Thursday, 17 October 2019

Thralls of Shadow: The Callac for Blood & Treasure


CALLAC

The Callac are an oft-maligned race, regarded with fear and suspicion by most other peoples. This is unfair in the extreme, as the Callac are not naturally evil, but it has been their great misfortune to be subjugated by more powerful races that are most definitely so. Thus the Callac’s natural talents for stealth and magic have been abused and set to work on sinister purposes. Most Callac remain under the thumb of evil powers, but in some regions they have been able to maintain a precarious independence, and it is these Callac who can be found making their tenuous way as adventurers. Given a choice, a Callac will pursue a Neutral alignment.

Callac are, on average, 36”’ tall and have a movement rate of 20’. Their appearance is unprepossessing, to say the least: they are wiry, with pallid skin, lank and greasy hair of a dank green hue. Their eyes are black and without pupils. Callac live for up to 300 years and commence play with their own language, Calzorak and one of the following tongues: Urugraz, Dal-qari, Ulekki or the local human lingua franca (usually Yrenaic or Kanastasi). They possess darkvision up to 60’.

Callac are tough and swift, adding +1 to Constitution and Dexterity, but are physically weak and timid, losing 2 Strength and 1 Charisma. They have the following minimum/maximum ability scores: STR 3/16, INT 3/18, WIS 3/18, DEX 8/18, CON 8/19, and CHA 3/17. They roll 1d6 + 2 for their Heritage score.

Callac are possessed of considerable talent for certain kinds of magic. Callac Magic-Users learn advanced conjuration, divination and necromancy spells as if their Intelligence score is 1 point higher, and when any Callac casts spells from any of those schools offensively, their target must subtract 1 from their Saving Throw. Callac also gain an automatic +1 to Lore, Move Silently and Hide in Shadows task checks.

Callac have the following classes available to them: Acrobat, Alchemist, Anticleric, Assassin, Bard*, Chthonic Druid, Demoniac, Demonologist, Diablo, Magic-User (Abjurer, Conjurer, Diviner, Enchanter, Evoker, Illusionist, Necromancer, Transmuter), Pariah, Priest (Death, Scholar, Travel, Trickster, Weird), Prophet, Saboteur, Scout, Sentinel, Shadowdancer, Shaman, Sorceror, Thief, Tomb Raider, Warlock, and Wizard Hunter.

They may also pursue the following multi-classing options: Alchemist-Demonologist, Alchemist-Thief, Anticleric-Assassin, Anticleric-Thief, Assassin-Enchanter, Assassin-Necromancer, Assassin-Priest (Death or Weird), Assassin-Wizard Hunter, Enchanter-Thief, Acrobat-Sorceror, Sorceror-Scout, Sentinel-Wizard Hunter, Sorceror-Thief, Sorceror-Assassin, Thief-Demonologist and Thief-Diviner. 

*Callac Bards are known as Whisperers, and replace the Bard ability to Carouse with the ability to learn Advanced Necromancy spells (in addition to the normal Basic Magic-User spells) and the Shadowdancer bonus to Hide in Shadows (when within 10’ of shadows). They also lose one spell of each level per day, and must be Chaotic or Neutral in alignment. 

Friday, 11 October 2019

An Elf-Kindred - The Mantarq for Blood & Treasure


The many different peoples (gathered together under the generic heading ‘Elves’) of this still-mighty race are found scattered across the New Kingdoms, in closely guarded kingdoms, hidden realms, subterranean cities or in camps in the wilderness, far from the depredations of human civilization.  All of the considerably variant Elf-kinds are detailed below, but it must be noted firstly that all Elves (even the non-magical Silver Elves) share the traits noted in the Blood & Treasure 2nd edition Rulebook (except where differences are noted below).



Fair Elves (Mantarq)

Deemed by some – although not usually themselves – to be the ‘highest’ kin of the Elves, the Fair Elves are seldom seen in modern times. It is thought that many of the Mantarq have left the world of Verkhün for a paradisaical dimension of their own creation, as safe from the woes of the world as they can contrive. 
However, it is known that some do remain on the Material Plane, usually in the mighty living city Larelain, the Shifter (so named for its habit of moving to different sites around the world – and the multiverse!), or dwelling in the lands of the Keltheldar or Vandori. These folk are motivated to remain in Verkhün by multiple concerns, usually altruistic in nature: some Fair Elves have appointed themselves guardians of particular artifacts, teachers of a certain people or protectors of a region dear to them. Others simply love the world and wish to fight to preserve it. Most Mantarq are Lawful in alignment: it is not unheard of for a Mantarq to be of a different alignment, but it is a very rare occurrence. Such a one generally goes down in history as a great leader, great terror…or both.
Fair Elves average 72” inches in height and have a movement rate of 30’. They are the tallest of the Elves. Their skin is a pale blue, and their hair is silver or white, whilst their eyes are a brilliant indigo. The Mantarq live for 1500 years, and begin play knowing the following languages: Ketelcqa, Old Kantari (their native tongue), Vaerylle and Vandori.
Fair Elves are possessed of considerable force of personality, gaining +2 to Charisma and +1 to Intelligence and Wisdom. They are not physically strong, however, taking a -1 penalty to Strength. The Mantarq have the following minimum/maximum ability scores: STR 3/17, INT 9/18, WIS 8/17, DEX 4/18, CON 3/18, and CHA 10/19. They roll 2d6 + 6 for Heritage.

Fair Elves share most of the standard traits of Elves, but lose their bonus to Move Silently and chance of Finding Secret Doors, instead gaining the ability to manifest a visible aura of golden light once per day (increases to twice at 6th level and thrice at 18th level). This aura in its basic use grants a temporary bonus equivalent to half the Fair Elf’s level (rounded down, minimum of one) to their Charisma score for one round per level.  Alternatively, it can function as a light spell for 1 minute per level, or provide a temporary Magic Resistance score equivalent to the Fair Elf’s Charisma score + 2% per level (one round per level) or increase AC by the Fair Elf’s Charisma bonus for one minute per level.

They may pursue the following classes: Alchemist, Bard, Cavalier, Chevalier, Cleric, Defender, Druid, Fey Mage, Fighter, Gallant, Knight of Flowers, Leech, Magic-User (Abjurer, Conjurer, Diviner, Enchanter, Evoker, Illusionist, Transmuter), Marksman, Monk, Paladin, Priest (Creation, Guardian, Scholar, Travel), Ranger, Scout, Sentinel, Shaman, Sorceror, Valkyrie, Warlock and Wizard Hunter.

They may also pursue the following multi-class options: Bard-Cleric, Bard-Cavalier, Bard-Scout, Cleric-Fighter, Cleric-Sentinel, Defender-Druid, Defender-Leech, Defender-Abjurer, Diviner-Ranger, Diviner-Sentinel, Diviner-Scout, Sentinel-Abjurer, Scout-Abjurer and Ranger-Abjurer. 

Fortnightly Fiends: The Brelkhaddar

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