Qualities of Ilbarych
Ancestry Benefits
- Heirloom
- Massive
Blood of the Bear
Must be selected at character creation. You show blood of the Lands of the Bear, from the old Empire. Those of those lands tended to be tall and wide-shouldered, with strong frames. They were light to olive complected, with hair in blondes and reds, and eyes in hazels, greens, and blues. They were known for their tremendous resilience and health. Increase your Health by +2. Whenever you test Endurance, add +2 to the result.
Blood of the Lion
Must be selected at character creation. You show blood of the Lands of the Lion, from the old Empire. Those of those lands tended to be tall and slender, with long legs and athletic frames. They were brown to black complected, with wavy to curly hair in browns and blacks, and eyes in brown, hazel, and gold. They were known as consummate horsemen and far-travelers. Whenever you test Animal Handling, add +2 to the result. Additionally, any mount you use with a Mounted Attack is considered to be trained for war. Finally, you may take the Polyglot Benefit without meeting the prerequisite.
Blood of the Eagle
Must be selected at character creation. You show blood of the Lands of the Eagle, from the old Empire. Those of those lands tended to be slender and slight, with quick, dextrous hands. They were olive and tawny complected, with very straight hair in blacks and greys (even in the young), and eyes of black, blue, or silver. They were known for their excellent senses, and comfort in heights. Whenever you test Awareness, add +2 to the result. When testing either Agility (Balance) or Athletics (Climb), you may re-roll a number of 1s equal to your Awareness.
Blood of the Wolf
Must be selected at character creation. You show blood of the Lands of the Wolf, from the old Empire. Those of those lands tended to be of average build and height. They were pale to olive complected, with coarse hair in reds and browns that never grew very long, and eyes in amber, gold, and greens. They were known for their battle acumen and "pack" tactics. Increase your Combat Defense by +2. When testing Warfare (Tactics), you may re-roll a number of 1s equal to your Cunning rank.
Habersi Blood
Must be selected at character creation. You are of the Habersi trading-folk, master sailors and renowned merchants. The lithe Habersi have olive to bronze complexions, with very straight black hair, and eyes of pale greens, blues, and greys. Add +2 to all attempts to Bargain or Charm during an Intrigue. When aboard a ship and testing Agility, Awareness, or Warfare, you may re-roll a number of 1s equal to your Will rank. Finally, your Status is not dependent on membership in a noble house, but is based on your reputation among your own people. If you become the retainer of a noble house, you may use either your own Status or that the House grants you, whichever is better.
Heroic Destiny
Must be selected at character creation. You are destined for greatness in some way. Choose one Ability other than Status. You may spend Experience to increase this Ability to 8.
Wealdfolk Blood
Must be selected at character creation. You are of the wealdfolk, the native peoples who live in the great forest known as the Wildweald. They are a short, thinner folk whose skin tones range from the pale of pine wood to the deep browns of oak bark, with eyes that are black or brown, and thick hair in various red and brown tones. Increase your Combat Defense by +2. Each time you test Animal Handling, Athletics or Stealth while in a wild terrain, you may re-roll a number of 1s equal to your Cunning rank. Characters with a higher Status can never automatically compel you and must always engage you in an intrigue.
Wrightfolk Blood
Must be selected at character creation. You are of the wrightfolk, the native peoples of the hills and lowlands who are known for their skilled handicraft works. They are a short, stocky folk whose skin tones range from a light to very dark brown, with brown or black eyes, and thick hair in brown and black tones. Add your Athletics to your Endurance when attacked by an environmental hazard. If you take the Trader Benefit, you learn two crafts or trades rather than the usual one; additionally, when testing Cunning for the Trader Benefit or Persuasion (Bargain) for business purposes, you may re-roll a number of 1s equal to your Will rank. Characters with a higher Status can never automatically compel you and must always engage you in an intrigue.
Ability Benefits
- Artist
- Averting Adept
- Beastfriend
- Connections
- Dextrous
- Eidetic Memory
- Evaluation
- Expertise
- Face in the Crowd
- Furtive
- Gifted Athlete
- Gifted Ritualist
- Gifted Spellcaster
- Gifted Teacher
- Great Hunter
- Guttersnipe
- Hardy
- Head for Numbers
- Keen Senses
- Knowledge Focus
- Magic Resistance
- Miracle Worker
- Mummer
- Polyglot
- Sinister
- Talented
- Terrain Specialist
- Trade
Fate Benefits
- Animal Cohort
- Cadre
- Cohort
- Famous
- Head of House
- Heir
- Landed (does not require Sponsor)
- Lucky
- Night Eyes
- Pious
- Prophetic Alignment
- Prophetic Dreams
- Warding Marks
- Wealthy
Crownsmaid
Requires Fighting 2, Status 2
You are a young noblewoman trained as a Crownsmaid in the Bower, the informal royal academy for training those worthy handmaidens. You are taught the height of etiquette, comportment, and noble graces. You are often called upon to serve a House in a variety of ways, including as an etiquette instructor for children, as a chaperone, and above all, a boon companion for a noblewoman of high standing.
- When engaging in an Intrigue and speaking on behalf of your lady, you may substitute her Status for your own for all aspects of that Intrigue. When using the Shield of Reputation action, you may always use your lady's Status instead of your own.
- Additionally, when you are on-hand during an Intrigue or a Combat, you may always take a Lesser Action to grant your lady a +1D to any Intrigue or Combat action.
- Finally, being a Crownsmaid comes with a degree of defensive training in the maidensblade, a dirk hidden among a Crownsmaid's garb. This may be treated as a knife or dagger, with a +1 Defensive rating to the weapon while you are wielding it.
Knight-Sophiste
Requires Fighting 4 and either Cunning 4 or Knowledge 4
You have been anointed a Worthy Knight of Distinction, acknowledged not simply for your skill at arms, but also for your education and artistic acumen.
- You gain a +2 to Status tests in situations where your Distinction is known.
- When making a Fighting Test, you may re-roll a number of 1s equal to your Cunning or Knowledge (whichever is used to fulfill the requirement for this benefit).
- You also likely belong to a Knightly Order, one focused around a specific art form or educational focus.
Knight-Sanctified
Requires Fighting 4 and Will 4
You have been anointed a Holy Knight of Distinction, acknowledged not simply for your skill at arms, but also for your dedication to and reverence for the unctæ.
- You gain a +2 to Status tests in situations where your Distinction is known.
- When making a Fighting Test, you may re-roll a number of 1s equal to your Will.
- You also likely belong to a Knightly Order, one dedicated to a specific one of the unctæ.
Knight-Cavalier
x
Knight-Sorcerous
x
Martial Benefits
- Accurate
- Acrobatic Defense
- Armor Mastery
- Axe Fighter (I, II, III)
- Berserker
- Bludgeon Fighter (I, II, III)
- Brawler (I, II, III)
- Danger Sense
- Deadly Shot
- Deft Hands
- Double Shot
- Duelist (I, II, III)
- Fast
- Fencer (I, II, III)
- Fury
- Hail of Steel
- Improved Armor Mastery
- Improved Weapon Mastery
- Inspiring
- Long Blade Fighter (I, II, III)
- Natural Leader
- Pole-Arm Fighter (I, II, III)
- Shield Mastery
- Short Blade Fighter (I, II, III)
- Spear Fighter (I, II, III)
- Tough
- Tourney Knight
- Triple Shot
- War Mage (I, II, III)
- Weapon Mastery
- Weapon Savant
Social Benefits
- Adept Negotiator
- Attractive
- Authority
- Cautious Diplomat
- Charismatic
- Compelling
- Courteous
- Dutiful
- Eloquent
- Favored
- Magnetic
- Respected
- Stubborn
- Treacherous
- Worldly
Sorcerous Benefits
- Natural Sorcerer
- Sorcerous Initiation
- Sorcerous Proclivity
- Sorcerous Works
The Imperial Arts
These forms of magic were brought to these lands by the Ilbarych imperials, who were accompanied by the Most Wise, magicians who were educated at an Imperial Academy called the Four Wisdoms. Though Ilbarych does not have any such sorcerous institution, these magics are still part and parcel of life among the nobility in particular.
- Benediction: Works of blessing and beneficial luck. (Attunement, Blessing, Consecration, Investiture)
- Divination: Works of reading the future and discerning information. (Casting, Dowsing, Reading, Vision)
- Malediction: Works of cursing and ill-luck. (Castigate, Curse, Ensorcell, Ruination)
- Warding: Works of protection and defense. (Protection, Focus Ward, Warding Marks, Warding Walls, Sorcerer's Bane)
The Forgewise Arts
The magical discipline of the wrightfolk is known to exist, although they do not share its secrets with anyone outside of their forgeholds – not even their kin who settle outside of forgehold life. The masters of these arts do make their services available to outsiders, however, often at a precious price.
- Scædenmæl: Works of blade crafting and the making of sorcerous weaponry.
- Gudréaf: Works of armor crafting and the making of sorcerous mail.
- Ísen: Works of tool crafting and the making of sorcerous implements.
- Hyrst: Works of jewelry crafting and the making of sorcerous regalia.
The Woodwise Arts
The arts of the wood-wise – barbaric magicians among the wealdfolk – are said to be taught to them by the very trees they worship. Though they rarely leave the green shadows of their home, they are a primary source of danger to those who make the mistake of interloping into the Wildweald.
- Crownleaf: Works of the king-tree.
- Ladysweave: Works of the home-tree.
- Flameleaf: Works of the fire-tree.
- Ironbough: Works of the iron-tree.
- Gallowlin: Works of the hanging-tree.
- Goldofit: Works of the gold-tree.
- Greenwell: Works of the water-tree.
- Stagwood: Works of the herd-tree.
- Yearroot: Works of the time-tree.
The Starwise Arts
The star-wise of the Habersi are one of the reasons why only they have mastered the seas sufficiently to sail anywhere in the world upon them. The stars guide and protect them as they traverse the waves, and grant luck and joy to the vessel and the People of the Waves.