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# Part 1: Character Generation

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##### Archetypes, Species, Careers and Roles of Magnamund
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<div class='pageNumber auto'></div><div class='footnote'>PART 1 | ARCHETYPES</div>
# Humans

___
The humans of Magnamund are unique beings. They are not the
result of the evolution of natural beings, like the Drodarin, rather
they were formed from the union of the gods Kai and Ishir (e.g.,
the godlike Shianti). But unlike the Shianti who are entities of the
Astral World of Daziarn, humans are not immortal. And above all,
despite their mortality they do possess complete free will although
they can be persuaded or coerced into following Good or Evil.
They can choose to become evil, and even redeem themselves,
exactly as natural sentient beings. In mockery of Ishir’s and Kai’s
children, Naar conceived humanoid creatures, with limited free
will, that are innately evil by nature. He sent these humanoids,
namely the treacherous Cenerese and, much later, the warlike
Drakkarim, to conquer Magnamund. These humanoids mostly
differ from humans by their origins for they share very similar
morphologies. Interbreeding is possible between both of these
entities, even though it is difficult for the Drakkarim. Only rare
half-breed Drakkarim are capable of turning to Good.
___
The first human people recorded on Magnamund are the Bautarians.
These shamanic tribesmen came to the attention of the Elder Magi
during the dark time of the Age of War (4570 MS – 3572 MS).
They were followed by many other humans, all formed by the
union of Kai and Ishir, during the Age of the Old Kingdoms. The
Vakeros tribesmen emerged in the virginal jungles of Dessi, while
the Telcharim appeared on the islands of the Suranic Ocean and
settled in territories of Southern Magnamund that later became
known as Telchos. The Telchoi, as they were later called, founded
the first human empire of Magnamund: a brilliant civilization
that dominated the coast of western Magnamund. The primitive
Bonemen of Cloeasia, the Ghatanese, Shadakine jungle-dwellers
and Ogians all emerged during this period. Many of them suffered,
and were even exterminated, during the second part of the Age
of the Old Kingdoms due to the Agarashi uprising and the Great
Plague which was spread by the evil Cenerese. The Great Plague
had devastating effects upon the continental human populations
of Magnamund and few were able to progress during the Age of
Awakening.
___
Ishir and Kai then gave birth to other human peoples and introduced
them onto the countless islands of the Northern and Southern Void.
Their evolution took place in isolation from the dangers of the
continents of Northern and Southern Magnamund. However, the
creation of the Moonstone by the Shianti triggered the migration of
these new humans to the continents of Magnamund, attracted as
they were by the godly powers of the Ancients and the protection
offered by their legendary artefact. The Mythenish, the Tianese,
the Ice Barbarians, the Vassa, the Vaderish, the Aluvians, the Nael,
and finally the Ulnarians arrived on the continents of Magnamund
and blended into, or replaced (some of them, such as the Nael,
were particularly aggressive and expansionist) the existing human
populations. In MS 2591, the humanoid Drakkarim appeared for
___

the first time in the western reaches of Northern Magnamund.
The last of the humans that immigrated to Northern Magnamund
were the Sommlending in MS 3434. Humans and humanoids of
Magnamund have developed myriad skills, abilities and professions,
and have given rise to a multitude of nations and cultures.

## Commoners
The commener archetype portrays the most customizable
example of a person, and represents a typical human adventurer. You should choose this archetype
if you prefer to play “generalist” characters, who are
never going to be terrible at anything. You should also
choose this archetype if you have a very specific type
of character in mind, since this archetype has the most
customization options of all the choices.
___
The characteristics all start at 2, meaning your character
is going to have a hard time increasing any one characteristic
to a 4 or 5, but also that your character isn’t going to
have any characteristic they are truly lacking in. Likewise,
the strain and wound thresholds start at the average 10.
___
Your character starts with more ranks in skills than
anyone else, again playing to the idea of being a generalist.
Your archetype ability is also a generalist ability.
Effectively, your group gains a Story Point to spend
whenever it needs it. And finally, your character starts
with the most experience of any of the archetypes.
Just remember, character creation is your only chance
to spend XP on characteristics (otherwise, to increase a
characteristic you need to purchase the Dedication talent;
see page 81). We recommend you spend most of
these XP on improving your characteristics, while saving
at most 25–35 experience for talents and skills. 
___
> ## Commoner
>___
>|Brawn|Agility|Intellect|Cunning|Willpower|Presence|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|2|2|2|2|2|2|
>___
> - **Wound Threshold:** 10+Brawn
> - **Strain Threshold:** 10+Willpower
> - **Starting Experience:** 110 XP
> ___

> ** Starting skills:** A commoner starts with one rank in two non-career skills during character creation. They obtain these ranks before spending experience points, and may not increase either skill above rank 2 during character creation.
>
>**Ready for Adventure:** Once per session as an out-of-turn incidental, you may move one Story Point from the Game Master’s pool to the players’pool.
>



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<div class='pageNumber auto'></div><div class='footnote'>PART 1 | ARCHETYPES</div>

## Labourers
___
The laborer archetype represents a character who has
a background in some form of manual labor, and who
is generally strong and tough. You should choose this
archetype if you’re planning on making a character
who focuses on fighting, especially fighting in melee
combat. You should also choose this archetype if your
character has a background of manual labor and hard
work.

This archetype starts with the Brawn characteristic
at 3 and the Willpower characteristic at 1. You’re
starting with a character who has better than average
Brawn (which makes it easier to improve Brawn further),
with the trade-off that your character has a worse
than average Willpower. You’ll have to either spend
valuable experience points buying that back to 2, or be
satisfied with this drawback. Likewise, your character’s
wound threshold is higher than average, but your strain
threshold is lower than average.

Finally, this archetype gets a special ability that lets
you turn a single Critical Injury result that your character
suffers into the mildest Critical possible. Not only
does this protect your character from some debilitating
Crit results, but since the only way to permanently die
in our game is through some Critical effects, this can
even save your character from certain death.
___

> ## Labourer
>___
>|Brawn|Agility|Intellect|Cunning|Willpower|Presence|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|3|2|2|2|1|2|
>___
> - **Wound Threshold:** 12+Brawn
> - **Strain Threshold:** 8+Willpower
> - **Starting Experience:** 100 XP
> ___

> **Starting skills:** A laborer starts with one rank in
Athletics during character creation. They obtain
this rank before spending experience points, and
may not increase Athletics above rank 2 during
character creation.
>
>**Tough as Nails:** Once per session, your character
may spend a Story Point as an out-of-turn incidental
immediately after suffering a Critical Injury and
determining the result. If they do so, they count
the result rolled as “01.”
>


## Intellectuals
___
The intellectual archetype represents a character who
has a background grounded in some sort of intellectual
pursuit. This pursuit could be science, medicine, teaching,
or even magic. You should choose this archetype
if you want to make a character who focuses on one
of those intellectual pursuits. You should also choose
this archetype if your character comes from a highly
educated background.

This archetype starts with the Intellect characteristic
at 3 and the Agility characteristic at 1. You’re starting
a character with a better than average Intellect (which
makes this characteristic easy to improve further) and
good strain threshold, but on the other hand, your
character has a worse than average Agility (and is going
to have a problem being effective in ranged combat).

You also have a worse than average wound threshold.
This archetype makes up for that, however, with a
pretty good ability. Their special ability lets your character
count their ranks in a skill as equal to their Intellect,
and while it only works once per session, it can
mean the difference between success and failure on a
critical check.
___
> ## Intellectual
>___
>|Brawn|Agility|Intellect|Cunning|Willpower|Presence|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|2|1|3|2|2|2|
>___
> - **Wound Threshold:** 8+Brawn
> - **Strain Threshold:** 12+Willpower
> - **Starting Experience:** 100 XP
> ___

> **Starting skills:** An intellectual starts with one
rank in any Knowledge skill during character creation. They may not increase thsi skill above
rank 2 during character creation.
>
>**Brilliant!:** Once per session, your character may
spend a Story Point as an incidental. If they do so,
during the next check they make during that turn,
you count their ranks in the skill being used as
equal to their Intellect.
>

## Aristocrats
___
The aristocrat archetype represents any character who
has the gift of a silver tongue. This could be a noble of
some sort, a politician, a bard, or even a spy or
merchant. You should use this archetype if you want
to build a character who fits one of these molds. You
should also choose this archetype if your character is
good at communicating.

This archetype starts with the Presence characteristic
at 3 and the Brawn characteristic at 1. Unsurprisingly,
this means you’re starting with a character who
already has a good Presence, and whose Presence can
be improved easily. However, the low Brawn (and thus
low wound threshold and soak) means your character
won’t be much of a combatant without a major investment
in experience points. You also have an average
starting wound and strain threshold.

Your character’s starting ability is good on its own,
but it can be paired with a number of talents or social
encounter actions for some really powerful effects.
Coupled with the archetype’s starting characteristics,
this archetype is perfect for characters who want to
dominate social situations (even if they’re not very
good at fighting)!
___



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<div class='pageNumber auto'></div><div class='footnote'>PART 1 | ARCHETYPES</div>
___
> ## Aristocrat
>___
>|Brawn|Agility|Intellect|Cunning|Willpower|Presence|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|1|2|2|2|2|3|
>___
> - **Wound Threshold:** 10+Brawn
> - **Strain Threshold:** 10+Willpower
> - **Starting Experience:** 100 XP
> ___

> **Starting skills:** An aristocrat starts with one rank
in Cool during character creation. They obtain this
rank before spending experience points, and may
not increase Cool above rank 2 during character
creation.
>
>**Forceful Personality:** Once per session, your character
may spend a Story Point as an incidental. If
they do so, during the next skill check they make
during that turn, your character doubles the strain
they inflict or the strain they heal (you choose
before making the check).


## Nomads
___
A nomad is a human with no settled home,
who moves from place to place as a way of obtaining food,
finding pasture for livestock, or otherwise making their living.
Most nomadic groups follow a fixed annual or seasonal pattern of
movements and settlements. Nomadic peoples traditionally travel by
animal or canoe or on foot. Nomads keep on the move for various
reasons. Nomadic foragers move in search of game, edible plants,
and water. Pastoral nomads make their living raising livestock, such
as cattle, goats, horses, or sheep. These nomads travel to find more
goats and sheep. Some nomadic peoples, especially herders, may
also move to raid settled communities or avoid enemies. Nomadic
craftworkers and merchants travel to find and serve customers.
Most nomads travel in groups of families called bands or tribes.
These groups are based on kinship and marriage ties or on formal
agreements of cooperation. A council of adult males makes most of
the decisions, though some tribes have chieftains.
___
Nomadic hunting and gathering, following seasonally available wild
plants and game, is by far the oldest human subsistence method but
the humans of the two main continents of Magnamund have mostly
given up this way of life. In MS 5000, only the Ice Barbarians of
Kalte adhere to this tradition. Nomads are usually attired in simple
fur and leather clothing, except the desert nomads of the Dry Main
who traditionally wear mhaktis: flowing grey and white robes.
___
When they arrived on the continents of
Magnamund during the Golden Age of the Shianti, several human
peoples adopted a nomadic way of life. Many Aluvians became
horse breeders and Fanji hunters on the great plains of Lunarlia
and Slovia before most of them settled. In MS 5000, tribes of
nomadic horsemen still remain on the Great Lunarlian Plain. They
come to barter and trade their wares at the famous tented market
of Jaroc. Some of the Vassa who migrated to Vassagonia chose to
become nomads instead of settling in the cities of the Majhan, and
some of their tribes later remained on the plains of Dry Main as it
transformed into a great sandy desert. The Vassa Nomads of the
Dry Main raise herds of Douggas and trade with the people of the
great cities of Vassagonia. They usually bivouac in the oases of the
Dry Main and have pledged allegiance to the Zakhan, reinforcing
his army in times of war. In MS 5000, the Bhanarian Plain and
the Great Lissan Plain of Southern Magnamund accommodate
Mythenish nomadic tribal herders which include the Masbaté.

___
Nomads are seasoned, proud and enduring warriors,
hardened by their wandering life and sometimes by the harsh
environment in which they strive to survive. Most of them are
exceptionally good riders and light cavalrymen. They are also very
stealthy when fighting in their own plain or desert environment.
___
The nomads of a given area should not be
denigrated by a party of Players: if insulted they may prove to be
lethal ambushers. They know the great wastes that their ancestors
have inhabited for millennia and make excellent guides when
exploring these regions. Nomads have traditional customs which
should be respected; they enjoy trading with travelers who show
them respect and they can be very hospitable hosts.

___
> ## Nomad
>___
>|Brawn|Agility|Intellect|Cunning|Willpower|Presence|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|2|3|2|2|2|1|
>___
> - **Wound Threshold:** 10+Brawn
> - **Strain Threshold:** 10+Willpower
> - **Starting Experience:** 100 XP
> ___

> **Starting skills:** A nomad starts with one rank in
Survival during character creation. They obtain
this rank before spending experience points, and
may not increase Survival above rank 2 during
character creation.
>
>**On the Move:** Once per round, for 1 point of Strain, your character
may perform one additional maneauver which must be used for moving.
>








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<div class='pageNumber auto'></div><div class='footnote'>PART 1 | ARCHETYPES</div>


## Tribesmen
___
In MS 5000, there are many primitive
human tribes which still exist on Magnamund. These huntergatherers
inhabit rudimentary huts, wear leather clothing and use
bone or wooden weapons. They bear portraits, tattoos, charms and
amulets, and worship many and varied deities, from Goddess Ishir
to the Greater Demons of the Plane of Darkness (such as Tamotu).
Some tribes are peaceful and trade with civilized countries; others
are xenophobic cannibals. The lives of all tribesmen are governed
by traditional rituals and customs.
____
Tribesmen can still be found in the Kayunis (the
tens of thousands of uncharted islands located in the Northern Void
and the Southern Void), but most are to be found in Northern and
Southern Magnamund. These include the dwellers of the jungles of
Shadaki, the Bonemen of Cloeasia, the aggressive Wildmen of the
Dahir Mountains in Vassagonia, the Swamp-dwellers of the Boari
Jungle in Valerion and the ferocious Kazan Islanders in the Sea of
Dreams. The Vakeros of Dessi were once tribesmen who welcomed
the remnants of the Elder Magi into their domain during the Age of
the Old Kingdoms. Since the Age of the Old Kingdoms, the jungles
of Shadaki have been inhabited by primitive human tribesmen who
preserved their shamanic way of life despite the successive waves of
migrants who arrived in their lands, including the god-like Shianti
and the human Vassa. After the Exodus of the Shianti, the Vassa
people established good trade relationships with the Shadakine
tribesmen. This led to the rise of the tribal city of Kitaesi in Taetok
Bay which has since become a thriving port selling rare exotic
produce harvested from the jungle.
___
Tribesmen are invariably seasoned fighters who are used
to surviving in challenging environments. However, they are also
highly superstitious and can easily be intimidated by magic, even
though some of them are able to perform sorcerous shamanic
rituals.
___
Others should pay close attention
to the customs and the sometimes strange behaviour of tribesmen
inhabiting remote areas they choose to explore. If they do not, they
are likely to inadvertently insult and upset them. Sometime this can
have fatal consequences, especially with the cannibal worshipers of
Tamotu in the Kayunis. In MS 5000, in Cloeasia, peace with the
Bonemen tribes is in a parlous state. The precarious balance could
tip at any time which may result in an unfortunate incident that
precipitates a political crisis.
___
**Career Restrictions: ** Tribesman characters may be *Explorers*, *Druids*,  *Healers*, *Leaders*, *Priests* or *Wanderers*.


___
> ## Tribesman
>___
>|Brawn|Agility|Intellect|Cunning|Willpower|Presence|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|2|2|2|3|1|2|
>___
> - **Wound Threshold:** 10+Brawn
> - **Strain Threshold:** 10+Willpower
> - **Starting Experience:** 100 XP
> ___

> **Starting skills:** A tribesman starts with one rank in
Survival during character creation. They obtain
this rank before spending experience points, and
may not increase Survival above rank 2 during
character creation.
>
>**Wild Born:** Your character does not suffer the penalties for moving
through difficult wilderness terrain (they move through
difficult terrain at normal speed without spending
additional maneuvers). In addition you may also ignore up to 2 Setback dice penalties for any checks performed while in the wilderness.
>

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# Drodarin
___
The Drodarin are a diverse race that occupied most of Northern and
Southern Magnamund during the Age of the Old Kingdoms, when
the Elder Magi ruled the land with benevolence and grace. Their
common origin is so ancient (probably during the Age of Chaos of
before) that various Drodarin sub-races have since evolved quite
separately and differently; from the diminutive Kloon of Chaman
to the imposing Giants of Starn, from the human-like Patars to the
resourceful Dwarves of Boden and Bor. Many Drodarin sub-races
are extinct in MS 5000, such as the Moor Dwarves of Sahawat and
the Sorarians of Tar Ogashaar.
___
Most of the Drodarin were decimated during the Great Plague
(2514 MS). This terrible pestilence was cultivated by an evil race
of druids called the Ceners, and it spread because of the betrayal
of one of the Drodarin sub-species, the Patar. Very few Drodarin
survived the Great Plague, and their disparate remaining races are
no longer the predominant sentient beings inhabiting Magnamund.



## Dwarves of Bor
___
The Drodarin Dwarves of Bor are an industrious race with brave
traditions and a natural talent for mining and metalwork. Particularly
skilled in armour and weapons crafting, Bor Dwarves have refined
their arts to a degree unrivalled in Magnamund by any race save the
ancient ones that walked the land when mankind was little more
than a few scattered, primitive tribes. Bor steel is considered one
of the most valuable trade goods, particularly because it retains its
base value no matter where a merchant’s journey takes him.
___
Bor is perhaps most famous for its boom powder. Developed for
the speedy construction of new tunnels, this explosive powder
has further been used by the Drodarin to power their primitive
firearms. Bor is the only nation on Magnamund that has developed
such weapons. Its precise formula is a closely guarded secret; only a
few highly trusted nations, most notably Sommerlund and Durenor,
are permitted to manufacture boom powder under strict license
from Bor.
___
The Dwarves of Bor are a hardy people with a great deal of stamina
and strength that comes from many years spent at the forge and
anvil, or mining and exploring the seemingly endless subterranean
tunnels which criss-cross the heart of their kingdom.
___

**Career Restrictions: ** Dwarf characters may be *Artisans*, *Bounty Hunters*, *Entertainers*, *Healers*, *Leaders*, *Mercenaries*, *Pirates*, *Priests*, *Scholars*, *Scoundrels*, *Socialites*, *Soldiers* or *Wanderers*.
___

> ## Borian Dwarf
>___
>|Brawn|Agility|Intellect|Cunning|Willpower|Presence|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|3|1|2|2|2|2|
>___
> - **Wound Threshold:** 11+Brawn
> - **Strain Threshold:** 10+Willpower
> - **Starting Experience:** 90 XP
> ___
> **Starting skills: ** Dwarves begin with one rank in
Resilience. You still cannot train their Resilience
above rank 2 during character creation.
>
> **Dark Vision: ** When making skill checks, dwarves
remove up to 2 Setback dice imposed due to darkness.
>
> **Tough as Nails: ** Once per session, a dwarf character may spend a Story Point as an out-of-turn
incidental immediately after suffering a Critical
Injury and determining the result. If they do so,
they count the result rolled as “01.”

## Kloon
___
The state of Chaman, located alongside the deep waters of the Great
Tentarias Strait that divides the two continents of Magnamund, is
unique in two important respects. Firstly, it is the repository of
the largest and most wide-ranging collection of knowledge in the
world, and secondly, it is home to one of the last two great Goodly
non-human civilisations, the Kloon.
___
Closely related to Drodarin Dwarves, yet smaller, greener and –
as they would argue themselves – quite a lot brighter, the Kloon
are an ancient, wise, considerate and resourceful race, whose
lifestyle and culture is built upon the acquisition and appreciation of
knowledge and wisdom. They are devoted to the accumulation of
knowledge and its practical application. They are sometimes called,
“The Librarians of Magnamund”. The Kloon are known for their
excavation of valuable minerals, their building of fine houses (as
domiciles for themselves and as repositories for their vast collection
of ancient scrolls and tomes), their study of nature and science,
their memorising of stories and folklore, their philosophical recitals,
their arts and crafts, and their astute and trustworthy trading. Their
foremost adventurers are erudite savants known as the Kloon Sages
of Chaman.
___
Kloon Sages of Chaman are not members of some heroic order or
arcane society; they are instead typical Kloon adventurers. They
are learned in thousands of subjects and willing to share their
knowledge with anyone they consider to be deserving of it. Kloon
Sages do not see themselves as a single, separate profession; they
are representative of the entire Kloon race, and they are all, without


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<div class='pageNumber auto'></div><div class='footnote'>PART 1 | SPECIES</div>


exception, well-read and highly intelligent. If you hail from the Free
State of Chaman, you are simply a ‘Kloon’; the words ‘Sage’ and ‘of
Chaman’ are somewhat redundant but outsiders, ignorant as they
are, will not learn.
___
Kloon Sages are most often found serving as librarians, priests,
architects, healers or scientists in their homeland. Theirs is a truly
meritocratic society. However, with their profound knowledge has
come an aloofness that many non-Kloons mistake for arrogance. It
is true to say the Kloons do not suffer fools gladly. Their wisdom
has gained them prestige abroad, and many travellers come to
Chaman – particularly to its capital city of Gleesh – to request,
beg for or hire the counsel of a Kloon Sage with a specific area of
expertise. The Kloon are also in great demand as advisors to rulers
of other lands, and they can frequently be encountered in sagely
roles throughout the Stornlands’ principal cities.
___

**Career Restrictions: ** Kloon characters may be *Adepts*, *Artisans*, *Entertainers*, *Healers*, *Leaders*, *Priests*, *Scholars* or *Wanderers*.


___
> ## Kloon 
>___
>|Brawn|Agility|Intellect|Cunning|Willpower|Presence|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|2|1|3|2|2|2|
>___
> - **Wound Threshold:** 9+Brawn
> - **Strain Threshold:** 10+Willpower
> - **Starting Experience:** 100 XP
> ___

> ** Starting skills: ** Kloon begin with one rank in Sage.
You still cannot train their Sage above rank 2 during character creation.
>
> ** Pure Thought: ** When a Kloon character must make a Discipline check in order to resist a psychic ability, such as a mindforce attack or an attempt to control their mind, they may resists the effects of that ability for one round per advantage rolled. When the time is up, the effects (if still
present) begin as normal.
>
> **Brilliant!** : Once per session, your character may spend a Story Point as an incidental. If they do so, during the next check they make during that turn, you count their ranks in the skill being used as equal to their Intellect.

## Ogrons
___
Ogrons are a blue-skinned race of creatures
of Drodarin descent. They have purple blood which
can be highly oxygenated when they hyperventilate. They do this
before combat in order to pump up their strength and stamina. This
ability also permits them to stay underwater for anything up to 30minutes at a time. They are taller than humans yet smaller than
Giants. A typical mature male stands 9 feet tall.
___
Ogrons are native of the swamps and plains of Caron,
but they can be found throughout the Stornlands. Notoriously

___
dull-witted, they are suited to hard labour and can be formidable
warriors in battle.
___
They are often recruited as mercenaries by the rulers of the
Stornlands and used as shock troops in the van of battlefield attacks
and sieges. They have an innate hatred of Cener Druids, born out of
centuries of cruel persecution at their hand.
___
Brutish, powerful, and unquestionably courageous in
battle, Ogrons do not tend to run from a fight, even when faced
by overwhelming odds. Before combat, they will hyperventilate to
saturate their purple blood with oxygen. This raises their blood
pressure and their pulse rate, sharpens their senses, and increases
their stamina in readiness for the coming fight.
___
Ogrons can play the role of gentle brutes to
perfection. They are powerful but not very smart. Given a choice,
they nearly always side with the Forces of Good rather than the
Forces of Evil, but sometimes the Agents of Darkness use spells to
charm them into fighting for their cause.
___
Ogrons are especially susceptible to the effects of alcohol, quite
unlike their distant relatives - the Dwarves. Even half a cup of weak
ale is enough to send them off into a deep sleep, to awaken several
hours later with a colossal hangover.
___
minutes at a time. They are taller than humans yet smaller than
Giants. A typical mature male stands 9 feet (3 m) tall.

___
**Career Restrictions: ** Ogron characters may be *Artisans*, *Bounty Hunters*, *Druids*, *Explorers*, *Gladiators*, *Healers*, *Leaders*, *Mercenaries* or *Wanderers*.

___
> ## Ogron
>___
>|Brawn|Agility|Intellect|Cunning|Willpower|Presence|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|4|1|1|2|2|2|
>___
> - **Wound Threshold:** 14+Brawn
> - **Strain Threshold:** 10+Willpower
> - **Starting Experience:** 70 XP
> ___

> ** Starting skills: ** Ogrons begin with one rank in Coercion. You still cannot train their Coercion
above rank 2 during character creation.
>
> ** Alcoholic Intolerance: ** Ogrons upgrade the difficulty of all Resilience checks by 2 when resisting the effects of alchohol.
> 
>** Hyperventilate: ** Once per encounter, an Ogron character may spend a maneuver to add 1 success to all initiative, Resilience and Melee checks until they are incapacitated, or the encounter ends. Alternatively, once per encounter an Ogron may spend a maneauver to allow them to breathe underwater for up to half an hour, or until they are incapacitated. After using this talent, the character suffers 6 strain from exhaustion.
>
>** Extended Reach:** Ogrons have long powerful arms that allow them to attack any foe with Brawl or Melee checks who is within short range.



\page
<div class='pageNumber auto'></div><div class='footnote'>PART 1 | SPECIES</div>


# Szalls
___
These creatures are similar in size to Swamp
Giaks to whom they are related. They are physically weaker and
thinner, and often have deformed limbs and fragile skulls. However,
they are more intelligent than Mountain Giaks and they have evolved
to the point where they are now capable of natural reproduction.They are often clad in scraps of cloth that they have scavenged from
human settlements in the Wildlands, most notably Ragadorn. Their
small, watery yellow eyes and melancholic faces belie their nasty
and vindictive nature.
___
Szalls were the result of intermediary experiments carried
out by Darklord Vashna and his Nadziranim to produce an improved
version of Swamp Giak. In many respects, the experiments were
a failure, but they did provide essential knowledge that was later
used to perfect the creation of Mountain Giaks. Szall experiments
were subsequently abandoned and the thousands that existed were
consigned to become food for the Kraan and Zlanbeast. However,
Szalls possessed an animal cunning and a strong sense of selfpreservation.
Upon realising that their future in the Darklands was
over, thousands fled from Helgedad and made a desperate exodus
towards the Southern Durncrag Mountains. Most were picked
off along the way by Ashradon, Kraan, and Zlanbeast, but a few
hundred managed to escape. The survivors finally settled in the
Wildlands located between Sommerlund and Durenor, where they
have existed in small and disparate tribal communities ever since.
They have thrived in the Rat Swamp where they have established
villages, and in the ruins of the ancient Cloeasian city of H’Naar.
Their presence in these locations poses a constant threat and
nuisance to the western border of Durenor.
___
A few Szalls have proved themselves intelligent, amiable and law
abiding enough to have been permitted to settle in human villages,
such as Gorn Cove and Mudmoor. They have developed their own
language, a derivative of the Giak language spoken in the Darklands.
Recently, these sentient Szalls have come to the attention of the
Darklands and raids have been launched to kidnap and bring them
back. Subsequently, they have been used by high ranking officers
in the Darklands’ armies as personal servants and spies, proving
themselves to be markedly more intelligent, adaptable and (above
all) discrete than their brutish cousins.
___
Szalls are not brave fighters but they are very cunning.
In their Wildlands environment, they will often mount raids on the
campsites of humans in order to steal their food and horses. If
combat becomes unavoidable during one of these nocturnal raids,
then they will fight using a bladed weapon, such as a dagger or a
short sword.
___
Szalls are scared of the humans, yet they covet
their possessions. The bandit humans are much too tough and wary
for them to dare raid their campsites at night, when they can’t see so
well. But those foolish travellers who pass through the Wildlands,
they make for easy pickings.

___
**Career Restrictions: ** Szall characters may be *Entertainers*, *Explorers*, *Healers*, *Scoundrels* or *Wanderers*.

___
> ## Szall
>___
>|Brawn|Agility|Intellect|Cunning|Willpower|Presence|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|1|3|2|3|1|1|
>___
> - **Wound Threshold:** 8+Brawn
> - **Strain Threshold:** 10+Willpower
> - **Starting Experience:** 110 XP
> ___
> **Starting skills: ** Szalls begin with one rank in Survival. You still cannot train their Survival
above rank 2 during character creation
>
> **Dark Vision: ** When making skill checks, szalls
remove up to 2 Setback dice imposed due to darkness.
>
> **Immunity to Disease: ** Szalls never need to make Resilience checks when resisting diseases. They are completely invulnerable to such effects.




\page
<div class='pageNumber auto'></div><div class='footnote'>PART 1 | CAREERS</div>

## Adept
Adepts have the skill to wield magic and the innate gift to do so effectively. Large groups, like the Brotherhood of the Crystal Star, take in many skilled wizards when they are very young, educating them properly and saving them from the oft-dangerous world of attempting to learn magic on their own or with less scrupulous organizations.
___
Not every Adept is a self-taught mage. There are gatherings and circles in almost every nation in Magnamund, North and South, who follow their own traditions and train spellcasters according to their own ideals of magical perfection. Some are benevolent and open with their skills, like the Magicians of Delden, while others demand unwavering loyalty and obedience, like the Jadin Circle in Chai. Adepts usually owe a debt to their teachers, although this obligation does not always prevent them from having a rich and fulfilling life of their own beyond their oaths.
___
The Adept counts the following skills as career skills: **Arcana**, **Alchemy**, **Coercion**, **Discipline**, **Forbidden**, **Occult**, **Sage** and **Vigilance**. Before spending experience during character creation, an Adept may choose four of their career skills and gain one rank in each of them.

## Artisan
An artisan can be anyone who has skills in a job
that requires special training and some manual labor, whether a burky  blacksmith, a skilled engineer or a cunning gemcutter. They could also be a no-nonsense worker who has no time for anything but
the job at hand, or a creative craftsperson who delights in
building something innovative.
The Artisan counts the following skills as
career skills: **Athletics**, **Crafting**, **Discipline**, **Mechanics**, 
**Negotiation**, **Perception**, **Resilience**, and **Streetwise**.
Before spending experience during character creation,
an Artisan may choose four of their career skills
and gain one rank in each of them.


## Bounty Hunter

Bounty Hunters are a morally diverse group of professional man hunters, pursuing fugitives from justice for a reward or bounty, particularly popular in the Stornlands. Some will only undertake a fugitive hunt after receiving an official warrant to do so. Others will start a man hunt by their own volition in order to capture and then deliver their prey to whoever has placed a bounty upon them, regardless of the severity or validity of their alleged crimes. In these instances, a Bounty Hunter may be acting as an agent of revenge for less-than-scrupulous entities. And there are those who will hunt down and kill their prey for the
reward, whether or not they are guilty of any crime. This latter breed are more accurately known as Bounty Killers.
___
The Bounty Hunter counts the following skills as
career skills: **Athletics**, **Coercion**, **Melee (Light)**, **Ranged**, **Stealth**, **Streetwise**, **Survival**, and **Vigilance**. Before spending experience during character creation,
a Bounty Hunter may choose four of their career skills
and gain one rank in each of them.




## Druid
Druids have a special connection with the primal powers of the natural world. They may be individuals who live in the wilderness, or regular people who have a particular affinity for life and nature. Druids can tap into the primal power of life to summon magic and perform fantastical feats.
___
The Druid counts the following skills as career skills: **Athletics**, **Brawl**, **Coordination**, **Melee (Heavy)**, **Primal**, **Resilience**, **Survival**, and **Vigilance**. Before spending experience during character creation, a Druid may choose four of their career skills and gain one rank in each of them.


## Entertainer
For the Entertainer, the whole world really is a stage. Whatever their chosen medium, these artists, troubadours, actors, and musicians make their living brightening the days of others. However, there can be a lot more to these individuals than meets the eye, as some Entertainers use their acting skills to cover more serious agendas.
___
The Entertainer counts the following skills as career skills: **Charm**, **Coordination**, **Deception**, **Discipline**, **Leadership**, **Melee**, **Skulduggery**, and **Stealth**. Before spending experience during character creation, an Entertainer may choose four of their career skills and gain one rank in each of them.


## Explorer
The Explorer is at home in the wild, able to handle anything
the wilderness throws at them. Explorers tend to
excel at surviving in the wilderness, and they often are
pretty good with ranged weapons. Explorers may be
military scouts, gruff and unsociable hunters, or people
who just prefer living in the wild.
___
The Explorer counts the following skills as career
skills: **Athletics**, **Brawl**, **Coordination**,
**Perception**, **Ranged**, **Stealth**, **Survival** and **Vigilance**. Before
spending experience during character creation, an
Explorer may choose four of their career skills and gain
one rank in each of them.

 ## Healer
Healers exist throughout Magnamund, often going by different names. They are also known as apothecaries, alchemists, physicians, herbalists and chemists. They are skilled with tinctures, extracts and medicines of all kinds, though most specialise in a few specific forms of their craft. What unites them is their devotion to alchemy, regardless of the form it takes for them.
___
While their skills can easily mimic magic in some respects, Healers do not often have to suffer the same prejudice and distrust as Adepts and other spellcasters. Their gifts are generally thought of as being helpful and beneficial, a reputation mostly due to the healing properties of Laumspur. Laumspur, one of Magnamund’s most prolific and widely-known
herbal palliatives, has saved many lives over the centuries. Usually it is found in leaf form, potions and tinctures prepared by Alchemists who specialise in selling


\page


<div class='pageNumber auto'></div><div class='footnote'>PART 1 | CAREERS</div>


such draughts.
___
The Healer counts the following skills as career skills:
**Alchemy**, **Cool**, **Discipline**, **Medicine**, **Resilience**, **Sage**, **Survival**, and **Vigilance**. Before spending experience
during character creation, a Healer may choose four
of their career skills and gain one rank in each of them.


## Knight
The Knight is a warrior of the nobility. A Knight’s title comes with privilege, lands, and wealth, but also a responsibility to defend their liege lord and the common people who rely on the Knight for protection. Knights often train for war from childhood, and they equip themselves with the best arms and armor available.
The Knight counts the following skills as career skills: **Athletics**, **Discipline**, **Leadership**, **Melee (Heavy)**, **Melee (Light)**, **Resilience**, **Riding**, and **Vigilance**. Before spending experience during character creation, a Knight may choose four of their career skills and gain one rank in each of them.

## Leader
The Leader focuses on leading and directing their fellows, as well as interacting with others. Leaders have a knack forv taking charge and
overseeing a situation, but their methods of leadership can vary wildly.
A Leader can be a kind and caring boss a soft-spoken politician, or a military commander 
___
who believes in absolute discipline.
___
The Leader counts the following skills as career skills: **Charm**, **Coercion**, **Cool**, **Discipline**, **Leadership**, **Melee (Light)**, **Negotiation**, and **Perception**. Before spending experience during character creation, a Leader may choose four of their career skills and gain one rank in each of them.

## Mercenary
Mercenaries are professional soldiers for hire to the highest bidder. Sommerlund and Durenor have regular standing armies and do not normally hire mercenaries to fight for them. The opposite is true in the Stornlands where mercenaries are the preferred troops of choice of the kings and princes of that war-torn region. Mercenaries can be human or humanoid in origin. Most are human, but some of the best mercenaries in the Stornlands are Drodarin Dwarves and Ogrons. They are invariably skilled professional fighters and veterans of several campaigns. So long as they have been paid and are allowed to loot an enemy settlement that they have fought for and secured for their paymasters, they can be relied upon to stand firm under fire and fight to the best of their ability. Many specialise in a particular type of weapon with which they exhibit a high degree of expertise, but all, with few exceptions, will also have an above-average proficiency in swordsmanship.
___
The Mercenary counts the following skills as career skills:
**Athletics**, **Brawl**, **Coercion**, **Melee (Light)**, **Perception** , **Skulduggery**, **Survival**, and **Vigilance**. Before spending experience during character creation, a Mercenary may choose four of their career skills and gain one rank in each of them.

## Pirate
A Pirates life is all about adventure. From their
first days as a young sea dog, or a foundling kidnapped during
a port or sea raid, to their years spent as a member of a cut-
throat crew, to their later glories as captain of their own ship,
a pirate celebrates each day as if it were their last. Living
on the High Seas under the constant shadow of the cutlass, a Pirate captain soon gets accustomed to living life
to the full. Yet, this persistent shadow is not a burden to a true
sailor, for it is the vulnerability of their existence that defines and
accentuates their universe.
___
The Pirate counts the following skills as career skills:
**Athletics**, **Brawl**, **Coordination**, **Coercion**, **Deception**, **Gunnery**, **Melee (Light)**, and **Sailing**. Before spending experience during character creation, a Pirate may choose four of
their career skills and gain one rank in each of them.


## Priest
Whether a soft-spoken cleric of Ishir who channels divine energy to heal the wounded, a shaman commmuning with spirits of their ancestors, or a
raging battle-priest of Salor who smites enemies with a mace as
often as with holy wrath, a Priest is a devout believer in
something greater than themself.
___
The Priest counts the following skills as career skills:
**Charm**, **Coercion**, **Cool**, **Discipline**, **Divine**, **Medicine**,
**Melee (Light)**, and **Negotiation**. Before spending experience
during character creation, a Priest may choose four of
their career skills and gain one rank in each of them.





## Scoundrel
The Scoundrel’s business is crime in all forms. Whether
swindling, burgling, or running a complicated con, the
Scoundrel has the skills needed to separate marks from
their money and valuables. A Scoundrel could be a cat
burglar, con artist, or quick-draw specialist, or just a
smooth-talking person who cheats at cards.
___
The Scoundrel counts the following skills as career skills: **Charm**, **Cool**, **Coordination**, **Deception**,
**Melee (Light)**, **Skulduggery**, **Stealth**, and **Streetwise**.
Before spending experience during character creation, a
Scoundrel may choose four of their career skills and
gain one rank in each of them.


## Scholar
Not every hero wields a sword, casts a spell or prays to the Gods for the power to defeat evil. Some fight using their wits and their wisdom. If knowledge is truly power then Scholars are some of the most powerful champions on Magnamund. They have varying fields of expertise, but all scholars are masters at what they do and flexible enough to learn very quickly when the need arises. Scholars are librarians, sages, investigators, administrators and scribes. Some are good with people, while others are most effective when left alone in the splendid isolation of their dusty libraries.
___


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<div class='pageNumber auto'></div><div class='footnote'>PART 1 | CAREERS</div>
___
Scholars may not be physically gifted, but one should never think of them as being weak or helpless. Most can defend themselves well enough from common threats, employing reason and clever tactics to thwart their adversaries. Yet they often perform to their best alongside stalwart allies, especially when their adventures take them out of their safe environs and thrust them into the wider, wilder world of Magnamund.
___
The Scholar counts the following skills as career
skills: **Alchemy**, **Discipline**, **Leadership**, **Mechanics** **Medicine**, **Occult**,**Perception** and **Sage**. Before
spending experience during character creation, a
Scoundrel may choose four of their career skills and
gain one rank in each of them.



## Socialite
Socialites are the consummate social butterflies, at ease
in any interactions involving talking to someone else. Whether a rich debutante in the highest circles of society or a good-natured bartender who knows everyone’s name, a Socialite can get along with anyone and everyone. More importantly, they always know how to get the best out of any social interaction.
___
The Socialite counts the following skills as career skills: **Charm**, **Cool**, **Deception**, **Negotiation**, **Perception**, **Sage**,  **Streetwise**, and **Vigilance**. Before spending experience during character creation, a Socialite may choose four of their career skills and gain one rank in each of them.




## Soldier
Martial history and tradition is well established on Magnamund, and armed forces of varying sizes and effectiveness can be found in most nations. Some of these armies, such as the Army of Sommerlund, have been forged in the fires of war over many centuries. In the Lastlands of the North, conflict with the Darklands has given rise to proud and powerful companies, such as the Sommlending Knights and Ladies of the Realm, the Durenese Knights of the White Mountain, the War-thanes of Bor, and the Kai Lords who are, at their core, an elite martial order.
___
In Southern Magnamund, ancient battles fought against the forces of Agarash the Damned, and present day struggles against that foul creature’s evil descendants, the Agarashi, have given rise to Human and Drodarin armies capable of holding the line against the encroachments of Evil, such as the Sword Knights of Ilion, the Imperial Guardsmen of Chai and the Paladin Knights of Siyen. Whilst most of these armies are aligned to their parent nations, others patrol far and wide, preserving a fragile peace through discipline and force of arms.
___
The Soldier counts the following skills as career
skills: **Athletics**, **Brawl**, **Melee (Light)**, **Melee (Heavy)**, **Perception**,
**Ranged**, **Survival**, and **Vigilance**. Before spending experience during character creation, a Soldier may choose four of their career skills and gain one rank in each of them.




## Wanderer
There are some Heroes that defy classification. They may be mysterious travellers who have a knack for arriving where they are needed most, and yet they rarely know why. They may be enigmatic warriors or wizards with an impressive list of skills, and no memory at all of who they are or how they acquired and perfected their abilities. They might also be outlaws on the run for a crime they have no recollection of, anxious to find some
respite from the pressures of the chase before they are thrust once more into the arms of their misadventure.
___
Regardless of who they really are and what they know about themselves, Wanderers are each a unique and enigmatic Hero. They do not fit conveniently into any given category and thus they are a type of Hero that stands apart from all the rest. While their undefined nature can be a benefit, it can also be a curse. Few people trust them and even fewer understandtheir true nature and purpose.
___
Each Wanderer is unique. Choose any 8 skills, counting them as career skills. You may only choose one magical skill and no more than 3 Combat skills, however. Before spending experience during character creation, a Wanderer may choose four of their career skills and gain one rank in each of them.
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<div class='pageNumber auto'></div><div class='footnote'>PART 1 | Roles</div>

# Border Ranger of the North
___

Northern Magnamund is a vast continent riven by turmoil and
conflict. The close proximity of the Darklords of Helgedad has
every northern nation on alert, expecting war, even after centuries
of calm. Yet without that most undeniable of menaces, the
corruption and ambition of men still remains, turning the peace
among kingdoms into an uneasy and fragile truce. With the notable
exceptions of Sommerlund and Durenor or Palmyrion and Talestria
there is no real trust between the northern peoples. Small-scale
battles and conflicts, as well as petty crime and internal struggles,
are all-too frequent occurrences in these disparate lands.
___
There are large expanses of untamed territory within the northern
lands that shelter a seemingly endless stream of wild creatures,
bandits, renegades and other perils, which are a perennial plague
upon the travellers and border settlers of the northern kingdoms. In
such circumstances, it is no surprise that there is a ready need for
brave and trustworthy Border Rangers who are willing and able to
keep the peace.
___
Border Rangers are valiant soldiers originally from
the kingdom of Sommerlund, where they formed a cassel of the
King’s Armies that police the forests and borders of the realm.
They are specially trained for the protection of their people against
encroachments by the denizens of less-civilised lands. They are
both disciplined combatants and skilled woodsmen, accustomed
to spending long months surviving alone in wilderness outposts far
from the shelter of the lands they are sworn to protect. It is through
their steadfastness, skill and efficiency that Border Rangers have a
special place in any northern Freeland’s militia, and in the hearts of
borderland residents who owe their lives and safety to the valiant
efforts of these brave men and women.
___
In MS 5000, almost all of the civilised kingdoms of Magnamund
employ Border Rangers as a special frontier guard force. They are
usually courageous peasants and farmers who have enlisted to serve
their country. They are organised mostly into small troops, not well
suited for large-scale battles but instead dispatched on missions
requiring stealth, reconnaissance and vigilance. It is common for a
border outpost to be manned by no more than a single experienced
Border Ranger, whose courage and skill are more than a match for
most raiders.

___
> ## Border Ranger of the North
>___
>|Brawn|Agility|Intellect|Cunning|Willpower|Presence|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|2|3|2|2|2|1|
>___
> - **Wound Threshold:** 10+Brawn
> - **Strain Threshold:** 10+Willpower
> - **Starting Experience:** 100 XP
> ___
> **Career skills:** Melee (Light), Perception, Resilience, Ranged, Riding, Stealth, Survival and Vigilance. 
>
> **Starting skills:** A Border Ranger starts with one rank
in Survival and one rank in four of their career skills during character creation. They obtain these ranks before spending experience points, and they may not increase any skill above rank 2 during character
creation. 
>
> **Warden's Wisdom:** Once per session as an out-of-turn incidental, you may spend a Story Point to add a Triumph result when making a skill check involving Riding, Survival or Stealth, or when using a Border Ranger Talent.



\page

<div class='pageNumber auto'></div><div class='footnote'>PART 1 | Roles</div>
# Brother of the Crystal Star
___
The Magician’s Guild in Toran is the most prominent place where
the arcane science of Left-handed magic is studied in its codified
form. These spells and ancient formulae are humanity’s attethe Crystal Star
___
The Magician’s Guild in Toran is the most prominent place where
the arcane science of Left-handed magic is studied in its codified
form. These spells and ancient formulae are humanity’s attempt
to impose order on the chaos of true magic; the primal energy
that creates and sustains all of reality. While this is at times a
losing battle and can result in eruptions of cataclysmic power, the
magicians of the various guilds have discovered a number of special
power-words that capture reproducible magical effects. These are
called spells and they form the basis of their power.
___
Because.  that transcends fealty
to city, nation, kingdom and liege. A leading light in this fraternity
of magicians is the Brotherhood of the Crystal Star, named after
its twin beliefs that spells are a form a crystallised magic and that
all true power comes from planes of existence beyond the world
of Magnamund, i.e. from the stars. Since its creation, all Brothers wear Crystal
___
Star Pendants that are fashioned in the shape of a star
with many points. The Brotherhood of the Crystal Star is open to
all Sommlending who possess the ability and desire to master the
art of Left-handed magic and use it to goodly purpose.
___
Most members of the Brotherhood of the Crystal Star are erudite
scholars who come from noble families. This gives the Magician’s
Guild of Toran a great deal of temporal power to complement their
mystical strengths.
___
Most other kingdoms appoint senior members of their magician’s
guilds to positions in their high courts, most typically as advisors
or viziers. This works well enough to diffuse the undeniable
tension that exists between powerful practitioners of magic and the
ruling classes, but some prophets and diviners foresee a dark and
terrible day when spellcasters and kings will clash for control of all
Magnamund.mpt
to impose ordeer on the chaos of true magic; the primal energy
that creates and sustains all of reality. While this is at times a
losing battle and can result in eruptions of cataclysmic power, the
magicians of the various guilds have discovered a number of special
power-words that capture reproducible magical effects. These are
called spells and they form the basis of their power.
___
Because all of the guilds stem from the same set of core beliefs,
they form a union of like-minded scholars that transcends fealty
to city, nation, kingdom and liege. A leading light in this fraternity
of magicians is the Brotherhood of the Crystal Star, named after
its twin beliefs that spells are a form a crystallised magic and that
all true power comes from planes of existence beyond the world
of Magnamund, i.e. from the stars. Since its creation, all Brothers wear Crystal
___
Star Pendants that are fashioned in the shape of a star
with many points. The Brotherhood of the Crystal Star is open to
all Sommlending who possess the ability and desire to master the
art of Left-handed magic and use it to goodly purpose.
___
Most members of the Brotherhood of the Crystal Star are erudite
scholars who come from noble families. This gives the Magician’s
Guild of Toran a great deal of temporal power to complement their
mystical strengths.
___
Most other kingdoms appoint senior members of their magician’s
guilds to positions in their high courts, most typically as advisors
or viziers. This works well enough to diffuse the undeniable
tension that exists between powerful practitioners of magic and the
ruling classes, but some prophets and diviners foresee a dark and
terrible day when spellcasters and kings will clash for control of all
Magnamund.


___
> ## Brother of the Crystal Star
>___
>|Brawn|Agility|Intellect|Cunning|Willpower|Presence|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|2|1|3|2|2|2|
>___
> - **Wound Threshold:** 8+Brawn
> - **Strain Threshold:** 12+Willpower
> - **Starting Experience:** 100 XP
> ___
> **Career skills:** Alchemy, Arcana, Discipline, Negotiation, Occult, Perception, Sage and Vigilance 
>
> **Starting skills:** A Brother of the Crystal Star starts with one rank
in Arcana and one rank in four of their career skills during character creation. They obtain these ranks before spending experience points, and they may not increase any skill above rank 2 during character
creation. 
>
> **Force of Will:** Once per session as an out-of-turn incidental, you may spend a Story Point to make a Hard (3 Challenge dice) Discipline check. If you succeed, you regain 1 point of Strain for each success.
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<div class='pageNumber auto'></div><div class='footnote'>PART 1 | Roles</div>

# Dwarven Gunner of Bor
___
The most common Dwarves of Bor encountered beyond the borders
of their home nation are Gunners. These sturdy
soldiers have a long tradition of mercenary work and often they
venture far from their homeland, for decades at a time, to sharpen
their skills and develop contacts in the outside world. This habit
is invaluable for both Gunner and nation, since any knowledge or
contact that is acquired becomes an asset to Bor when they return
to serve a term in their homeland’s standing military. The skills of
a Dwarven Gunner of Bor, with all the firepower they bring with
them, certainly makes them an attractive prospect for recruitment
into any battle unit or adventuring party.
___
Since interacting with these hardy and stubborn folk, other armies across Magnamund have begun to adopt the fearsome boompowder weaponry developed by the ingenious Borian Dwarves, the infamous Bor Muskets and Bor Pistols.
___
Because years of mercenary work and travelling are a tradition for
the Drodarin, Dwarven Gunners of Bor are always willing to go on
adventures. These diverse journeys give them a chance to practice
their shooting skills and improve their abilities in many different
ways, making them a learning experience worth as much, if not
more, than the loot such escapades typically yield. Since Dwarven
Gunners of Bor share their people’s somewhat notorious vice of
avarice, adventuring is a doubly attractive way to spend their time.

___
> ## Dwarven Gunner of Bor
>___
>|Brawn|Agility|Intellect|Cunning|Willpower|Presence|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|3|1|2|2|2|2|
>___
> - **Wound Threshold:** 11+Brawn
> - **Strain Threshold:** 10+Willpower
> - **Starting Experience:** 90 XP
> ___
> **Career skills:** Alchemy, Athletics, Discipline, Gunnery, Mechanics, Melee (Light), Resilience, and Vigilance
>
> **Starting skills:** A Dwarven Gunner of Bor starts with one rank
in Resilience and one rank in four of their career skills during character creation. They obtain these ranks before spending experience points, and they may not increase any skill above rank 2 during character
creation. 
>
> **Dark Vision: ** When making skill checks, dwarves
remove up to 2 Setback dice imposed due to darkness.
>
> **Tough as Nails: ** Once per session, a dwarf character may spend a Story Point as an out-of-turn
incidental immediately after suffering a Critical
Injury and determining the result. If they do so,
they count the result rolled as “01.”
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<div class='pageNumber auto'></div><div class='footnote'>PART 1 | Roles</div>



# Herbwarden of Bautar
___
The Herbwardens of Bautar – or the Herbalish Druids, as they are
also known – were once a tribe of holistic warriors and shamans,
whose nature-wise ways attracted the attention of the Elder Magi
during the Age of War. Bautarian sages were therefore the first
humans to harness Magnamund’s primal magic.
During the Age of Awakening, when mortals learned how to wield
magical energies with no help from the Gods, they were in turn
greatly assisted in their development by the Bautarian Herbwardens.
___
Fully conscious and worthy of their duty as guardians of nature
and magic, Bautarians founded the Herbalish order to nurture and
care for the land. They left an indelible mark upon history when
they saved Magnamund from devastation at the hands of the Cener
Druids and their Great Plague. To this day, Herbwardens remain the
oldest and wisest order of human spellcasters, even though their
magic differs greatly to that wielded by Brotherhood of the Crystal
Star or the Magicians of Dessi.
____
In MS 5000, Herbwardens are the descendants of the ancient order
of Bautarian sages. They are druids, or nature priests, whose abilities
and secret knowledge have helped to transform their land into a
lush and natural paradise. Although the Herbwardens’ speciality is
healing magic, nature’s primal power is vast and manifests in many
other ways. Besides the healing arts, the first Herbwardens had
some training in combat, which they used during their ‘Green Purge’
against the vile corruption of the Cener Druids. Present-day Herbalish
have inherited some of these limited martial skills, although rarely do
they have the need to use them in the present age.
____
As a complement to their druidic activities, Herbwardens often
explore lush Bautar to gain a higher awareness of its infinite variety,
while patrolling and protecting it alongside their brethren and
compatriots, the Bautarian Border Rangers. All of Bautar’s great
gardens and natural sanctuaries fall under Herbwarden supervision,
thus the Herbalish become guardians of their land in every aspect,
making them the most respected and admired individuals among
their fortunate people.
____
High-level Herbwardens often function as advisors to Bautarian
nobles and leaders, for they are the stewards of their realm’s moral
compass as well as the engines of its soul.


___
> ## Herbwarden of Bautar
>___
>|Brawn|Agility|Intellect|Cunning|Willpower|Presence|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|1|2|3|2|2|2|
>___
> - **Wound Threshold:** 8+Brawn
> - **Strain Threshold:** 12+Willpower
> - **Starting Experience:** 100 XP
> ___
>
> **Career skills:** Discipline, Medicine, Perception, Occult, Primal, Sage, Survival and Vigilance.
>
> **Starting skills:** A Herbwarden of Bautar starts with one rank in
Survival during character creationone rank in four of their career skills during character creation. They obtain these ranks before spending experience points, and they may not increase any skill above rank 2 during character
creation.
>
>**Verdant Soul:** Once per session, your character
may spend a Story Points and make a Simple Discipline check. Every enemy within Long range suffers Wounds equal to the number of successes generated. Every ally within close range of you removes the same amount of Strain.
>


\page
<div class='pageNumber auto'></div><div class='footnote'>PART 1 | Roles</div>

# Kai Lord
___

Kai Lords are brave and exceptional warriors engaged in a
monastic tradition that has long been established in Sommerlund.
Although the majority of Kai Lords are recruited from noble
Sommlending families, there are some who originate from other
places in the free lands of the north. And a few dozen of the
specially gifted children who join the Monastery each year hail
from ordinary or ‘commoner families’. Lone Wolf himself is
destined to come to the Monastery from a commoner family;
there is no shame attached to this whatsoever. With the passing
of centuries the God Kai’s special gifts, which were originally
bestowed upon one-in-ten of the 5000 original Sommer Islanders
who founded Sommerlund, including the royal lineage and the
most illustrious warrior families, have manifested themselves in
children who are no longer of direct noble Sommlending descent.
___
All of the noble families of Sommerlund sponsor their offspring
every year to secure them entry to the Monastery of the Kai.
It is a great honour to be accepted and trained by the Kai
Masters. Though the training and meditations are long and hard,
when a Kai Lord has completed them and is ready to leave the
Monastery, they will be willing and able to confront and confound
Sommerlund’s enemies by his force of arms and through the use
of his Kai disciplines. Kai Lords are trained to master the innate powers that lie dormant
within them. Not every Sommlending or other humans in the
world of Magnamund has the potential to become a Kai Lord.

____
Only during the course of their arduous training at the Monastery
is the full potential of their innate powers unlocked and brought
to fruition.
Kai Lords who have trained hard and released their potential
can often perform exceptional feats of body and mind. They are
equally at home in the cities of Magnamund as they are in its
untamed regions, exposed to the elements and surrounded by
wild and hostile creatures. A Kai Lord can survive in many places
where lesser mortals would surely perish.
___
> ## Kai Lord
>___
>|Brawn|Agility|Intellect|Cunning|Willpower|Presence|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|2|2|2|2|2|2|
>___
> - **Wound Threshold:** 10+Brawn
> - **Strain Threshold:** 10+Willpower
> - **Starting Experience:** 110 XP
> ___
> **Career skills:** Discipline, Medicine, Melee (Light), Occult, Sage, Stealth, Survival and Vigilance
>
> ** Starting skills: ** Kai Lords begin with one rank in Discipline and one rank in four of their career skills during character creation. They obtain these ranks before spending experience points, and they may not increase any skill above rank 2 during character
creation. 
>
> **Kai's Favour:** Once per session as an out-of-turn incidental, you may spend one Story Point to re-roll a skill check.


\page
<div class='pageNumber auto'></div><div class='footnote'>PART 1 | Roles</div>

# Noodnic Scavenger
___
Durenor, the land of great forests, great plains and the great
mountains of Hammerdal. Where the mighty Suukon once ruled in
ages past, ringed by the mountains of the Hammerdal Range, the
men of Durenor now live and toil beneath the lofty peaks. These
same mountains, where the great tunnels of Tarnalin, Calencut
and Weidon excavated through solid rock to connect the capital of
Hammerdal with the plains and forests of the south, now boast a
constant stream of travellers – soldiers and merchants, caravans and
troubadours – that walk through the vast bulk of the mountain to
travel to and from the capital, yet they are not the owners of these
mountains. In times long past, before the ships of the Ulnarians
arrived to fill the void left by the Suukon, another race had claimed
the Hammerdal mountains for its own; a mischievous race that
would, with time, become known as the Noodnics
___
The Noodnics have proved themselves to be an exception to the
truism that creatures born of the evil of Naar are forever enslaved
to evil and can aspire to nothing else. These creatures were first
created millennia ago to serve Agarash the Damned. They infested
many regions of Magnamund and were aggressive pack hunters.
During the Age of Awakening (1600 MS – 0 MS) their numbers
greatly reduced and they became isolated in small areas. One of
these areas was the eastern Hammerdal Mountains, and it was here
that Noodnics evolved from their ancient Agarashi forms into the
race they are today.
___
The reason for their evolution was the presence of the Fount of
Ishir close to their burrows in the mountains. This famous pool
gives off a very fine mist that permeates mountains and forest for
miles around. Although the blessed water of the fount was poison
to the Agarashi Noodnics, over many centuries they absorbed fine
mist particles through their skin and it slowly transformed them.
They changed from being large, voracious murines into smaller,
leaner, more intelligent tribal creatures perfectly adapted to living
in their tunnel environment. Their lust for blood and chaos was
gone. Now, all they lust for are extravagantly loud clothes and a
hoard of shiny things.
___
Noodnics can be found inhabiting a matrix of tunnels and caverns
in the Hammerdal Range. These have been excavated, slowly and
methodically, for several millennia. From this hidden network, they
can access the three large tunnels excavated by the Durenese. Every
Noodnic has a deep desire to pilfer and hoard and few of their
number can suppress this basic instinct. The traffic passing through
these tunnels gives the Noodnics ample opportunity to ‘scavenge’
their cargoes. They are exceptionally agile when stealing from the
wagons and few of their victims ever see the creatures at work; the
loss often undiscovered until they check their cargo upon arrival at
their destination.
___
> ## Noodnic Scavenger
>___
>|Brawn|Agility|Intellect|Cunning|Willpower|Presence|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|1|3|1|3|2|2|
>___
> - **Wound Threshold:** 6+Brawn
> - **Strain Threshold:** 10+Willpower
> - **Starting Experience:** 90 XP
> ___
> **Career skills:** Athletics, Coordination, Mechanics, Perception, Skulduggery, Stealth, Survival, and Streetwise
>
> **Starting skills:** Noodnic Scavenegers begin with one rank in Skulduggery and Stealth and one rank in four of their career skills during character creation. They obtain these ranks before spending experience points, and they may not increase any skill above rank 2 during character creation. 
>
> **Nimble:** Noodnic Scavengers have a melee and ranged defense of 1.
>
> **The First Law:** A Noodnic Scavenger character may spend a Story Point as an out-of-turn incidental to immediately ignore 1 Wound for every point of Strain they choose to suffer.


\page
<div class='pageNumber auto'></div><div class='footnote'>PART 2 | SKILLS</div>


# Skills
___
### General Skills
##### Alchemy (Int)
##### Athletics (Br)
##### Cool (Pr)
##### Coordination (Pr)
##### Crafting (Int)
##### Discipline (Will)
##### Mechanics (Int)
##### Medicine (Int)
##### Perception (Cun)
##### Operating (Int)
##### Resilience (Br)
##### Riding (Ag)
##### Sailing (Int)
##### Skulduggery (Cun)
##### Stealth (Ag)
##### Streetwise (Cun)
##### Survival (Cun)
##### Vigilance (Will)

### Magic Skills
##### Arcana (Int)
##### Divine (Will)
##### Primal (Cun)


### Combat Skills
##### Brawl (Br)
##### Gunnery (Ag)
##### Melee (Heavy) (Br)
##### Melee (Light) (Br)
##### Ranged (Ag)

### Social Skills
##### Charm (Pr)
##### Coercion (Will)
##### Deception (Cun)
##### Leadership (Pr)
##### Negotiation (Pr)

### Knowledge Skills
##### Occult (Int)
##### Sage  (Int)

## General Skills

### Crafting (Intellect)
Craftsmen are the makers and shapers of the world. Painters and
sculptors use the Crafting skill, as do carpenters and blacksmiths.
While most craftsmen are focused on one or two fields of
creation, others take a general approach and dabble in several
fields. Use this skill when you want to construct something of
lasting worth and value.

### Sailing (Intellect)
Use this skill to crew sailing vessels. The skill includes familiarity with the ship-borne operations, knowledge of different types of sails, procedures for inclement weather, and the like. Sailing under normal conditions does not require a skill check. However, tests may be called for when there is bad weather, dangerous obstacles, or rough waters to contend with.

## Knowledge Skills

### Occult  (Intellect)
Knowledge of the supernatural can be a powerful thing, especially
when confronted with that world on a daily basis. Use this skill
when you need to identify a monster, determine the intention of a
strange chant you hear or divine the functions of a magical device
you have just discovered.
___
**Special:** The Occult skill does not grant you the ability to wield magic
or provide you with any usable spells. It is the mundane knowledge
behind the arcane gift, the ‘book learning’ of the magical world.

### Sage  (Intellect)
Knowledge is power and few wield it more ably than the sages
of Magnamund’s great cities. While you may not hold a sage’s rank, you are just as skilled in one or more topics. Use this skill to
remember an important fact, research a topic in a library or write
a letter in a practiced, scholarly hand.

\page

<div class='pageNumber auto'></div><div class='footnote'>PART 2 | TALENTS</div>

# Talents


### Tier 1 Talents
Bought Info, Clever Retort, Desperate Recovery, Duelist, Durable, Forager, Grit, Hamstring Shot, Jump Up, Knack for It, Know Somebody, Let's Ride, One with Nature, Parry, Proper Upbringing, Quick Draw, Quick Strike, Rapid Reaction, Second Wind, Swift, Surgeon, Toughened, Unremarkable 

### Tier 2 Talents
Beserk, Coordinated Strike, Counteroffer, Defensive Stance, Dual Wielder, Heightened Awareness, Inspiring Rhetoric, Inventor, Lucky Strike, Scathing Tirade, Side Step

### Tier 3 Talents
Animal Companion, Dodge, Eagle Eyes, Field Commander, Healing Potion Specialization (Painkiller Specialization), Inspiring Rhetoric (Improved), Scathing Tirade (Improved), Heroic Will, Natural, Rapid Archery, Parry (Improved)


### Tier 4 Talents
Can We Talk About This?, Enduring, Deadeye, Defensive, Field Commander (Improved), How Convenient!, Inspired Rhetoric (Supreme), Scathing Tirade (Supreme)
### Tier 5 Talents
Dedication, Indomitable, Master, Ruinous Repartee 

## Kai Lord Talents


### Animal Kinship
**Tier:** 2
___
**Activation:** Active (Action)
___
**Ranked:** No
___
This talent enables you to communicate with some animals
and to be able to guess the intentions of others. In some cases, it
can allow you to control an animal’s instincts or actions. If this talent is activated, you may make a discipline check when attempting to befriend an animal, talk to wild beasts or calm down unfriendly creatures and stop them attacking you.

### Animal Kinship (Improved)
**Tier:** 3
___
**Activation:** Passive
___
**Ranked:** No
___
*You must have the Animal Kinship talent in order to take this talent.*
___
Normally, Animal Kinship only allows basic communication.
___
With this level of ability you can actually converse with animals
enough to get detailed information and convey complicated
instructions. This power does not make animals any smarter but
it does foster understanding. If an animal is physically capable of
observing information you need or performing a feat you ask of
it, it will do so.

### Animal Kinship (Supreme)
**Tier:** 5
___
**Activation:** Passive
___
**Ranked:** No
___
*You must have the Animal Kinship (Improved) talent in order to take this talent*.
___
If there is a Royal Family of the Forest, you are of its bloodline.
Even without using this power consciously, you receive respect
and deference from all animals you encounter. No animal will ever
attack you or those you protect willingly, even if it is starving, so
long as no one in your group attacks first. You no longer need discipline
checks to influence or command normal animals of any kind.
You may now make a discipline check to use the basic level of
this talent on beasts and unnatural creatures with animalistic
traits. The Games Master is the final judge on what can be influenced
this way and that the difficulty for any given check might be.
Kraan, for example, might be Hard (3), while a Zlanbeast would
be Daunting (5).

### Camouflage 
**Tier:** 1
___
**Activation:** Passive
___
**Ranked:** No
___
This discipline enables you to blend in with your surroundings. In
the countryside, he is able to hide undetected among trees and
rocks and pass close to an enemy without being seen. In a town
or city, it enables you to look and sound like a native of the area
and it can help you to find shelter or a safe hiding place. You may add 1 Boost die to all checks involving hiding from enemies, searching for items that someone has hidden from you and
detecting ambushes before they occur. You can also apply this bonus to Adventuring checks when determining where someone is from by their accent or dialect. 

### Camouflage (Improved)
**Tier:** 3
___
**Activation:** Passive
___
**Ranked:** No
___
*You must have the Camouflage talent in order to take this talent*.
___

\page

<div class='pageNumber auto'></div><div class='footnote'>PART 2 | TALENTS</div>

You may add 2 Boost dice to all checks when using your Camouflage talent. When making a Stealth check to hide during an ambush or in combat, you may also reroll your check.

### Camouflage (Supreme)
**Tier:** 5
___
**Activation:** Passive
___
**Ranked:** No
___
*You must have the Camouflage (Improved) talent in order to take this talent*.
___
You may add 3 Boost dice to all checks when using your Camouflage talent. Normally you cannot make stealth checks whilst being observed.
A character with this talent can take 2 points of strain to make a Hard (3) stealth check in order to hide plain sight, even if there is little to no cover available. This ability is part distraction, part physical skill and part psychic invisibility.