Thrall Rite-Master
The Rite-masters are responsible for overseeing all the rites of
passage, age, accomplishment and shame in their villages.
They are the village healers and tattoo masters, watching all
contests for fairness, and are well-respected members of their
community. It should never be assumed however that they are lesser
fighters, for like all Thralls conflict is easy for them and they
receive training almost from birth.
Language: Talislan
Appearance: 6'8" 300lbs (male), 6'4" 200lbs (female), hairless,
devoid of pigment, body covered in colourful tattoos, muscular build.
Special Abilties: Immunity to fear, inability to comprehend magic.
Attributes: INT-3*, WIL+2, STR+4, CON+4, PER 0, CHA 0, DEX+2,
SPD+1. * INT is +3 in combat situations.
Hit Points: 16
Skills: Primary Combat, Tazian Combat, Healer, Herb Lore,
Art (Tattoo).
Equipment: Loincloth, leather tunic for females, Garde, Greatsword
with shoulder sheath, Pouch (with various needles, inks, and herbs)
Wealth: d20x5 g.l in coinage and herbs.
Notes: The Rite-masters make interesting but rare players characters,
rarely leaving their village except when war breaks out. In these
cases they act as foot-medics and light infantry.
They are inevitably more intelligent than their counterparts, and any
swapped points are best allocated to this attribute.
Thrall War-Medic
These Thralls are responsible for the well-being of their fellow
troops on the field of battle. They operate light and fast, avoiding
excessive combat if possible, but sometimes they have to fight their
way through to reach their wounded comrades. They patch up the
wounded, retrieving them in bad cases, and administering a quick
death if there is no hope of recovery...
Due to their historical enslavement, capture has become synomymous to
slavery and torture, fates worse than death in the eyes of a Thrall.
Languages: Talislan
Appearance: 6'8" 300lbs (male), 6'4" 200lbs (female), hairless,
devoid of pigment, body covered in colourful tattoos, muscular build.
Special Abilities: Immunity to fear, inability to comprehend magic.
Attributes: INT-3*, WIL+2, STR+4, CON+4, PER 0, CHA 0, DEX+2,
SPD+1. * INT is +3 in combat situations.
Hit Points:16
Skills: Primary Combat, Tazian Combat, Mounted Combat, Healer
Equipment: Loincloth for males, short leather tunic for females,
Garde, Graymane steed, Greatsword and shoulder sheath, Medic's Pouch
(containing bandages, splints, small sharp blade, and herbal
painkillers).
Wealth: d20x5 g.l
Notes: The Thrall medics tend to be much more empathic and
intelligent than most of their comrades, but no less fierce in
conflict. They make excellent player characters. They disdain heavy
equipment, relying on speed to help their fallen.
It is usual for this archetype to use swapped points to increase
their INT, and it is almost unheard of for them to have lower than 0
CHA.
Thrall Weapon-Master
The Weapon-masters are the Thrall smiths who are responsible for
creating the unique weapons and armour each Thrall bears. Almost
unmatched at their art, they create the Truesword that each Thrall
receives at their coming of age. Tireless perfectionists, they often
work night and day to produce the desired item, and are
unsurprisingly well-regarded in their community. They themselves are
proficient fighters, making it their task to understand the weapons
they create.
Language: Talislan
Appearance: 6'8" 300lbs (male), 6'4" 200lbs (female), hairless,
devoid of pigment, body covered in colourful tattoos, muscular build.
Special Abilities: Immunity to fear, inability to comprehend magic.
Attributes: INT-3*, WIL+2, STR+4, CON+4, PER 0, CHA 0, DEX+2,
SPD+1. * INT is +3 in combat situations.
Hit Points: 16
Skills:Primary Combat, Tazian Combat, Armourer, Weaponer.
Equipment: loincloth, leather tunic for females, Full Garde,
Greatsword and shoulder sheath, and 2 additional weapons of choice
(self-made).
Wealth: d20x5 g.l
Notes: The weapon-masters are unusual player characters, who like the
Rite-masters often remain in the village tending to their needs. Of
course, like any Thrall, they take to the field of battle in wartime,
when they favour acting as heavy shock infantry.
Aamanian Priest
These are the cult leaders and lay-priests of the cult, working with
their community and performing diplomatic and administration duties.
They receive no combat training and are not expected to see conflict.
Language: Talislan
Appearance: 5'6"-6' 100-180lbs, topaz skin, green eyes, all facial
and bodily hair removed.
Attributes: INT+1, WIL+3, CHA+1, all others 0.
Hit Points: 12.
Skills: Primary Magic (Invocation), Administrator, Oratory, Diplomacy
Metaphysical Doctrines (Orthodoxy).
Equipment: Cult vestments of high quality, cloak, robes, iron holy
symbol of Aa, leather and silver bound spell-book, leather and silver
book book of Aa.
Wealth: d20x30 g.l in offerings.
Notes: Primarily useful for NPCs, they are rarely encountered outside
the walls of Aaman except for diplomatic missions, tours to convert
the infidels, and pilgrimage.
Djaffir Caravan-Guard
The caravans of the Djaffir often roam through harsh and dangerous
areas, and they it is often necessary to have effective warriors and
scouts to guard them on trade routes. These Djaffir make their living
not from trading, but providing this service. Not surprisingly, they
often find themselves in conflict with other Djaffir acting as
bandits and rivals.
Languages: Nomadic, Talislan.
Appearance: 5'-6' 80-160lbs, bark brown skin, hair and eyes, wirey
build.
Attributes: CON+1, STR+1, DEX+1, PER+2, all others 0.
Hit Points: 14
Skills: Secondary Combat, Mounted Combat, Scout, Ambush,
Camouflage, Wilderness Survival (desert).
Equipment: Traditional leather fetish mask (+15 protection vs spells
of influence and control), cloak, robes, and headdress of linen,
boots of soft ahtra hide, curved dagger, horn shortbow with quiver of
20 arrows, scimitar, shield, belt and shoulder pouches, ahtra steed.
Wealth: d10x5 g.l in assorted coinage.
Jaka Shaman
The healers and artificers of their people. Revered as wise, but
given a healthy respect, the Jaka shaman are some of the only
spell-casters they will ever trust. It is the shamen that create the
luck talismans all Jaka wear, protecting against the 'evil eye' so
commonly found in foreign magics. Even the Jaka shamen themselves are
slightly untrusting of magic, practising the little necessary, and
steering clear of any magic that doesn't involve nature.
Languages: Sign, Talislan.
Appearance: 5'8"-6' 120-180lbs, black fur, silver-grey mane, features
a cross between a panther and wolf.
Special Abilities: Land on feet after falls upto 30', natural stealth
ability (+3 on all rolls), night vision, sixth sense.
Attributes: INT 0, WIL 0, STR 0, CON 0, PER+4, CHA-2, DEX+3, SPD+3.
Skills: Secondary Combat, Rudimentary Magic (Shamanism, and
the Primitive Enchantment skill of Make Enchanted Items: Jaka
Luck Talisman only), Tracking (by scent), Set/detect snares,
Hunter/gatherer, Stealth, Stalking, Healer, Herb lore.
Equipment: Vest, loincloth and boots of tundra beast hide, luck
talisman worn around neck, backpack, pouches, wrist bracers,
of shortbow and 20 arrows, longsword, knife, rope, greymane steed.
Wealth: d20x10 g.l. in skins, herbs and coinage.
Notes: This archetype is well balanced with the others, being less
physical, and not possessing the Beast Lore power. These Jaka are
slightly more cerebral.