, it would be greatly appreciated.
Special skills
World lore 2
Religion lore 1
Swords 4
Awareness 2
Riding 2
Healing 1
Brawl 1
Tracking 1
Equipment
- A Greatsword
- An ornate breast plate and greaves (Modestly armoured, -2)
- Whetstone
- A roll of bandages
Special: Once per day, the sword-bearer may pray to Telak and re-roll the damage roll after successfully striking an opponent with a sword - they may keep their original roll if they prefer.
45
Blacksander Peddler
It's not easy plying a (mostly) honest trade in Port Blacksand, not when mad old Lord Azzur decides to impose a 50% Peddler's tariff on the whole guild upon a whim! The iron railings surrounding Executioner's Hill are decorated with heads of those who thought the surcharge was discretionary.
Time to move on clearly - there must be other gullible mugs eager customers crying out for quality produce in other lands? At least until this insane would-be-king changes his mind again!
Special skills
City lore: Port Blacksand 2
World lore 1
Secret Signs 1
Bargain 3
Appraise 2
Con 2
Dodge 2
Run 1
Dagger 1
Equipment
- 3 large sacks
- 2 small sacks
- Handcart, filled with one of the following (d6): 1-2) Two dozen large root vegetables past their best. 3-4) 19 boots of various sizes and fittings. 5-6) An assortment of inappropriate hats
- Quality banter
46
Goblin Sneak-thief
Curse those humans. Curse those pretty Elves. Double curse those Dwarves! Always skulking about, looting their way through your territory without so much as a by-your-leave. And they call us "monsters"!
Well, it's no picnic up on the surface either. A goblin would have to be mad or desperate to sneak around up top, easy pickings for the first "adventurer" that claps eyes on you. But here you are.
Special skills
World lore 2
Underground lore 1
Appraise 2
Sneak 2
Sleight of hand 2
Run 2
Dodge 2
Dagger 1
Grovel 1
Equipment
- Someone else's coin purse containing your collection of rat bones
- Spiked club
- Scraps of leather armour and cap (Lightly armoured, -1)
Special: Goblins possess Darkvision of a similar quality to Dwarves and Elves, which all parties find embarrassing.
51
Old World Traveller
After a perilous months-long journey across the vast blue desert of the Western Ocean, dodging giant eels and scurvy, you sighted it - The New World! Or is it the Old World? Confusingly, that's what the new world natives call your homeland.
Far behind you lie the sabre-rattling kingdoms of Femphrey and Lendleland and the lawless badlands of Kakhabad. Before you a land of strange peoples and uncharted wilderness. So long, decrepit civilisation!
Special skills
City lore: Femnis 1
World lore 3
Sword 2
Survival 2
Sailing 2
Awareness 2
Appraise 2
Ride 1
Equipment
- A worryingly incomplete map of Allansia
- Sword
- Quality hiking boots
- An unquenchable thirst for adventure
52
Catfish River Boatman
You've plied the waters of the Catfish from the Moonstone Hills to Port Blacksand and back more times than you can recount - each time the great river reveals a little more of her secrets.
She provides and she takes, and you're currently in-between boats after that incident under the boughs of The Darkwood; if it looks like a lost comely maiden and smiles like one, it's probably a Shapeshifter.
Special skills
World lore 2
River lore 2
River boating 3
Polearm 2
Bargain 2
Swim 2
Awareness 1
Crafting - Raft building 2
Equipment
- Boatman's hook (as polearm)
- Lantern and a bottle of oil
- 10m rope
53
Hachiman Ronin
The Shogun ordered the village put to the sword, as is his right. You found yourself unable or unwilling to comply. These were your neighbours long before you began your training. Abandoning your way of life was hard and you couldn't face your family, so you headed out into the wastes of the world looking for one final glorious battle.
Special skills
City lore: Konichi 2
World lore 1
Sword fighting 3
Riding 2
Brawling 2
Bow 2
Poetry 2
Climb 1
Equipment
- Katana (as sword)
- Wakizashi (as short sword)
- Traditional robes
- Samurai Armour, but no helmet (Modestly armoured, -2)
Special: Skilled in the martial art of Ni-to-Kenjutsu, you can fight with your Katana and Wakizashi paired. When doing so in combat, if the 2d6 roll is 9+ (before adding your Special skill) you may make a second attack with your Wakizashi
54
Almoner of Usrel
You hear it a lot. "Priest of Peace? Ha! you must be a right softy!", they all say shortly before they count their teeth. Usrel is the harbinger of peace but she commands that her clergy can make her case energetically.
Originally from Silverton, you ventured out in to the world to spread harmony amongst all peoples, but you've brought your mace with you. All you're saying is, "Give peace a chance"!
Special skills
City lore: Silverton 1
World lore 2
Religion lore 2
Mace 2
Bargain 1
Healing 1
Spell - Amity 2
Spell - Peace 2
Spell - Thunder 2
Equipment
- A large, heavy mace (as hammer)
- White robes of Ursel
- Chain mail shirt and pot helm (Heavily armoured, -3)
Special: Once per day, the Almoner of Usrel can bellow an edict from the goddess commanding that all hostilities cease. The character can test their LUCK, if successful the current combat they are involved in stops, and everyone will stand around looking sheepish for 1d6 minutes. This provides an opportunity for parlaying, but when the time is up, everyone remembers why they were so cross in the first place.
55
Icefinger Fur-trapper
It's grim up north. The mountains of northern Allansia are famed for their unrelenting blizzards, towering razor-sharp peaks and belligerent wildlife. But it is the wildlife that brings you here, for while snow wolves and mammoths are dangerous in the extreme, their pelts are highly sought after commodities, commanding a high price amongst the fashion-conscious and cold-adverse. Certainly worth risking getting eaten by a yeti for, to your way of thinking.
Special skills
World lore 1
Mountain lore 3
Spear 2
Run 2
Sneak 2
Trapping 3
Hunting 2
Survival 2
Awareness 1
Equipment
- A snow wolf coat and mammoth boots (lightly armoured, 1)
- A hunting spear
- Snow shoes
56
Elven Fortunist
They come to you in droves, the peasantry of Fang; the feckless and the desperate. Reading their stars or tea leaves to augur future loves and losses is your bread and butter. It's all hogwash, of course, as the stars and tea plants couldn't give a fig for the worries of ordinary folks. Sometimes though, you do catch glimpses of fate's intricate tapestry but you try not to dwell on that.
Occasionally a dangerous brute comes knocking for your guidance through the Trial of Champions, but luckily none have returned from the Deathrap Dungeon thus far to complain!
Special skills
City lore: Fang 2
World lore 2
Astrology 2
Con 3
Sword 1
Disguise 1
Etiquette 2
Sleight of hand 1
Spell - Befuddle 1
Equipment
- Mundane crystal ball
- Tarot cards
- Short sword
- 2d6 sticks of incense
- Tea pot
61
Desert Nomad
The desert has a beauty few appreciate and a music that few can hear. This hiss of the shifting sands, the wind through gullys and crags and the buzz of the bone scarabs. Your people have called the Desert of Skulls home for many centuries and know it's hidden trails, sandworm burrows and oases blindfolded. One secret, however, escapes even your tribe - the location of Vatos, the cursed lost citadel of an ancient evil. Perhaps it is for the best, for only an adventurous fool would seek out that lost domain of terror to plunder its riches.
Now, where would you find other adventurous fools such as yourself?
Special skills
World lore 1
Desert lore 3
Riding 3
Animal Handling 2
Survival 2
Awareness 2
Spear 2
Sling 1\
Equipment
- Spear
- Sling with a pocket full of stones
- Sandworm hide Waterskin
- Sandworm hide leather jerkin (lightly armoured, -1)
- Your traditional desert robes
62
Kallamehr Assassin
Baron Bloodstone is a jolly man. His benevolent rule in Kallamehr - the jewel of the Southlands - is popular and his people are prosperous and content. The bazaars throng with traders from across Allansia and the town militia keep a watchful eye on would-be invaders from the high city walls. You'd almost think that things just run themselves.
They don't of course. Usurpers, agitators and malcontents are always ready and waiting to ruin things. That's when it's time for Bloodstone pay a visit to the leader of The Guild. A name scratched on parchment, a jovial handshake and a back slap and the jolly Baron knows that another potential problem has been dealt with.
Special skills
City lore: Kallamehr 2
World lore 2
Poison lore 2
Dagger 3
Brawl 2
Assassination 2
Sneak 2
Climb 1
Equipment
- A large kris knife (as knife)
- 3 vials of poison
- Dark robes
- Guild branding on your right wrist
Special: After making a successful Sneak roll against an unaware humanoid, you may choose to try and assassinate your target. To do so, make a roll under Assassination skill check; if you are successful, the target is killed, if you fail the target alive and rather annoyed. The GM may tell you that some types of humanoids - Undead, Wheelers, Elvins etc - are immune to your assassination attempts, but may become annoyed all the same.
63
Black Elf Mercenary
Though you took no part, your clan carries the guilt of the Dark Elves' depravities. Fleeing the underground horrors, you all sought a place where your people could regroup and heal but none would tolerate you. Seclusion then, and employ under whichever lord would take you.
Your lord is the contract now. Working alone you can pick and choose who to kill for and who to walk away from. But you still remember those subterranean years with a shudder, and you know that one day you must return to end that evil once and for all.
Special skills
World lore 2
Sword 2
Crossbow 2
Brawl 2
Ride 2
Climb 1
Bargain 1
Spell - Ward 1
Equipment
- Sword
- Crossbow and 10 bolts
- Splint mail cuirass and helmet (Heavily armoured, -3)
- Shield
Special: Black Elf mercenaries are omni-skilled with arms and armour. Whenever they use a weapon for which they lack the Special skill, they are considered to possess that skill with a rank of 1 and may check the skill as normal for potential advancement after a successful attack
64
Adept of Fourga
The adepts of Fourga oil their perfect limbs, moisturise their angelic faces and shake their heads. People have lost their sense of pride and settle instead for mediocrity and poor hygiene. Some even call pride a sin! Blasphemy - are we not made in the image of the gods?!
Fourga's congregation is on the wane, and so you and your brethren have a holy obligation to go amongst the disgusting, asymmetrical, unwashed masses and show them what mortals can aspire to be!
Special skills
City lore: Port Blacksand 2
World lore 1
Religion lore 1
Appraise 2
Brawl 3
Strength 1
Self-Grooming 1
Spell - Thunder 1
Spell - Ironhand 2
Equipment
- The immaculate red robes of your order
- A large vial of olive oil
- A strigil
- A small clay pot of moisturising cream
Special: An adept of Fourga eschews the use of vulgar weapons and loudly proclaims that relying on their hand-to-hand skills, which are formidable, is sacrosanct. Other people just wish they would stop going on about it. They may choose to re-roll damage rolls from unarmed strikes and may choose which result to keep.
65
Sardath Minstrel
You travel the lands surrounding Sardath bringing music, myths and legends. Ballads of great heroes, songs of mighty battles and paeans to star-crossed lovers - you are a treasure trove of Allansian lore. Taverns and great houses alike pay well for the musical balm you can apply to any social gathering.
Of course your wanderings often lead you into various scrapes and you do keep your cudgel handy, because not everyone respects the classics.
Special skills
City lore: Sardath 1
World lore 3
Craft: Music 3
Etiquette 1
Bargain 2
Con 2
Dodge 2
Club 1
Ride 1
Equipment
- Lute, flute or lyre
- Fine robes
- Impressive, be-feathered hat
- Cudgel (as club)
66
Dwarven Cleric of Throff
None revere The Jewelled Lady, goddess of the earth, as highly as the Dwarves of Thangfane. From it's gold-tipped peak to the city below, her clerics chisel, mould, sculpt the great halls and passages into a wondrous monument in her honour and for the spiritual enrichment of all Dwarfkind.
Other clerics venture forth into Allansia, seeking out it's hidden dungeons and grottoes where goblins, orcs and other vile beings profane Throff's domain. Whereupon, the mason's chisel and square make way for the hammer and shield; the cleric's other crafts become plainly self-evident.
Special skills
City lore: Fangthane 2
World lore 1
Religion lore 2
Underground lore 1
Craft: Masonry 2
Warhammer 3
Spell - Shatter 2
Spell - Earthquake 2
Spell - Breach 1
Equipment
- Chainmail shirt and an ornate, horned helmet (Heavily armoured, -3)
- Warhammer
- Shield, bearing a depiction of the jewelled goddess
- Leather tool belt with mason's tools
Special: A cleric of Throff can smell gold and Jewels like a connoisseur samples a wine's bouquet. He can not only tell their quality, purity, and value but will detect their distinctive aroma from up to 100m away.
This blog post is an independent production by Stag and is not affiliated with the Melsonian Arts Council.
Northern Allansia, by Leo Hartas)↩