A guide to the Hero’s Journey in the Sidereus Universe
Credits Designer & Writer: E. Neal Belt III
Editor: E. Neal Belt III Cover Illustration: Pending
Interior Illustrations: Kelsey McCarthy, Magdalena Partyka, Tina Marc Graphic Design: E. Neal Belt III
Project Manager: E. Neal Belt III Project Consultants: Kaillie Simms, Ryan Holmes
Dedication: This handbook is dedicated to Kaillie Simms, who was my partner and friend for much of the conceptualization and design of this book – without her this would not have been possible. Thank you Kaillie, I hope that you will eventually achieve everything in this world you dream of, you are my hero. I love you dearly, always.
Based on the Sidereus rules created by E. Neal Belt III.
Sidereus gives you endless options when creating characters.
Introduction The Sidereus game is a game about heroes. Through the tools provided in the Sidereus rules players can explore and experience firsthand what it means to be a hero. Live action role‐playing gives you ‐ the player ‐ a unique opportunity to endure some portion of the trials your character must face for yourself, allowing some part of your own inner hero to rise to the surface and express itself. Your character is more than just a collection of ability scores, traits and flaws. Your character is a multifaceted gem that contains within it a myriad of reflections of who you could be if the world was somehow different from what it is. The Sidereus game is unique in that it challenges you to better your own body and mind in tandem with the improvements that your fictional hero experiences as she moves through her own life. By creating a character that is a reflection of yourself you can tap into your own hidden heroic potential, and your experience in the game will be all the richer for it. This book is not just about any type of character however. It is about the hero. Good or evil, ordered or free‐spirited, a hero is a person of great potential, purpose, and destiny. When creating a hero character in the Sidereus world, a number of options are already available to you in the Sidereus Player’s Guide and other sourcebooks. However, many players want to reach even higher – pushing their characters to the extreme limits of what has been possible only within the pages of epic fantasy and mythic tales ranging from Hercules to Odysseus. In this context a hero is someone destined for greatness, born with an indelible mark upon their spirit that will force them unerringly toward a path of greatness. Whether this greatness is for good or ill is what must be determined by you, the player, as you walk this hero’s path. In Sidereus, every Hero PC has the Trait “Heroic Birthright” though this is not listed on their character card. This Trait is what allows the character to experience the ritual of True Resurrection, giving her the ability to return to the land of the living after passing on into the land of the dead. While this return is not guaranteed, it does vastly increase the survivability of any Hero. In this book, we use the term Hero not only to refer to an adventurer, but to an adventurer with the Heroic Birthright Trait. The journey of the hero is a long and arduous one, fraught with pitfalls, trials and tribulations. Are you up to the challenge?
What’s Inside The Hero’s Handbook is intended as a guide through the process of creating a Hero Player Character in the Sidereus game. The additional Traits, Flaws and Skills provided within may only be used by a Hero character – Commoners simply don’t have what it takes to access the information provided inside. This guide will help you develop your Hero from the ground up, covering everything that happened to the character before her first adventure, and detailing the various elements that highlight her path toward future greatness. This guide will not deal with Attributes in great detail, but will instead move immediately into issues of Race, Traits, Flaws and Skills. These elements are at the heart of character design and conception and are vital in differentiating one Gold Elf warrior from another. The first chapter of this guide discusses the effect of Race on the path of the Hero. How do Elves view the concept of the hero versus how the Arxus view it? These various concepts are vital to the development of any character – after all the beginning is one of the most important parts of the hero’s journey. The second chapter of this guide discusses your character’s personal history. Exploring the depths of your character’s life before her first adventure, this section will help you decide what your character’s life was like, where she grew up, and what events transpired that helped her along the path toward becoming an adventurer. A series of tables will help you choose (or randomly determine) the path of your character’s past. The third chapter of this guide discusses new Traits and Flaws. Referred to as Background Traits, these Traits help define some of the more common touchstones of a hero’s background, as well as touching upon a few of the more fantastic or legendary ones. Some of the requirements for these Traits are extreme, intended to illustrate the fact that a life of destiny is not an easy life to lead. The final chapter of this guide explores the issues of your character’s future, helping you determine what Traits and Skills would be best suited for your character as she advances through life and evolves as an adventurer. The multiple appendices in this book review the various naming conventions that are common for the different races and ethnic groups that can be found in the Sidereus world. These guides will help you finalize your character with a name that is suitable for a hero of her stature. So what are you waiting for? Let’s begin!
Chapter One:
Blood of the Hero The world of Sidereus is replete with variety. Each of the fourteen different races of Sidereus contributes another layer of diversity world, adding to the cultural melting pot that comprises the whole. Each of these races views the concept of the Hero differently, and each of them lend advantages and disadvantages to Heroes that they call kin. Likewise, the wide variety of Bloodline Traits add even more complexity to the puzzle, creating creatures who are touched by the planes, or infused with the power of the Wyld. This chapter will help define how the various races view the concept of the Hero, as well as helping the player understand what roles heroes from various cultures are expected to fulfill.
Your Hero’s Race The following sections provide advice for developing a hero of each race available in the Sidereus game (as well as some sub‐races in the case of Elves, or distinct ethnic groups in the case of Humans). This guide will detail the various Traits, Flaws and Skills that are common among heroes from those backgrounds, as well as detailing the in‐game perspectives of the various races on the life of the adventurer.
Selecting a Race A number of things will change about your character as time progresses. Ability scores will improve (or deteriorate under some circumstances), you will learn new Skills, acquire new Traits or Flaws, and encounter a myriad of new individuals who will play an important role in your character’s development. Your character’s race will play a vital role in determining how well your character adjusts to the various different trials and tribulations she will encounter as she walks her path. The discussion of statistics and rules is only a small part of determining if your character’s path is appropriate for her. Sometimes the key to making an excellent character is in defying the in‐game social norms of your character’s culture to invent a concept that is out of the ordinary. A Derew pyromancer, or an Iron Elf undead slayer are just small examples of these possibilities.
Humans Humans in Sidereus are the most varied of the races. They exist on almost every continent, are able to survive in almost every environment, and since their creation have evolved into a startling range of ethnic and cultural variety. As explorers without peer, the short lifespan of humanity pushes them to delve into the deepest places of the world and climb the highest peaks. Human settlements spring up quickly in the wake of such exploration, opening up the world to the understanding of their inexperienced culture. Named the “Unfettered Children” by Amin’Zerû, Humans excel at any craft they decide to pursue, even surpassing the skill of the oldest races on some occasions. They revere every deity, and retell the story of Creation in their own culture’s image a thousand times over. So diverse are the various human cultures that they have discovered ways to hate each other for what other races consider insignificant differences. Human heroes are the paragons of their race. Successful Humans often become incredibly powerful, ruling entire nations or gaining a position as an advisor to kings. Human heroes hail from a wide
variety of backgrounds; some raised to be adventurers, others orphans, slaves, or simple commoners who could not turn away from the call of the hero in their heart. Your Human hero can call nearly any region of Sidereus home; the decision is entirely up to you. The following section details the most notable of the Human ethnic groups, and gives some typical Traits, Flaws and Skills for Humans hailing from those backgrounds. Seven Kingdoms (Linerra) The Seven Kingdoms of Linerra are a series of Human kingdoms that span the length and breadth of the continent of Linerra. These kingdoms generally share a great deal culturally, but deviate slightly in terms of fashion – not unlike the cultures of Europe during the late medieval period. Humans that hail from this region see themselves and their culture as the most advanced of Human civilizations – and they may well be right. The Seven Kingdoms represent the “standard” medieval fantasy environment. The Seven Kingdoms of Linerra are: Egoras, Dalarnis, Fyndara, Danarea, Arceos, Pelysius, Maloron. As an individual raised in one of the Seven Kingdoms, your character would fall into the “standard” perspective of any medieval fantasy culture. Understanding of concepts such as chivalry, honor, wealth and status are very common. Many of those who hail from these regions can read and write, and they often wear clothing that is iconic from this period of medieval Europe. You might live in a royal city, hail from a small farm on the outskirts of a tiny thorp, or be used to the quiet life as the child of a wealthy merchant raised on a private estate. Cultural Advantage: Flexibility. Being viewed as the “standard” of your race by other cultures can be an advantage. Additionally, Humans who hail from one of the Seven Kingdoms are generally regarded as well‐cultured and intelligent even by the more sophisticated races like Chatûl and Elves. Cultural Disadvantage: Thanks to a relatively complex political system, the Seven Kingdoms are often at war with each other and surrounding Human cultures. This means that an individual who hails from one country may frequently find herself unwelcome in the next. Common Traits: Noble Birth, Wealthy and Bastard Scion are more likely to occur among these people than most other Human cultures. In addition, Traits like Discipline and Athletic are commonly found if appropriate for the character’s background. Common Skills: Individuals from the Seven Kingdoms come from just about any walk of life. However, due to the higher likelihood of an urban origin – it is significantly less likely the character will have Skills like Wilderness Lore or Animal Lore. Read & Write is a very common Skill, as it is almost unheard of for a citizen of one of the Seven Kingdoms to be illiterate. Heroes: The Seven Kingdoms is one of the most active generators of adventurers in the world, particularly those who end up as Heroes. The various countries of the Seven Kingdoms have learned to view this as something of a commonplace event, and are no longer surprised by the appearance of a newly resurrected Hero in their midst. Arzhel One of the Human ethnic groups commonly considered to be “barbarians”, the Arzhel people bear a number of similarities to the Norse and Viking people of the real world. They are in many ways the “traditional” fantasy fiction barbarian; wearing furs and living in cold, mountainous regions. The Arzhel may come from small tribes of around twenty to forty individuals, larger tribes of as many as two hundred individuals, or larger groups. On extremely rare
occasions, particularly skilled Arzhel have been known to live solitary lives, subsisting alone on the bounty of the land. While there are a great number of tribes throughout the world of Sidereus, they all have a few specific traits in common. All tribes take the name of an animal or magical beast to identify themselves. Thus tribes like “the Tribe of the Turtle” or “the Tribe of the Eagle” are created. As befits any “standard” fantasy barbarian culture, the Arzhel hold concepts like personal honor and pride in very high esteem. They distrust Arcane magic, and the average Arzhel cannot read or write. This is not to say that Arzhel are less intelligent – only that their culture has no need for such things. Many of those who hail from an Arzhel tribe wear clothing made of furs and hides, though some rough fabrics may also be used. Most likely these people live in a small seasonally‐nomadic tribe, and have traveled into a life of adventure in order to prove their worth to their people and make a name for themselves. Cultural Advantage: Reputation. Arzhel are known far and wide as fierce warriors without compare among humanity. When they carry the proper appearance and demeanor, a well‐equipped Arzhel warrior is often intimidating enough to be able to cow hostile individuals before a fight even starts. Cultural Disadvantage: Reputation. Arzhel are typically considered unintelligent, uncultured, illiterate and brutish. Arzhel cultures are often at war with just about everyone around them. While this has created a culture of incredibly skilled warriors, it has also created a society where hostility and violence is something of a standard. Common Traits: Bastard Scion is particularly common among Arzhel tribes that are located near more “civilized” Human settlements, since Arzhel women are known for their untamed beauty they often catch the eye of an eager young nobleman. Noblemen such as this often end up dead. Dauntless, Resist Fear, Resist Element, and Titan’s Strike are all particularly common. Arzhel are often Wyld Walkers as well. Common Skills: Primal Rage and Primal Frenzy are the most common Skills among Arzhel warriors. Generally, an adult Arzhel warrior is not taken seriously if he does not have the use of at least one of these Skills. Every self‐respecting Arzhel knows how to use some manner of weapon, and to the Arzhel small weapons (dagger, hatchet, club) don’t count as proper “weapons”. Nearly all Arzhel have a profession, and at least a few ranks in Survivalist. Heroes: Adventurers of Arzhel stock are very common, as the Arzhel prize feats of martial skill above most things. When one of the Arzhel is born a Hero, great things are expected of this person. While the Arzhel do have a generally patriarchal structure, no discrimination is made when an individual is born a Hero. Returning from death means great things are expected of you – regardless of gender. Bataar Another of the Human ethnic groups commonly considered to be “barbaric”, the Bataar people of Ursya are designed after an amalgamation of the Mongol people of Asia, and the Huns of antiquity. Not entirely dissimilar from the Arzhel, but possessing a more “eastern” flair, the Bataar people are different in that they look past simple martial skill and focus a great deal on finesse in battle. Tactically gifted despite their relatively primitive means, the Bataar are known for lightning fast raids on enemy settlements that quickly render them inviolate. Bataar are nomadic, and make their living off of herds of cattle and horses. Even young Bataar children are raised to know how to handle a horse, and most are skilled riders by the time they are adults. It is said that a skilled Bataar archer can hit a bull’s‐eye on an archery target from horseback at a hundred paces. Like most barbarian cultures, many of who hail from Bataar tribes wear
clothing made of furs and hides, though some rough fabrics may also be used. Most likely these people live in a small nomadic tribe, and have moved into a life of adventure in order to prove their worth to their people and make a name for themselves. Bataar respect individual power as well as honor, and a single powerful chieftain will often name his tribe after himself. Unlike many barbarian cultures, the Bataar do not distrust Arcane magic, though they are not necessarily eager to use it. Cultural Advantage: Reputation. Like the Arzhel, Bataar are known far and wide as fierce warriors that rival the strongest of the Arzhel. Where Arzhel tend to excel in physical strength, Bataar are known to excel in endurance and agility. Often seen as mysterious, and typically understood (especially in regions where they are seen as “exotic”) Bataar command a great deal of respect from those who do not understand their culture as well as those who do. Cultural Disadvantage: Reputation. Because of the horrifying efficiency in bringing death and destruction that the few Bataar tribes of raiders and thieves have displayed in the past, Bataar are often feared as specters of death themselves. While this is very rarely the case, a clever Bataar adventurer learns to capitalize on this misguided perspective. Common Traits: Accustomed to harsh environments, the Bataar will frequently have Traits such as; Resist Element, Dauntless and Resolute. Because of the cultural affinity for archery, Hawkeyed and Peerless Archer are very common as well. Common Skills: Nearly all Bataar, male and female, have skill in the bow. Few are familiar with crossbows, though some who wish their understanding of archery to be complete have taken up both weapons. Bataar are commonly skilled hunters and trackers, and most have at least a few ranks in Survivalist. Heroes: Despite their naturally adventure‐filled life, Bataar do not commonly turn to the adventuring life. When an individual is blessed with the Heroic Birthright, he or she is often shunned by her people as unnatural. Only on rare occasions is this person allowed to remain in the tribe.
A group of Bataar
Bharu Further north of even the hardy Arzhel, the Bharu people tame the bitter wilds of Linerra and eastern Ursya, carving a living from the frozen waters of the Drakkenweald and the Crownspire Mountains (Real World: Northern Greenland), the Forsaken Sea (Real World: Bering Sea) and the Gulf of Tears (Real World: Gulf of Alaska). The Bharu people are based off of the ancient Inuit people of the real world. Unlike many of the “barbarian” people, the Bharu do not focus on combat prowess or skill in the same respect. The talent that is most highly praised in Bharu society is that of the survivor. In the harsh landscapes the Bharu call home, he who can survive
and provide for his people with the greatest skill is the one deserving of the greatest respect. While the Bharu are not generally nomadic, they have – in periods past – been forced to migrate to different areas due to severe climate changes and other world events. This has, on occasion, bought them into direct conflict with Goblin, Blood Orc, and Arzhel tribes. In some cases Bharu and Arzhel relations have been relatively peaceful, though this is not always the case. As a result of these harrowing conflicts, the Bharu people have a special enmity for Blood Orcs and Goblins, and a particularly odd and uneasy familiarity with Arzhel. Cultural Advantage: Tenacity. Even more so than most of the hardy barbarian cultures, the Bharu are survivalists above all else. Even given great respect by the Arxus, Bharu are tenacious and determined to survive in any situation, no matter the odds. Cultural Disadvantage: Seclusion. Culturally, the Bharu tend to keep a rather significant distance from other cultures. This has created problems for many Bharu travelers in the past, as they tend to have a great deal of difficulty adapting to other cultures. Common Traits: Obviously, many Bharu have the Resist Element Trait since life in the cold arctic would be nearly impossible without it. Bharu also commonly have the Giant‐kin Trait due to peculiarities in their ancestry. Iron Will and Tenacious are also common. Common Skills: Hunter, Tracker, and Survivalist are obviously common among the Bharu. In addition, Wilderness Lore is fairly common. Nearly all Bharu know how to use a club or a dagger. Heroes: Bharu regard those born with Heroic Birthright as a blessing from “Father Sun” (their term for Aarûn). These people are treated with great honor and respect, and when an individual returns from death for the first time it is seen as a great omen of prosperity for the future of the tribe. Gahiji Pronounced “gah HEE jee”, the Gahiji people of Anûrias are an amalgamation of various African tribal cultures and Australian aboriginal cultures in the real world. Native to the arid plains and deserts of Anûrias and Myorea, the Gahiji are remarkably skilled hunters, trackers and warriors of their region. Forced to survive and compete in one of the most hostile lands in the known world, an experienced Gahiji hunter has faced the horrifying Shadow Orcs, the dreaded Desert Naga, and even more mundane threats like lions, hyenas and other natural beasts.
A group of Gahiji
Generally not nomadic, the Gahiji are experienced travelers nevertheless. In times of great need, small hunting parties will leave the core of their tribe on excursions to hunt larger game like
elephants, dire lions, and other creatures. These journeys are often harrowing and dangerous experiences from which few hunters return. As much of Anûrias has been influenced by the power of the Wyld, many (if not most) Gahiji are also Wyld Walkers, able to traverse the barren landscape of their homeland without falling prey to the insidious magics of the Wyld. Like most barbarians, Gahiji are typically illiterate and often distrust Arcane magic. They choose to dress simply, relying on light furs and some handmade fabric to help them cope with the heat. Cultural Advantage: Vigilance. The Gahiji people live in an environment where the most notable hazards are living, breathing creatures that are consistently trying to kill you. As a result, they have evolved with a focus on reaction speed, quick wits, and keen senses. Cultural Disadvantage: Xenophobic. The Gahiji people are untrusting of outsiders and things that originate from outside of their environment. As a result Gahiji do not commonly travel to outside lands if they can help it. Common Traits: The Gahiji commonly take traits like Dauntless, Resist Element, Resist Disease and Tenacious. Certain tribes of Gahiji have been known to almost universally have the Half‐Blooded (Elf) Trait. Common Skills: Nearly all Gahiji have some skill as Hunters and Trackers. Animal Lore is common, as is Wilderness Lore. Weapon skills of choice include; Bow, club, spear, and axe. These are common choices since metalworking is not particularly easy in most regions where Gahiji are common. Heroes: Gahiji heroes are often rapidly elevated to being tribal leaders, having a great deal of influence over their people since their ability to return from the dead makes them appear supernaturally gifted. Ieyas Pronounced “eye YAS”, the Ieyas people are the sole indigenous people of the island of Ieyasu off of the eastern coast of Ursya. While it is technically an island, Ieyasu is extremely large – enough to be a country in its own right. The Ieyas people have a culture based on Japanese culture from the Kamakura period to the Muromachi period (ca. 1185 – 1336 AD). Despite this time frame, there are cultural elements added from the Edo period which has been popularized in modern fiction. The Ieyas people are adept in the arts of Alchemy, Astrology, Arcane magic, and most sciences. They have developed more rapidly than many of the other Human cultures of the world, thanks in part to the tutelage of the Jade Elves that call the Ieyas neighbors. Their understanding of Alchemy has caused the Ieyas to develop a remarkable skill for combining alchemical potency with more mundane arts. The most notable of these achievements is the development of Ieyasan weapons that are renowned for their keen edge. A feudal system governs these people, emperors are given great respect and power, which disseminates through the tree of nobles who serve them. Feudal lords commission warriors who act as their emissaries to the world around them, resulting in a rather large number of adventurers from the region seeking work either for or against the local governments. Many of those who hail from these regions can read and write, and they often wear clothing that is iconic from this period of feudal Japan. You might live in a royal city, hail from a small farm on the outskirts of a tiny thorp, or be used to the quiet life as the child of a wealthy merchant raised on a private estate. In Ieyas culture, the good of the many outweighs the good of the few. Surnames are given before first names in conversation, and the individual is expected to honor his family with his deeds and actions.
Cultural Advantage: Knowledgeable. Well educated and well trained, even commoners in Ieyas society have access to some forms of formal learning. This has resulted in a cultural perspective where knowledge is even more well respected than martial skill. Cultural Disadvantage: Isolationist. The Ieyas culture is not unfriendly to outsiders; in fact they are very welcoming and hospitable. However, they are very careful with cultural secrets such as religious practices and cultural rituals. Common Traits: Because of the cultural focus on education, knowledge, and discipline, the Discipline, Iron Will, and Resist Enchantment Traits are common among Ieyas people. Common Skills: Lore Skills of any kind are very common. Nearly all Ieyas people can Read & Write thanks to the cultural focus on education. Herbalism, Alchemy, and both Divine and Arcane magic are also very common. The most common weapon skills among the Ieyas are sword, polearm and bow. Heroes: The Ieyas have been the source of a number of individuals with Heroic Birthright over the years. Many have taken up careers as warriors or knights in the service of their feudal lord or emperor. Others have chosen lives as thieves or assassins, making a name for themselves by robbing the ancient tombs that crisscross the landscape of Ieyasu.
A group of Ieyas
Mokoshan The Mokoshan people hail from the Mokosh region of Sidereus, the equivalent of Eastern Europe in the real world. Based loosely Slavic cultures during the medieval period, the Mokashan peoples are not dissimilar to the people of the Seven Kingdoms, though there are some significant differences. Humans that hail from this region are still highly civilized and view themselves as such, but they have also developed a rugged and determined resolve that is more common among the “barbaric” Arzhel thanks to the harsh environment that surrounds them. The notable kingdoms of the Mokosh region are; Myria, Utova, Albessea, Eulor and Estova. As an individual raised in one of these kingdoms, your character would have had a much different life from a character raised in Linerra. Most of the kingdoms of the Mokosh region practice mandatory military service, with each family being required to contribute one member to the military for each generation. While women are generally not included in this restriction, it is considered an honor to fill the obligation – and as such women will occasionally join if no men are able or available. Classist views are very prevalent in these areas, as the rich commonly lord over the poor to some degree, and the noble class holds sway over the rich in turn. Many of those who hail from these regions can read and write, and they often wear clothing that is iconic from this period of medieval Eastern Europe. You might
live in a royal city, hail from a small farm on the outskirts of a tiny thorp, or be used to the quiet life as the child of a wealthy merchant raised on a private estate. Regardless of your background, you would understand something of survival in the mountainous and somewhat unforgiving landscape of the Mokosh. Cultural Advantage: Disciplined. The people of the Mokosh region know that life’s pleasures must be earned and fought for if they are to be maintained. As such, they have no problem working hard, and a lazy person is considered to be a burden on the entire community. Cultural Disadvantage: Unforgiving. Outsiders may view the perspective of the Mokoshan people as unforgiving because they believe a person should take total responsibility for their own actions without regret or shame. Common Traits: Because of the regional difficulties in certain seasons, Resist Element is a common trait – though Wyld Walker is much more common since the Mokosh region has relatively severe difficulties with the taint of the Wyld. Noble Birth and Bastard Scion aren’t uncommon here, as there are a number of noble families. Discipline and Iron Will are very common Traits as well. Common Skills: Almost all males from this region have some training in warfare. Many have served in the military as active soldiers and as such will have the Guard or Mercenary professions. Arcane magic is far more common in this region than either Divine magic or Nature magic. Heroes: The Mokoshan people view Heroes as a blessing in many ways, though such individuals are expected to serve king and country – and in many cases are quickly scooped up to do just that. Being a Hero often means receiving training and special attention, if only to better serve your country. It is rare in the Mokosh region for a Hero not be an adventurer or traveler of some kind. Rajan The predominately desert‐dwelling Rajan have learned to adapt to the harsh world in which they are forced to subsist and have not only learned to survive – but to prosper. Split between nomadic subcultures and more sedentary subcultures, the Rajan are the primary inhabitants of the deserts of Anûrias, particularly in the northernmost regions near Ageos. Based largely on the real‐world Bedouin but also partially on Arab culture as a whole, the Rajan draw from an ancient and extremely rich real world cultural heritage. There are nearly as many nomadic Rajan communities as there are sedentary ones, but they all have a number of cultural standards in common. The Rajan are traditionally divided into tribes or clans, known as “As’air”. A widely quoted Rajan saying is "I against my brother, my brothers and me against my cousins, then my cousins and I against strangers". This saying signifies a hierarchy of loyalties based on closeness of kinship that runs from the nuclear family through the lineage, the tribe, and even beyond. An individual from this culture understands the importance of helping to better his family group, and would go to great lengths to do so. Most Rajan can read and write, and the arts of Arcane magic and Alchemy are particularly common. Regardless of a Rajan character’s background, the most common knowledge would be considered the basic knowledge of surviving in the harsh and unforgiving deserts of Anûrias. Cultural Advantages: Determination. The Rajan are a resourceful and resilient people who have survived in some of the most difficult conditions in the known world. Rajan individuals are well known for carrying this sense of determination into their day to day lives and personal dealings. Cultural Disadvantages: Hidebound. The Rajan hold their cultural traditions very dear, leaving them in a state of severe resistance to change of any sort. They believe that their ways have
always made them strong and as such they have a great deal of difficulty adjusting to change in any form that comes from a foreign source. Common Traits: Due to the hardships of life in the desert, many Rajan have the Resist Element Trait. The Wyld Walker Trait is not uncommon, since many of the deserts of Anûrias contain large areas of Wyld‐infested wasteland. Because of their cultural propensity toward discipline and focus, the Discipline Trait is also common. Common Skills: Hunting, Survivalist and Wilderness Lore are all extremely common Skills among the Rajan. These all reflect the common knowledge among their people that allows them to survive successfully in the desert despite the lack of food and water that is generally present in those areas. Heroes: The Rajan perspective on individuals with Heroic Birthright can vary, often ranging from completely open to outright superstition and hostility. Some groups allow Heroes to remain in the community, believing their presence is a sign of good fortune – others consider it the work of the Void Serpent and eject the individuals from their group with prejudice.
A group of Rajan Takoda Commonly found in the deserts, forests and plains of Linerra, the Takoda people are among the most prolific of the “barbarian” people in Linerra. An amalgamation of various Native American tribes from the real world, the Takoda are skilled craftsmen, hunters and warriors as are most of the “barbarian” people. Where the Takoda truly excel is in their understanding of the natural world. It is rumored that even the Chatûl respect the Takoda understanding of the world and its cycles, even being said that the Chatûl believe the rest of humanity has a great deal to learn from these people. Some Takoda tribes are nomadic, while others have developed a culture centered on agriculture. Some tribes are warlike and others are not. What binds the various tribes together is a respect for nature and a sense of honor that defies their “barbaric” reputation. Being raised in Takoda culture generally instills one with an awareness of the natural world and a respect for all creatures. A large number of druids and rangers are produced from the ranks of the Takoda, which should be no surprise given their cultural leanings. Takoda typically live either in portable tents and similar structures (for more nomadic tribes), or carefully constructed longhouses in semi‐permanent villages (for more stationary tribes). They wear durable and well‐crafted clothing made of hide and fur, and will often use precious stones and feathers for simple and practical ornamentation.
Cultural Advantages: Balanced. The Takoda people have a somewhat unique perspective on the natural world, and often realize there is a need to seek balance in all things. As such they value temperance and patience culturally, and are well known for their acceptance of the beliefs of outsiders. Cultural Disadvantages: Trusting. The Takoda people as a whole do not believe in judging others. For a time, this cost them a great deal as many other cultures sought to take advantage of them. While the culture has changed somewhat to be more protective of its ideals, individuals within the culture may still be too open to outsiders or their influence from time to time. Common Traits: Takoda typically become nature magic users, taking Verdant Oath or similar abilities. Animal Empathy is also common. Resist Element is fairly common, as with most barbarian groups. Common Skills: Most Takoda learn how to use a bow at a young age. A Takoda male will often learn how to fight with an axe or a spear as well. Survivalist, Hunter, Tracking and Wilderness Lore are all equally common. Heroes: Takoda view those with the Heroic Birthright Trait as warriors of the gods, believing that they are destined to serve a greater purpose. Because of this belief, it is rare for a Takoda Hero to not develop rather unusual Skills and seek to move out from the confines of her tribe – though a Takoda hero will always remain vigilant in case her tribe needs her to return.
A group of Takoda
Zahala The Zahala people are another ethnic division within the Human race. Associated with real world Romani culture, the Zahala are a diverse and interesting people. During the beginning of the Fourth Age the great city of Zahalaren was destroyed my marauding bands of goblins led by a mysterious force. This army laid the city to waste, and the Zahala people were forced to scatter and flee to survive. The Zahala people travel in clans that follow a somewhat matriarchal structure. These clans have travelled far and wide across the many continents and countries of Sidereus, making their way as alchemists, merchants, craftsmen and performers. The Zahala are typically extroverted and have an intense love of independence and individuality. The Zahala people typically wear colorful clothing, and enjoy dance, revelry and song. It is the belief of the Zahala that any misfortune should be endured with a confident resolve and a celebration of the things that are worth being thankful for. In general the Zahala people are nomadic – each clan traveling in large caravans to grant them strength in numbers and a sense of community while they wander the world. As an individual raised in a Zahala clan your character would learn a great deal about Zahala
communities and the hazards of the road, as well as picking up a few useful morsels of information about a trade or other way of making a living. The Zahala believe that family comes first in the world, but to a true Zahala family includes every other Zahala. It is considered a grave error to harm another Zahala by any means, but people who are outside of the community are fair game. Cultural Advantages: Worldly. Travelers of the world as a whole, the Zahala culture has evolved over the centuries to become one of global awareness and mutability. Zahala are especially skilled at absorbing new information from their travels and incorporating it into their culture seamlessly. As such, most Zahala are welcoming to outsiders – at least at first – though rudeness and cruelty are not tolerated. Zahala are often cautious around Mokoshan people, as a good deal of enmity exists between the two cultures. Mokoshan people view the Zahala as vagrants, and the Zahala hold a long‐standing oral tradition that the Mokoshan people were involved in the fall of Zahalaren. Cultural Disadvantages: Migrant. The Zahala are a people without a homeland. The city of Zahalaren was less of a city and more of a country. Destroyed by the forces of Shadow in centuries past, the Zahala have been left without a place to call their own. To some, this has left them without purpose – and to other races this unfortunate circumstance often paints them as vagrants or miscreants. Common Traits: Many Zahala have developed the Wyld Walker Trait as a result of their expansive travels. The Charisma Trait is very common among Zahala – to the point where many simply assume every Zahala man and woman is a charismatic individual. Possibly due to this assumption, the Bastard Scion Trait is also particularly common. Common Skills: While it does fit – rather unfortunately – into the negative stereotype held for the Zahala by many cultures, many Zahala are skilled in a variety of talents from the Rogue tree. As dancing and artistry are extremely important to Zahala culture, Artist, Jeweler and Performer are also extremely common Skills. Heroes: Among the Zahala, an individual blessed with a Heroic Birthright is seen as a great boon – able to lead their clan to greatness and possibly even redeem the Zahala in the eyes of many of the cultures who view them negatively. Zahala Heroes commonly leave their clan for a time to explore the world and learn more about other cultures – and themselves.
A group of Zahala
Zante The Zante are the island‐dwelling “barbarians” of Sidereus, created as an amalgam of Pacific Islander culture. Dwelling largely in the island regions of Eastern Ursya, Myorea, or off the coast of Western Linerra (as well as other island/tropical areas), the Zante
are a people with a robust history and diverse range of cultural traditions. Humans that hail from this cultural background are intensely spiritual and seem to have a deeper understanding of the natural world in regards to oceanic life than many of the other races in the world. The Zante have a somewhat rigid caste system that organizes their entire sociopolitical structure. As a result, the Zante people have learned to place the wellbeing of the tribe above their own wellbeing, placing a special focus on the needs of the nobility and religious leaders. Tribal chieftains and sub‐chieftains are referred to as “Akau”, leading over whole communities. Lesser nobility are referred to as “Etera” – which is also the name for the entire noble caste. “Kapu” is the title of the priestly caste, responsible for the tribe’s spiritual health. The commoner caste is “Akamu”, which is responsible for most of the more menial duties in a tribe. Literacy is not particularly common among the Zante – though when it is present it is typically a skill only the noble caste possesses. The Zante people rely heavily on the bounty of the ocean for food, but the islands they inhabit also tend to have a great deal to offer in terms of food and materials for survival. They are often skilled sailors, hunters, and survivalists – and despite their relatively isolated origins, they tend to thrive among foreigners. Cultural Advantages: Industrious. The Zante people have learned over the years to work well with limited supplies and resources. As such, many of their people develop a rather significant skill with improvisation of tools and other items in difficult situations. Cultural Disadvantages: Superstitious. The Zante people have a powerful spiritual tradition. While this can be a benefit in many cases in a world where spirituality has power in and of itself, it can also prove detrimental in some since it leaves them with a variety of superstitious views. The most notable of these are a fear of Arcane magic and a dislike of High Alchemy. Common Traits: Zante commonly acquire the Resist Enchantment and Tenacious Traits – as their strength of Spirit will often see them through the most difficult situations. Members of the Kapu caste will often take the “Blessed” Trait as it aids them in fulfilling their religious duties. Common Skills: Zante frequently learn Laborer (Sailor), Fisher, Cartographer and Scout. Artists typically take the Performer skill since the Zante have a particularly strong oral tradition. Survivalist is almost universal among the Zante people. Heroes: Zante Heroes are seen as emissaries of a higher power. They are most commonly herded into a religious life of some bent or another – sometimes as paladins, other times as priests. Many will serve as servants to the Akau – and some will even come to lead their own tribes simply because of shared perceptions of greatness.
Arxus To the lowlands‐dwelling races the Arxus are the stuff of legends. Strong, skilled hunters and master survivalists, the Arxus seem to other races as if they were born to dwell in the harsh landscapes that they call home. While the Arxus are well suited to traverse the harsh and mountainous realms in which they reside, their many adaptations simply make this difficult life manageable – not simple or easy. Arxus settlements reflect the perspective of their culture; they are simplistic and functional, rugged and well‐built, but lacking in comforts many races would have trouble living without. The children of Snædis, the Arxus have always lived difficult lives, striving to survive despite insurmountable odds. Slayers of dinosaurs, dragons, giants and other titanic beasts, the Arxus march into battle with massive weapons and unbreakable resolve. Their special gifts lie in their unfailing determination. An Arxus will
never surrender, and many seem as if they will never die. Generally Arxus worship is centered on Snædis, though many will come to revere other deities such as Fënrir, Roëna, Tallis and Sûldin. Arxus heroes are the paragons of their race. Successful Arxus often become incredibly powerful, notorious slayers who lay dragons low with one sweep of a massive blade, feared generals who face off against incomparable odds with nary a flinch. Arxus heroes are raised within the strongest of Arxus communities, or forced to stand strong against the harshest of nature’s trials. Regardless of their origins, they are all individual titans who could not turn away from the call of the hero in their hearts. Your Arxus hero will probably hail from the mountains of Sidereus, though in the Fourth Age (the current in‐game time period), Arxus have traveled all over the globe so they can be found in small numbers nearly everywhere – though they are rare in more civilized societies. Ultimately the decision is entirely up to you. Cultural Advantages: Indomitable. The Arxus are the iconic immovable object. They are a force to be reckoned with because not even the unconquered might of nature can cause them to falter or fail. Even the hardy and stalwart Dwarves must acknowledge the incredible fortitude of the Arxus people. Cultural Disadvantages: The Arxus are typically superstitious and live a somewhat cloistered life as a result of their existence on the fringes of society. Since they avoid more “civilized” communities, they often have difficulty adapting to complex cultural standards. Common Traits: Many Arxus will take Disease Immunity and Poison Immunity to compliment their racial Traits. Fearless is a common choice for the same reasons. Titan’s Strike is common among Arxus regardless of occupation, since it never hurts to be able to fell a foe in a single strike. Common Skills: Hunter, Survivalist and Wilderness Lore are the obvious choices. Arxus Lore may seem obvious, but not many Arxus put a great deal of time into examining the culture of their people in‐depth. Almost all Arxus have some level of skill in repairing armor or weapons, and many know how to repair or build their own equipment to some degree or another. Heroes: Arxus heroes are surprisingly common despite their relatively low birth rate. Arxus heroes are expected to accomplish a great deal since their culture essentially is a culture of heroes. Arxus heroes become legendary dragon slayers, giant slayers, werewolf hunters, and more – all able to traverse the wilderness with equal ease to the quarry they choose to pursue.
A pair of Arxus
Chatûl The Second‐born race of Sidereus, the Chatûl are well known across the world as wise and understanding guides to the younger races. Courageous, passionate and insightful, the Chatûl appear to other races as a species truly touched by the divine. This is largely due to the fact that they are. The mystical bond between the Chatûl and their matron goddess Jolarä is unmatched among all of the races of Sidereus. Despite this link they are still an earth‐bound people and must suffer through the same trials and tribulations the other races must endure. Chatûl villages and cities are a testament to the artistic prowess and long history of the Chatûl. Even the smallest settlements are created of ornate buildings of wood and stone, decorated with detailed etchings and bas‐relief carvings.
A pair of Chatûl
The Chatûl have endured their own unique trials as well, often being forced to stand strong against insurmountable odds when the strength of the other races has failed. Passionate yet focused warriors, Chatûl give everything of themselves when they undertake an endeavor. In no small part due to the divine connection they share with their goddess, most Chatûl worship is centered on Jolarä, though many Chatûl revere Roëna, Fënrir, Zaria and Eäminn. Chatûl heroes are believed to be the very essence of what Jolarä intended for the Chatûl people. Successful Chatûl often become conduits for the awesome power of the divine – particularly in the case of females. For Chatûl males, the path of the warrior splits into a desire for glory leading the armies of the Chatûl into battle or consummate skill as a hunter and guide that seems to blur the lines between martial prowess and magical capability. Chatûl heroes are raised with a full knowledge of whom and what they are, as this information is often made known to the priestess who oversees their naming ceremony. Regardless of their origins, they are all fierce and inspiring souls who are consumed by the call of the hero in their hearts. Your Chatûl hero may hail from the jungles of Catherna, the deserts of Anûrias, or the mountains and valleys of Ageos. In the Fourth Age, Chatûl may be found anywhere as they are one of the most common races of Blessed Living to walk the world. Ultimately the decision is entirely up to you. Cultural Advantages: Impassioned. The Chatûl are the paragons of ardor and ferocity; their hearts burn with an unquenchable that
is unparalleled by all of the races of Sidereus, leaving them without compare when they truly dedicate their heart and soul to a task. Cultural Disadvantages: The Chatûl are an ancient and knowledgeable people, a perspective that can sometimes limit their flexibility when dealing with other races. Because of this somewhat rigid outlook, younger races sometimes see them as stubborn or judgmental. Common Traits: Female Chatûl who pursue the path of magic almost always select the Divine Inspiration and Clerical Investment Traits, as divine magic is almost exclusively used by females in Chatûl society. Male Chatûl will often select the Fearless Trait, as having the will to face down any obstacle is considered to be a mark of great respect in Chatûl culture. Common Skills: Like the Arxus, Chatûl are commonly skilled hunters and survivalists. Hunter, Survivalist and Wilderness Lore are therefore obvious choices. Chatûl Lore is very common, since all Chatûl are well educated about the history of their people. Almost all Chatûl also have some knowledge of Divine Lore because of their connection to their goddess. Heroes: Chatûl heroes are very common, a boon to the race which is believed to be a result of the divine connection they share with Jolarä. Chatûl heroes are expected to accomplish amazing things since Chatûl culture is one of the oldest and most storied cultures known to exist. Regardless of the path they choose, Chatûl are among the greatest of heroes when they finally walk that path.
Gûndre (Dwarves) The Third‐born race of Sidereus, Gûndre are the stubborn but intractable sons and daughters of Sûldin that dwell deep beneath the earth. Craftsmen beyond compare, Gûndre are most well known for the quality of their goods. With the exception of food, anything that is considered of Gûndre make or quality is considered to be the best of the best, particularly weapons and armor. However Gûndre are not only craftsmen and artisans, they are also warriors without compare – with a long and dignified history listing victory after victory under impossible odds. Gûndre citadels are built deep beneath the earth, crafted from stone at a scale that most mortal architects consider impossible. It is believed that the Gûndre talent for working with metal and stone is so significant that it even allows their magic to accomplish things that were once only possible with the aid of High Magic. Like many of the races of Sidereus, the Gûndre have endured great difficulty and suffering throughout their existence. Constantly harassed and hunted down by the malicious servants of Xi’rian, the Gûndre have ever been at war with the brutal Naga. For thousands of years these wars have progressed, destroying one Gûndre hall after another until the present day where many hundreds of them remain lost to time. Were it not for the Gûndre tendency to persist regardless of the situation, the race may well have died out centuries ago. Most Gûndre worship is centered on Sûldin, the father of the Gûndre, though many revere Aarûn, Zörena, Selora, Gilana and Tallis. Gûndre heroes are seen as exemplars of Sûldin’s will, and his agents in the mortal world. Successful Gûndre adventure through the world as immovable walls of adamantium and steel, or eventually find a hall of their own claiming their position among their kin as king (or queen). Gûndre heroes are raised in an environment of strict discipline where they are sternly directed toward their intended path. The birth of a hero is seen as a great boon in Gûndre society, as every Gûndre of such prestigious lineage adds to the greater glory of the people as a whole. Regardless of their origins, they are all determined and resolute sentinels who draw strength from the call of the hero in their hearts.
A pair of Gûndre Your Gûndre hero may hail from nearly any region in Sidereus, though wherever they are from they most likely were raised *beneath* the realm of the surface world. Gûndre live underground, close to the region that delves even further below, known as the Abyss. Ultimately the decision is entirely up to you. Cultural Advantages: Steadfast. The Gûndre are widely known and most respected for their determination and stubborn resolve. This does not always manifest toward the good, but it is nearly always present regardless of the individual Gûndre’s moral leanings. Cultural Disadvantages: The same steadfast resolve that keeps Gûndre strong and focused can sometimes serve to cripple them in situations where flexibility is needed. They often hide away in their caves beneath the earth, staying far from other civilizations who they view as too flippant and unpredictable. Common Traits: Gûndre are very obstinate and single minded, and as a result they tend to focus on Traits that augment their already considerable abilities. Many Gûndre take the Resist Element Trait, the Resist Poison Trait is also common, as is the Fearless Trait. Common Skills: Every Gûndre has at least one craft or profession skill that they practice with great facility. Dwarven Lore is very common as well, as the Dwarves are a proud people – particularly when it comes to their cultural heritage. Almost all Gûndre have some skill with weapons, as martial prowess is considered to be a vital trait to these people. Heroes: Gûndre heroes are fairly common, though like the majority of Dwarves, many never leave home. Gûndre heroes are frequently the only Gûndre that dare venture out of the Dwarven halls to embark on daring adventures, though this is not always the case. Since Gûndre tradition allows a particularly intrepid individual to found a hall of his/her own, many Gûndre kings and queens are heroes themselves.
Eidolon Born of Human flesh and blood and imbued with powers that few mortals can fully comprehend, the Eidolon are unique among the other races of Sidereus. Each Eidolon is born with a psionic gemstone embedded in their forehead – and it is these stones that give them great psionic power. Like Humans, Eidolon are not as limited as the other races, nor do they excel to the same degree in
a particular craft or task. Even though all Eidolon have some level of innate psionic ability, not all of them desire to train in its use. Eidolon as a general rule do not use magic, as their psionic abilities make such pursuits impossible. This does not prevent them from becoming priests and druids just as other races. Though they are the youngest race of the Blessed Living, the Eidolon have already survived great trials in their short existence. The powerful stones that are part of their body seem to create a tattoo‐like birthmark that slowly spreads across one side of their body from adolescence onward. As the progeny of Tal’rëa, they hold sacred dreams and all things having to do with the mind. The agents of Onûs have hunted Eidolon aggressively for as long as anyone alive can remember, for reasons that none can confirm. All that is known is that the order to exterminate all Eidolon was given by Onûs himself. Most Eidolon worship is centered on Tal’rëa, as she created the Eidolon, though many also revere Zörena, Gilana, Zaria, and Selora.
A pair of Eidolon Eidolon heroes come from all walks of life and are subject to a variety of needs and persuasions. Successful Eidolon adventure through the world in the hope of discovering more about their past, or simply to amass personal wealth. Sometimes they are known as dangerous villains, but whatever path they choose – they are always worthy of notice. There is no one environment that produces Eidolon heroes, so their upbringing varies a great deal. Nevertheless, the birth of an Eidolon hero is cause for jubilation in any Eidolon society. Regardless of their origins, the Eidolon are all gifted and perceptive seers who draw power from the call of the hero in their spirits. Your Eidolon hero may hail from nearly any region in Sidereus, though wherever they are from they were most likely raised in or around a Human settlement and taught to be very wary of the outside world. Eidolon have the same environmental tolerances as Humans. Ultimately the decision is entirely up to you. Cultural Advantages: Insightful. The Eidolon are widely known and held in high regard for their preternatural understanding and awareness of the world around them. While they do not always employ these abilities for selfless reasons, they are present to some degree in every Eidolon thanks to their innate psychic gifts. Cultural Disadvantages: The Eidolon are a race apart, often hunted aggressively by the other races and cultures who have fallen under the thrall of the dark gods. Most agents of the dark
gods, particularly those who follow Onûs, seek out Eidolon whenever the opportunity presents itself. Common Traits: Eidolon increase their ability to resist mental attack and enchantment through the use of Resist Psionics and Resist Enchantment. Animal Empathy, Charisma and Iron Will are also exceptionally common traits among the Eidolon people. Common Skills: Eidolon typically hold skills that help them master their psychic gifts in very high regard. Eidolon Lore is very common as well, as it usually falls to the Eidolon to spread any knowledge about their race. Outside of this range, Eidolon train in a wide variety of professions – like their Human predecessors they are varied and largely unhindered. Heroes: Eidolon heroes are common enough – occurring about as frequently as Human heroes. Eidolon heroes often have the same wanderlust that consumes Humans, choosing to leave home at a very young age (often as soon as they reach maturity). Eidolon heroes often choose to put great effort into honing their psionic gifts, though this is not always the case. Many Eidolon heroes will go on to lead clans of their own when they retire, gathering their lost brothers and sisters to them in the hopes of helping to strengthen their people as a whole.
Elves (Soeli’ari) Elves in Sidereus are the First‐born children, the race of Blessed Living created before all others by the hand of the Ilith’ari Aarûn. Elves of some stripe can be found on nearly any continent, and in each place they have been there since long before any of the other races even set foot upon the earth. They are possessed of an otherworldly grace and unwavering spiritual intensity that belies their true nature as immortal beings. The only immortal race of the blessed living, though they may be slain, they can never die of old age unless they choose to do so. Elven cities make up the very foundations of civilization on Sidereus, in many places existing only as ruins that mark the days of eons past. Named the “Blessed Children” by Amin’Zerû, Elves have taken their place as the “eldest siblings” of the other Blessed Living, helping the other races to survive and prosper where it would otherwise be impossible. Elven religious beliefs are many and varied, though nearly all Elves hold some reverence for Aarûn as their creator – the only exception being the Iron Elves. Despite the diversity of Elven cultural perspective, Elves all view each other as cousins, making intercultural relations between members of the species resemble familial interactions. Elven heroes are as close to divinity as the ranks of the Blessed Living could hope to be. Successful Elves lead nations, drawing followers to their cause from far and wide. Elven heroes are drawn from nearly any background, though most will become adventurers in the greatest tradition of their ancestors. They are all impressive and capable individuals who could not turn away from the fate of the hero coursing through their being. Your Elven hero can hail from any region of Sidereus; the decision is entirely up to you. The following section details the various Elven ethnic groups, and gives typical Traits, Flaws and Skills for Elves hailing from those backgrounds. Copper Elves Copper Elves, or Wood Elves as they are often called, are the eldest of the Elven people. While they tend to avoid contact with outsiders, they are a complicated people with an intricate and engaging culture. Copper Elves will sometimes wear tattoos in the shape of various animals to designate their clan or house. Like other Elves, Copper Elves are highly skilled with magic and naturally agile. Because of their desire to protect ancient Elven traditions,
Copper Elves are very frequently left with the responsibility of protecting Elven artifacts. Copper Elves may seem aloof and superior, but that is not generally the case. Copper Elves are often highly judgmental of others because they have observed the treachery of the younger races over the years and would rather avoid them. Copper Elves can be found in nearly any temperate, sub‐arctic or arctic zone in Sidereus. As a Copper Elf raised among her people, your character would see the world through the cultural lens of a people who have witnessed nearly every major tumultuous event that has shaped Sidereus over the course of many eons. Copper Elves typically have a very powerful belief structure centered on family, honor and the responsibility of preserving history and the past. It is highly irregular for a Copper Elf to be unable to read and write, and their clothing is often rugged and highly utilitarian – though it is often very finely made. You might live in an ancient Elven village, in a perch high among the canopy of trees, or be used to traveling the wilds as the child of a forestwarden or ranger pledged to protect the woodlands.
A pair of Copper Elves
Cultural Advantage: Sagacity. The most ancient members of the most ancient race of Sidereus, the Copper Elves are the most enigmatic but wise of all of the Elven cultures. Copper Elves are widely regarded as perceptive, knowing and possessed of a preternatural sense of discernment. Cultural Disadvantages: The Copper Elves are enigmatic and secretive to say the least. They avoid contact with non‐Elves, and will often go to great lengths to keep those who do not respect their customs out of their lands. As such they are often viewed with fear and suspicion when they travel the world. Common Traits: Copper Elves often increase their innate ability to resist enchantment effects, but will also focus in a number of other areas based on their particular personal leanings. Animal Empathy and Resist Element are also very common among Copper Elves due to their innate affinity for the woodlands. Common Skills: Copper Elves have a variety of trades and skill sets as would any other ethnic group from any other race. However, their lifestyle is a simple one and they prefer to live off of the land – as such, skills such as Tracker, Hunter and Survivalist are more common. Elven Lore is particularly common among the Copper Elves, as their history and lore is considered vital to the life of any Copper Elf.
Heroes: Copper Elven heroes are known across Sidereus as rangers and survivalists of incomparable skill. Trained from a very young age in the art of archery, they are often also given exceptional training in tracking and hunting as a cultural standard. Copper Elven heroes make peerless snipers, trackers, bounty hunters, and monster slayers – and many of them have skills so remarkable they have passed into legend. Many Copper Elven heroes will return to their homes to become Forestwardens, or lead the greatest warriors in their clan in grand expeditions. Gold Elves Gold Elves are the paragons of Elven culture in Sidereus. They are exemplars of the will of Aarûn, holding martial prowess, honor and nobility as valuable above all other virtues. Acting as the warriors and the spokespeople of Elven society, Gold Elven culture is the most well known and understood culture across Sidereus. The Gold Elves have established a number of knightly orders and built many strongholds for the forces of Light all across the surface of Sidereus. It is because of the Gold Elves’ martial prowess that many of societies still exist despite the scourge of evil running rampant around the world. Gold Elves are physically identical to the other Elves of Sidereus, though they commonly have a somewhat sturdier build due to their long history of experience in battle. Gold Elven children are commonly taught the art of war from a very young age. Male children are frequently taught to use the longsword, spear, or axe with great proficiency, while young females are taught to use the longbow, shortsword, or dagger. Gold Elves highly value the study of magic, particularly Arcane magic or Divine magic in the worship of Aarûn, but these studies are always considered less essential than an understanding of the more martial side of war and skill‐at‐arms.
A pair of Gold Elves Cultural Advantage: Valorousness. The Gold Elves are known for one thing above all else, and that is their undeniable courage and dedication. Gold Elves are well known as dauntless foes and staunch companions even in the worst of situations, and there are few who do not breathe easier with a Gold Elven ally by their side. Cultural Disadvantages: If Gold Elven culture promotes one major disadvantage, that disadvantage is pride. With the virtues of self‐reliance and honor being paramount in their society, Gold
Elves commonly develop a sense of personal pride that can be a hindrance if it is not properly directed. Common Traits: Gold Elves often increase their innate ability to resist enchantment effects, but will also focus in a number of other areas based on their particular personal leanings. Gold Elves very commonly have the Dauntless or Deft Hands traits for use in combat, and will also frequently have the Athletic trait to make up for their physical shortcomings in terms of hardiness and durability. Common Skills: Gold Elves all have some training in a martial skill or another. This may be purely recreational, but in some way or another it is always present. Females more frequently train in the bow or the staff since some gender taboos still exist in Gold Elven cultures in regards to combat. Any magical ability is typically focused in the area of Divine Magic, as Arcane Magic is much less commonly practiced in Gold Elven culture. Heroes: Gold Elven heroes are the example by which all paragons of virtue and devotion live – at least in terms of interpreting the ideal. Gold Elven heroes are raised in a society where heroism, honor and bravery are the most precious virtues, and as such they are seen as particularly well suited for the task. Of all the races of Sidereus, Gold Elven heroes are the most likely to return home with a list of deeds worthy of legend, for they have great expectations to live up to. Many Gold Elf heroes return to their homes to become knights, paladins and guardians of their ancient traditions – in the hopes of maintaining the honor and glory of their people. Iron Elves Exiled from the core of Elven culture, the Iron Elves are feared across the realms of Sidereus for the insidious acts they have perpetrated on the other races of the Blessed Living. Deep beneath the earth, these Elven exiles practiced the dark arts of Necromancy, honing their skill and improving upon the craft Onûs had wrought until they were masters of death, creating legions of dead to serve their every whim, and prolonging their lives to an unnatural degree. Millennia of dark magic warped their bodies. They became gaunt and pale, withered by the shadowy touch of Necromancy. Power soon corrupted the light of their souls, changing them forever. The exiles craved revenge, desiring to return to the life their surface kin had taken from them. With the aid of their undead hordes, the exiles marched on the surface world, and army of shadow and darkness before them. Elf warred against Elf, sister against sister, father against son, for one hundred years. The Ilith’ari cursed the exiled Elves, spreading the taint of Necromancy through their bloodline for all of eternity, and forever removing their ethereal beauty. The exiles were named Iron Elves, a reference to their diminished beauty, and forced back beneath the earth once again. Cultural Advantage: Cunning. The Iron Elves are feared as murderers, thieves and brigands. Bringing chaos and destruction wherever they go, they are known for their clever military tactics and ability to vanish as suddenly as they appear. The Iron Elves are dreaded across the face of Sidereus. Cultural Disadvantages: Vice is a standard reality in Iron Elven culture, as the Iron Elves seem to promote the ideals of “survival of the fittest” to a degree that is disturbing to any other civilized race. Vices are seen as personality traits to be indulged, and much of Iron Elven society is based around the pursuit of hedonistic pleasures and fulfillment of those desires. Common Traits: Iron Elves possess an innate ability to resist the effects of death magic, which they often put a great deal of effort into improving because of the violent atmosphere of their home environs. In addition, because of the millennia‐long association
with necromantic magic, Iron Elves have also developed a natural resistance to disease, which they also tend to work to improve. Common Skills: Iron Elves commonly train in either martial skill with weapons or magical ability of some kind or another. Whatever path they choose, they always focus on that skill to the exclusion of all others. Nearly all Iron Elves are single‐minded specialists in their chosen vocation or field. The only exception in common practices is the lack of Nature magic users among the Iron Elves. When Iron Elves do choose to use Nature magic, they generally focus on the Winter lodge since the ideas of death and ending are integral to their cultural perspective. Heroes: Iron Elven heroes are identified at a very young age, and they are often seen as a valuable commodity by their family and house. To the Iron Elves, the mark of a Heroic birthright is one that destines one for the acquisition of great power and influence. The idea of accomplishing tasks in the interest of the greater good is completely foreign to Iron Elves, who are only concerned with the concept of personal gain. Iron Elf heroes rarely return home, as many of them will strike out to establish their own empire in some foreign corner of the Abyss.
A pair of Iron Elves Jade Elves Jade Elves, commonly called Sea Elves, are among the most interesting of the Elven people with a complex history ranging from a fall into darkness and a re‐emergence into the light. Under the thrall of the god Xi’rian, the Jade Elves were bloodthirsty and capricious, given to violent behavior and commonly seen waging war against Humans, Dwarves, and even their own kin. Jade Elves became known as pirates, thieves and brutal warlords of the sea. Despite their dark past, Jade Elves were one of the five Elven ethnic groups created during the First Age by the god Aarûn. Like their kin, they are highly intelligent and skilled with the arts of magic. Jade Elves in particular are known to be great artisans, so much so that Jade Elven artistry is among the most valuable in the world. Jade Elves can be found in most coastal regions, particularly in temperate zones. As a Jade Elf raised among her people, your character would see the world from an ordered and highly structured perspective. Jade Elves have a caste system that they must rigidly adhere to that determines who among them may become a warrior or a member of the nobility. It is highly unusual for a Jade Elf to be unable to read and write, and while common folk typically wear garb that is simple yet durable, the members of the nobility wear finely made clothing that is often passed down
for generations. You might live in a coastal Jade Elven community, near the eastern mountains, or be accustomed to life as a child of one of the members of the legendary warrior caste.
A pair of Jade Elves
Cultural Advantage: Discipline. Jade Elven society is based on a rigid caste system and espouses the ideals of pacifism and avoidance of conflict. Only certain members of their strictly controlled society are allowed to bear weapons into battle against other members of the Blessed Living, and this sense of discipline strongly impacts their whole cultural outlook. Cultural Disadvantages: Jade Elven culture is one of self‐denial, and their social outlook enforces the ideal that the good of the many outweighs the good of the one. This ascetic perspective leaves them without much of the driving personal motivations that encourage the members of other cultures. Common Traits: Jade Elves often increase their innate ability to resist enchantment effects, but will also focus in a number of other areas based on their particular personal leanings. Resistance Traits are particularly common among the Jade Elves, as their cultural practices of meditation and self‐improvement help them to improve their innate abilities. Common Skills: Jade Elves are like most other Elven cultures in that they have centuries to master a wide variety of Skills. Thanks to environmental factors common in Jade Elven society, most Jade Elves have some skill in fishing, sailing, or otherwise living off of the sea. Much like their Copper Elven cousins, the Jade Elves do typically live off of the bounty of nature in this sense, and they will sometimes even have skill in Wilderness Lore or Animal Lore, if only to better master their maritime surroundings. Elven Lore is also common among the Jade Elves, though they are often loathe to speak about the dark days of their history while they were still thrall to Xi’rian. Heroes: Jade Elven heroes are known across Sidereus as dedicated and focused individuals of awe‐inspiring talent and ability. Carefully selected from a very young age thanks to their Heroic birthright, Jade Elven heroes are well known in their societies long before they even have a chance to make a name for themselves through trial and deed. Jade Elven heroes will often adventure to improve their skills. Jade Elven heroes will often return home to lead whole orders of holy knights, using their many gifts and talents to safeguard the homes they love so dearly.
Obsidian Elves In the depths of the jungles of Catherna, the Obsidian Elves can sometimes be glimpsed flitting through the forest with all of the grace and skill of their woodland kin. Though they live deep within the Jungle, far from prying eyes, they do not have the same desire to avoid contact with outsiders as Copper Elves, and in fact they do welcome the interaction. With jet black skin that often makes those from other races believe them to be evil, they are a boisterous and passionate people who love the sunlight and revel in positivity and bringing Light to the world. Obsidian Elves are known for their watchful nature, even among the intensely observant eyes of the Elves, and have been known to rescue travelers from the mouth of peril on more than one occasion. Obsidian Elves are known for their passion and vitality, and their cultural tendency toward being outspoken and honest, but they are also skilled warriors and as talented in the ways of magic as any of their cousins. Obsidian Elves are found in extremely large numbers deep within the jungles of Catherna. They dwell near the area of volcanic activity, specifically the Phoenixforge Mountains in the central region. In the years since the end of the Second Age, the Obsidian Elves have spread far and wide, finding homes in many places across Sidereus, frequently finding a home in other Elven settlements. As an Obsidian Elf raised among her people, your character’s world view is somewhat unique in the bleak and unforgiving realms of Sidereus. Obsidian Elves believe in hope above all other things, and they have a fierce determination to hold to that hope in the darkest of circumstances. As with all Elven cultures, Obsidian Elves commonly know how to read and write. Obsidian Elven clothing is very finely made and breathes well in hot and humid environments. You might live in an Obsidian Elven settlement, high in the trees of the jungles of Catherna, or be one of the many Obsidian Elves who have left the jungles long ago to live with their kin in other regions.
A pair of Obsidian Elves
Cultural Advantage: Intensity. The Obsidian Elves are well known as the most passionate of the Elven people. They are potent on the field of battle because unlike their kin, Obsidian Elven culture encourages its people to revel in their emotions rather than learning to restrain them over the centuries. Cultural Disadvantages: The same intensity that makes Obsidian Elves potent individuals makes them somewhat unpredictable
when situations turn toward the negative. Obsidian Elves do not commonly lose control of themselves, but they will often act in extremes, taking severe action where more subtlety may have been preferable or advised. Common Traits: Obsidian Elves possess an innate ability to resist the effects of spells and magic. It is believed that this ability is a direct gift from the goddess Roëna. Like all Elves, Obsidian Elves also have an innate ability to resist Enchantment effects, which many Obsidian Elves will improve over time through meditation and experience. Obsidian Elf heroes will often become more skilled in resisting the effects of spells and magic, making them formidable opponents. Common Skills: Obsidian Elves all have some skill in warfare, hunting and various other means of wilderness survival. Whatever path they choose, Obsidian Elves do not neglect the other areas of their life. Artistry and creativity are paramount to Obsidian Elf culture, and as such even the most celebrated warrior is usually practiced painter, dancer, or something of the sort. Obsidian Elven druids are also common, as the practice of Nature magic is not unheard of among the Obsidian Elves. Despite this slight preference, Obsidian Elves do commonly practice both Divine magic and Arcane magic. Heroes: Obsidian Elven heroes are often identified as children, usually through the direct intervention of the priests and priestesses of the goddess Roëna. To Obsidian Elves, the mark of a Heroic birthright is a great gift from the gods, and as such a great deal is expected from them. As the Obsidian Elves put a great deal of value in the concept of the pursuit of the greater good, it is not uncommon for Obsidian Elven heroes to return home in the hopes of bettering their community or aiding the world at large. Silver Elves Silver Elves are known across Sidereus as the masters of wizardry and the Arcane among the Elven people. They are diplomats and counselors, philosophers and masters of ancient lore. Silver Elves are often sought out by the other races when they are seeking clarity and understanding in regards to the history of Sidereus. Silver Elves are the most skilled among the Elven people in the arts of arcane magic, and it is even rumored that some of the most skilled Silver Elven wizards are still able to make use of some of the ancient high magic rituals. Silver Elves view the other races of the Blessed Living with a certain degree of trepidation, but this is the result of experience rather than prejudice. There is one Silver Elven tenet that is held high above all else – in that they reserve judgment until they come to know an individual. Silver Elves can be found in nearly any temperate, sub‐arctic or arctic zone in Sidereus, though since that point in history they have traveled to nearly any point on the earth. As a Silver Elf raised among her people, your character has an understanding of the world based on logic and clarity of communication and perception. Silver Elven belief structure is based on education and self‐improvement. Understanding history is of particular importance in Silver Elven society, and it is fairly uncommon for a Silver Elf not to have a relatively comprehensive understanding of the history of the world. Silver Elves are taught to read and write before they learn anything else about life. Silver Elven clothing is extremely well made, and is often long and somewhat concealing. It is surprisingly rugged despite its fine construction, and is usually somewhat valuable. You might live in an ancient Elven city, be among the few Silver Elves that dwell in Human cities, or be the child of one of the famed Silver Elven loremasters who wander the world in the search of lost knowledge. Cultural Advantage: Discerning. The Silver Elves are the most logical and analytical of the Elven cultures. This cultural perspective lends itself well to the typical Silver Elven pursuit of knowledge and
arcane understanding. Their belief that logic and discernment are among the most precious of virtues has created a culture centered on patience and understanding. Many believe the Silver Elves to be a particularly empathic people, though this is more often the result of their ability to logically disassemble the behavior of others. Cultural Disadvantages: The logical and often detached perspective of the Silver Elves often gives them the reputation of being aloof and sometimes obstinate or arrogant. As a result, Silver Elves are often avoided socially by races who do not understand their perspective and world view. Common Traits: Silver Elves often increase their innate ability to resist enchantment effects, but will also focus in a number of other areas based on their particular personal leanings. Resist Magic and Iron Will are also very common among Silver Elves, as both traits dramatically improve the individual’s resilience against harmful magic. Common Skills: All Silver Elves have training in some manner of lore, ranging from history to animal lore. Academia is considered of vital importance to the Silver Elven people, to the point where a lack of such knowledge is frowned upon by other Silver Elves. Most Silver Elves have at least rudimentary understanding of the Arcane, and many of them know at least a few cantrips. While Divine and Nature spellcasters are both present in Silver Elf society, they are substantially less common than Arcane casters. Heroes: Silver Elven heroes are frequently identified as children through careful study and a number of cultural practices designed to determine a child’s potential contribution to society as they become an adult. To the Silver Elves, the Heroic birthright is a mark of great distinction – promising substantial rewards to Silver Elven culture as Silver Elven heroes are responsible for many of the greatest discoveries in Elven history. Silver Elven heroes will often return home later in life and continue their work as researchers or explorers, looking to expand the core of Silver Elven knowledge in the interest of future posterity.
A pair of Silver Elves
Nephel Among the most poignant of enigmas in the recent history of Sidereus, the appearance of the Nephel is among the most current in a string of events that has convinced many across Sidereus that the end of days is fast approaching. Created when a celestial servant of a deity chooses to limit its power by accepting a mortal
shell, the Nephel still bear their celestial mark and the broken or severed wings betraying their true origins. The Nephel are not truly one of the races of the Blessed Living, since in reality they are actually members of the host of angels – and their true form is that of the divine. All Nephel who still dwell upon the material plane have temporarily surrendered something of themselves, willingly limiting their true power so that they may walk the earth alongside mortals. Unable to use psionics, and lacking a true background or history (in mortal terms), the Nephel have a great deal to offer nevertheless. Mysterious in more ways than one, the Nephel are capable of great things. Being essentially avatars of the beings they once were, they walk Sidereus as shadows of their former glory, trying to recover enough of their former memory so they can accomplish the task that caused them to come to the material plane in the first place. As they come closer to discovering their true identities, their old enemies will often also discover them – bringing great peril and danger to those with whom they associate. In a way, this brings them even closer to the plight of the mortal, as all Nephel need to rely heavily on the good will of others in order to survive. The only deities who do not have Nephel walking the earth are Onûs and Dúnmharú. All Nephel are blessed with the boon of Heroic birthright. The divine spark within them still burns so brightly, even in their diminished mortal form, that they resurrect in the same fashion as a hero and benefit from all of the same advantages. The shift from being an eternal being to becoming a mortal can often twist the mind of a Nephel, however, creating just as many nefarious and villainous individuals as courageous paragons of goodness and light. The most unique trait of the Nephel is that Successful Nephel heroes eventually discover their true goal in being on the material plane, resulting in their mortal form being dissolved and their true and unbound divine essence being restored. Essentially, the being that was the Nephel dies, and the angel that created it is restored to its true form. Your Nephel hero may hail from nearly any region in Sidereus, though what is truly important is the region in which they fell from the Celestial realm and found themselves upon their first arrival to Sidereus. Ultimately the decision is entirely up to you.
A pair of Nephel
Cultural Advantages: Divine. The Nephel are truly and utterly divine. They are actually angels that have fallen to earth, and as
such they are truly unique among the other races of Sidereus. Their potential is unknown and limitless, and they are capable of things that few mortals can even imagine let alone comprehend. Cultural Disadvantages: The same divinity that renders each Nephel as a uniquely powerful and gifted individual makes them the source of great trepidation and worry for any mortal with whom they associate. The great power inherent in the Nephel spirit means they attract old foes from their lives as full angels, and many are hunted by demons or worse. Common Traits: Nephel typically increase their great many resistances to make them more resilient in combat and better able to hold their own against threats. These include Resist Death, Resist Magic, Resist Psionics, and others. In addition, the wide range of special abilities available to Nephel that make use of their divine spark makes them invaluable allies. Common Skills: Nephel typically learn whatever Skills are offered to them, particularly those that are directly associated with the domains held by their patron deity. This varies from individual to individual, but whatever the area of specialty, the Nephel is sure to focus to a degree that few mortal are able to match. Heroes: Since all Nephel are essentially heroes, there is no other way for them to see the world. As there is no Nephel society to speak of, this is another anomaly in terms of viewing the issue of Heroic birthright. Nephel are typically guides and advisors to heroes – as they are forbidden from becoming rulers or monarchs in their own right. Nephel are typically consumed by a desire to learn as much as they can about the material world from the perspective of a mortal being, and as such they can have a voracious appetite for knowledge of all kinds. When a Nephel has completed her task, she surrenders her mortal body and returns to the Celestial plane – as such there are very few “old” Nephel.
Derew (Orcs) The Derew Orcs remain somewhat confusing to the other races of the Blessed Living, and it was not long ago that many believed they had far more in common with the violent and greatly feared Blood Orcs. Quite to the contrary, the Derew are a generally peaceful people – and when they do choose to go to war it is usually for the benefit of preserving that which is most precious to them, the woodlands of the natural world. This is not to say that the Derew are not passionate and zealous warriors, in fact they are without peer when they do choose to fly into battle. The Derew have a connection to the natural world that the other races simply cannot understand, and it is this innate connection that gives them their uniqueness. Derew crafts are of particularly high value when they involve natural materials, as Derew have exceptional talent at working with those materials. The Derew have lived a relatively solitary existence for much of their history, remaining uninvolved with the other races. Despite their relative isolation, the Blood Orcs have remained their bitter enemies for some time. The battles between the Blood Orcs and the Derew have been long and fierce, rendering them bitter enemies. As a result of some of these conflicts, some Derew have Blood Orc ancestry, as the Derew are the only race of Blessed Living that is genetically compatible with the Blood Orcs. Most Derew worship is centered on Tallis, their creator, though many revere Sûldin, Roëna and Aviaz. Derew heroes are seen blessed by Tallis himself, and according to the beliefs of Derew society they are expected to act in the best interest of nature and the Derew community as a whole. Successful Derew who choose to travel the world are seen as protectors of the wilderness and agents of Nature’s will. Derew heroes are raised in an environment of openness and trust, but the outside world is often projected as an area of great danger and uncertainty. The
birth of a hero is seen as a sign that the good will of the gods is still with the races of the Blessed Living, and every new hero born to the Derew people helps them contribute even more to the wellbeing of the entire world. Regardless of their origins, they are all strong‐spirited and vibrant souls who cannot help but heed the call of the hero in their spirits.
A pair of Derew
Cultural Advantages: Attuned. The Derew are strongly attuned to the natural world, and this association grants them a unique perspective that has a number of benefits. They do not view fear, pain or suffering in the same way as other races, and they are remarkably strong willed seeing things in a series of absolutes that they feel are obvious to anyone who observes Nature’s laws. Cultural Disadvantages: While the Derew connection to Nature has certain obvious benefits, their more primitive outlook and cultural perspective renders them less able to understand the subtle complexities of more “civilized” cultures. Additionally, the history of warfare against the Blood Orcs, followers of Dúnmharú and other such conflicts create an environment that leaves them with many enemies and few true allies. Common Traits: Derew Orcs typically improve their ability to resist toxins to the degree that they become immune to poison. Many Derew also benefit from incredible resistance to disease and the obvious benefits of the Brute Strength trait. Derew also frequently take the Animal Empathy trait, and some will also make use of the Iron Will and Resilient traits. Common Skills: Derew very commonly learn skills like Orc Lore, Wilderness Lore, Survivalist, Tracking, Leatherworking, and other skills associated with surviving in the wild. Many Derew learn how to use blunt weapons, as they prefer clubs, maces and hammers to bladed weapons due to the traditional fighting styles they learn from their youth. Heroes: Derew heroes are about as common as any of the other races of the Blessed Living. They are seen as a divine blessing and eagerly accepted into their society when they are discovered. Derew heroes are expected to aid their grove (the name of a Derew tribe or clan), and do the best they can to protect the woodlands their grove calls home. Derew heroes are known for their great strength and resilience, and some have gone on to lead great campaigns against the Blood Orcs, keeping their vile cousins at bay with every breath they can muster. Regardless of the path
they eventually choose, Derew heroes are often exceptional even among other heroes.
Satyr (Satyri) The Satyr were bought into being by the joint efforts of Roëna and Vârsha late in the Third Age. The two goddesses created the Satyr to be creatures of passion and revelry; free spirits celebrating the bounty of life amidst the horrors and despair of the Third Age. Satyr refer to themselves as Satyri, and they are well known across the face of Sidereus for their indomitable spirits and love of revelry and passion, dance and song. They are very easily led to vice since they embrace the more fickle and unpredictable things in life, however they are generally honorable and the vast majority of them will not hesitate to stand for what is right. When a Satyr is led to the path of Shadow, they tend to be capricious, violent, impatient and raucous. Satyr are rarely warriors by trade, though they will rise up and fight as a community if the time calls for it. What Satyr lack in ferocity, they make up for in cunning. Satyr warfare involves methods of deception and hit‐and‐run tactics, trying to confuse and mislead the enemy rather than become mired down in any direct confrontation. Satyr prefer spears and ranged weapons when they engage their enemies, since they believe getting to close to a foe is merely tempting death. Satyr are almost always welcomed into any society across the face of Sidereus. Though they are turned away from the odd human settlement on occasion due to various prejudices, this does not stop their revels and they continue to be prolific and spread throughout the world. Satyr will spend every night in celebration (and every day if able), and they believe that a good party is the best remedy for the soul. Upon the death of a fellow Satyr, the entire community will join together in a massive festival, gathering Satyr from all the nearby communities. Rather than mourning the loss of their kin, they choose to celebrate the fact that the individual ever lived.
A pair of Satyr
Satyr heroes are often misunderstood by the other races. They are seen as capricious and fickle, and very few people take them seriously. However, Satyr heroes can be some of the most capable and dangerous individuals in the world if given the opportunity. Satyr heroes are raised in a variety of environments, ranging from Human settlements to Derew clans and Elven cities. The outside
world is seen as a vast and limitless adventure to Satyr, and they encourage their kin to be fruitful and multiply. The birth of a hero is given little notice, as the Satyr are a free spirited people and have little concern for such things on the whole. Despite this fact, every new hero born to the Satyr people promises to be a beacon of freedom and good will to the forces of Light should she choose that path. Regardless of their origins, they are all passionate and lively spirits who are unable to deny the song of the hero in their hearts. Cultural Advantages: Unrestricted. The Satyr are a people who live a life completely unhindered by social mores or taboos. They believe that the only crime that can be committed is causing deliberate harm to another sapient being, and that even this may be forgiven under the right circumstances. This makes them a particularly unique people who have an easy time associating with just about anyone who can appreciate freedom. Cultural Disadvantages: The same perspective of personal and social freedom that makes Satyr easy‐going and free‐spirited is part of what makes them seem so fickle and unreliable to other cultures. The ideas of duty and obligation are generally foreign to them, though not completely so. The Satyr do understand the ideas loyalty and friendship, and they take these ideas very seriously. To a Satyr – you are never obligated to give your word, but once you do give your word you must keep it. Common Traits: The innate ability to Resist Enchantment is very important to Satyr and they will typically place a great deal of importance in improving this talent. In addition, the abilities possessed by Satyr that allow them to exert control over others using song and oratory are quite common and seen as a very special gift. Common Skills: Satyr learn literally anything they can. While many of them do learn the specifics of Satyr Lore, just as many
focus entirely on the lore of another race while learning little to nothing of their own people (this is particularly true with Satyr‐kin). Satyr will pursue just about any career or vocation without regard to the needs of society or anything of the sort. Generally the only motivation a Satyr needs is their own personal desire. Heroes: Satyr heroes are surprisingly common given the relative youth of the race and the degree to which they seem unconcerned with such things. Satyr heroes are treated by other Satyr as any other individual would be, and no special expectations are placed upon them (except perhaps to tell an exceptionally fine story of their exploits). Satyr heroes are known to be legendary bards and storytellers, and many have gone on to become particularly skilled warriors or spellcasters in their own right. Regardless of the path they choose, Satyr heroes can usually be found with an amazing story to tell – provided you treat them to a good ale first.
Satyr-kin (Fauns) Satyr‐kin are simply the joining of a Satyr parent and a non‐Satyr parent. As such they are not given their own entry here, but they are still often accounted for among the ranks of those in the world of Sidereus who are blessed with Heroic birthright. They are unique and powerful individuals all the same, possessed with a range of gifts and special talents that neither race could individually acquire on their own. Satyr‐kin heroes are often disregarded in the same way as Satyr because the jovial and light‐hearted race is often misunderstood. What many people quickly learn, however, is that underestimating anyone born with a heroic birthright is a grave mistake indeed.
A group of Satyr‐kin
Chapter Two:
Path of the Hero Just as much as the Hero’s actions define her, so does her history. Every Hero has a story to tell, a life they have led before the events of your first game with the character even unfold. This background is what causes the character begin her path toward greatness, and to – hopefully – one day accomplish the great deeds that will etch her name indelibly in the annals of history. A Hero draws as much strength from her past as she will from future triumphs and victories, for to a Hero every day is an adventure. This chapter will help develop detailed information about your character’s life before she entered the game environment at your first event, as well as helping the player understand the character’s origins and history. The following tables will allow you to randomly generate your character’s background using her race to determine acceptable standards for the character’s history. While the tables do provide options for randomization, you are free to choose an option that appeals to you from the table. You might also see something on a table that would not otherwise be available to your character’s race and type. In that case, simply conceptualize a reason why your character would be affected by that particular element and it may even improve your story. Remember, all character histories must be approved by the Plot Committee. Each section below represents a major aspect that will comprise your character’s background and history:
• Community • Family • Education • Development • Relationships
To begin the process, start with Table 1. Then proceed from there and you will be able to develop your character’s history.
Community A character’s community is one of the most substantial elements of the overall concept we call “home”. This creates the setting for the character’s development as a person, and sets the mood for the person they will become in the future. Most commonly, your character’s community is where she grew up, though most Heroes leave this community behind relatively early in life. You will have many questions to answer at this point, particularly what about your character’s community prompted them to leave and move on. If you need more details to fill in the blanks, feel free to contact the Plot Committee.
Table 1: Region Roll once on each of the tables below to determine the terrain and temperature zone of your character’s home region. Be creative when using this information, as it can help define the types of Lore Skills your character has, and perhaps even some of the other Skills they may make use of. Roll d% Temperature Zone 01 – 15 Cold (arctic or subarctic): Your character’s home
environment is cold for the entire year, but seasons are barely discernable. The length of day and night change dramatically depending on the time of year.
16 – 65 Temperate: Your character’s home environment has cold winters and warm summers.
66 – 100 Warm (tropical and subtropical): Your character’s home environment is warm year‐round.
Roll d% Terrain 01 – 10 Desert: Your character hails from one of the deserts of
Sidereus. Precipitation and vegetation are rare. Keep in mind that a desert could be anything from a sandy wasteland to an arctic zone.
11 – 30 Plains: Your character hails from a region that is mostly flat and often ideal for cultivation.
31 – 45 Forest: Your character hails from a region dominated by trees and other vegetation.
46 – 60 Hills: Your character hails from a region distinguished by cliffs, highlands and rugged terrain.
61 – 70 Mountains: Your character hails from a region distinguished by mountains and high‐altitude rugged terrain. Vegetation is sparse at higher altitudes, but plentiful in valleys and lower altitudes.
71 – 80 Marsh: Your character hails from a region that is swampy, containing marshes, moors and other low, wet areas.
81 – 85 Aquatic: Your character was raised on the sea or around the sea. She may have originated from a coastal settlement or have been raised along travelers or pirates.
86 – 90 Underground: Your character hails from the depths of the Abyss or the underground halls of the Dwarves. Either way, she grew up in a subterranean community far beneath the surface world.
91 – 95 Nomadic: Your character was raised on the road, her family migrating from place to place for the duration of her childhood. It would be helpful if you determined a route your character may have traveled. Feel free to work with the Plot Committee.
96 – 100 Wyld: Your character was raised in the warped and twisted realms of the Wyld. Note that if your character has this as part of her background, the Plot Committee will most likely force you to take the Wyld Walker Trait.
Table 2a: Community, Human Humans in Sidereus come from a variety of backgrounds and regions, ranging from cities to farms, braving the wilderness or traveling the high seas. Knowing the size of your character’s home community can go a long way to determining many of the major events that make up your character’s history. Roll d% Community Size 01 – 05 Frontier Homestead: Your character’s community is
comprised of a small group of settlers, or even her own extended family. This lifestyle is dangerous, but creates rugged individuals who know how to survive. Most homesteads are no more than twenty or thirty people.
06 – 10 Religious, Arcane or Military Compound: Your character’s community is close‐knit and is focused on some single interest. There may be as many as 200 people in her community.
11 – 20 Small Tribe or Clan: Your character’s community is tiny and most likely centers around hunting and gathering, herding, or subsistence farming. Your tribe or clan has 100 people or less.
21 – 35 Small Village: Your character’s community is a small village or settlement. It may be little more than a cluster of farmhouses or a gathering of tents. Population 20 – 80 individuals.
36 – 55 Medium Village: Your character’s community is a modest sized village. These settlements can support a population between 80 and 400 individuals.
56 – 75 Large Village: Your character’s community is a large village. This is the smallest community that can support a number of merchants and craftspeople. Population 400 – 1,000 individuals.
76 – 85 Small Town: Your character hails from one of the many towns in Sidereus, a major population center. Population 1,000 – 2,000 individuals.
86 – 90 Large Town: Your character hails from one of the larger towns in Sidereus, her home probably serving as a center of commerce and trade. Population 2,000 – 5,000 individuals.
91 – 95 Small City: Established cities are somewhat uncommon in the world, but your character was raised in one. This may have even been the capital of a nation or the major center of commerce in a region. Population 5,000 – 15,000 individuals.
96 – 100 Large City: Very well established cities are rare in Sidereus. Your character may have had access to special education and services, and may have been exposed to many other races before ever leaving home. Cities such as these are often the Royal City for a kingdom or the center of entire countries. Population 15,000 and more.
Table 2b: Community, Arxus Arxus communities are relatively limited in scope. Most of Arxus society is based on small, tight‐knit communities that rarely range outside of their hunting grounds. Roll d% Community Size 01 – 50 Encampment: Your character’s community is an Arxus
encampment, the most common community structure for the Arxus. These groups are often semi‐nomadic and largely comprised of tents and other temporary structures. Population 10 – 50 Arxus.
51 – 85 Village: Your character’s community is an Arxus village, which are somewhat rare in actuality. More permanent, Arxus villages are often a less formal grouping of family units that have come to rely on one another. Population 50 – 100 Arxus.
86 – 95 Non‐Arxus: Your character’s community was actually that of another race. For whatever reason, your character’s family dwelled with Humans, Elves, Chatûl, Dwarves or some other race of the Blessed Living. You will most likely need to explain this in your back‐story.
96 – 100 Isolationist: Your character had no community to speak of; her parents and immediate family subsisted on their own, away from the bulk of Arxus society – or any other for that matter.
Table 2c: Community, Chatûl Chatûl communities are often nestled deep within the forest or build surrounding ancient portals or the stepped pyramids of Catherna. They are often complex social environments, paying homage to the significant complexities of Chatûl culture.
Roll d% Community Size 01 – 30 Clan: Your character’s community was comprised of her
family and extended family. Groups such as these are often nomadic, traveling the world in search of ancient Chatûl history. Population 20 – 50 Chatûl.
31 – 80 Village: Your character’s community was one of the many Chatûl villages that dot the world of Sidereus. She lived with a number of your kinsfolk and probably learned much of Chatûl culture here. Population 50 – 200 Chatûl.
81 – 90 Chatûl City: Your character’s community was one of the few remaining Chatûl cities in existence. Full of buried and ancient relics of the past the Chatûl people have all but forgotten, your character was exposed to mysteries of Chatûl life that few now living easily remember. Population 200 – 2,000.
91 – 100 Non‐Chatûl: Your character’s community was actually that of another race. For whatever reason, your character’s family dwelled with Humans, Elves, Derew, Dwarves or some other race of the Blessed Living. You will most likely need to explain this in your back‐story.
Table 2d: Community, Dwarf Gûndre communities are often centered on their halls and the surrounding environs. These communities are very closely‐knit groups where communication is rarely needed because of the mutual understanding that many Dwarves share. Roll d% Community Size 01 – 10 Isolationist: Your character had no real community to
speak of. Her extended family made up the entirety of her community base. She probably lived with her family far from the core of Dwarven civilization. Population 5 – 20 Dwarves.
11 – 20 Prospecting Homestead: Despite their home‐centric nature, Dwarves are explorers at their heart, and many will leave the safety of the hearth to seek riches in the vastness of the outside world. Population 5 – 40 Dwarves.
21 – 30 Small Mine: Your character’s community is a Dwarven mine. These mines house the Dwarven miners and their families. Population 21 – 50.
31 – 50 Large Mine: Your character’s community is a well‐established Dwarven mine. These mines house the Dwarven miners and their families and may have a moderate variety of other services. Population 51 – 200.
51 – 75 Dwarven Hall: Large Dwarven communities like this make up the core of Dwarven society. With more extensive room for community development, the population can reach between 200 and 2,000 Dwarves.
76 – 95 Dwarven Great Hall: The largest of Dwarven communities become Great Halls. The rulers of Great Halls are known as kings. Population 2,000 – 10,000.
95 – 100 Non‐Dwarven: Your character’s community was actually that of another race. For whatever reason, your character’s family dwelled with Humans, Elves, Chatûl, Arxus or some other race of the Blessed Living. You will most likely need to explain this in your back‐story.
Table 2e: Community, Eidolon Still not fully established as a race unto themselves, the Eidolon borrow a great deal from Human culture. As such, many of them actually live with humans, though this is not always the case. Roll d% Community Size 01 – 20 Fringe Community: Your character is one of the few
Eidolon fortunate enough to live in a largely Eidolon community, existing on the fringes of Human society. These settlements consist of between 20 – 100 Eidolon, commonly also absorbing outcasts and refugees from other races.
21 – 85 Human Community: Your character’s community was actually largely Human. Determine your community size by using table 2a.
86 – 100 Non‐Eidolon / Non‐Human Community: Your character’s community was actually that of another race. For whatever reason, your character’s family dwelled with Humans, Elves, Chatûl, Arxus or some other race of the Blessed Living. You will most likely need to explain this in your back‐story.
Table 2f: Community, Elf With the various subdivisions of Elven culture, there is a great deal of variety to how Elves can live. Despite the ethnic subdivisions, Elves commonly intermingle between one Elven community and another. Roll d% Community Size 01 – 30 Village: Preferred by Copper Elves and Obsidian Elves,
settlements such as these are easily protected and often difficult to locate without the benefit of Elven intuition. Population 50 – 200 Elves.
31 – 60 Small City: Preferred by Jade Elves and Iron Elves, settlements such as these are often centers of study and learning for the Elven people. Population 200 – 2,000 Elves.
61 – 80 Large City: Preferred by Gold Elves and Silver Elves, communities of this size are rare, but often densely populated with highly sophisticated defenses. Population 2,000 – 10,000 Elves.
81 – 95 Non‐Elven: Your character’s community was actually that of another race. For whatever reason, your character’s family dwelled with Humans, Dwarves, Chatûl, Arxus or some other race of the Blessed Living. You will most likely need to explain this in your back‐story.
96 – 100 Ruins: Your character’s community dwelt among the ruins of an ancient Elven city or monument. They may have sought to protect what remained there, or simply found solace in the rubble of what had come before. Population 20 – 100 Elves.
Table 2g: Community, Derew Derew communities are centered around the wilderness environs they call home. Typically this varies greatly depending on the particular leanings of the Derew in question, which will also strongly affect a number of factors in your character’s personal development.
Roll d% Community Size 01 – 50 Encampment: Your character’s community is a Derew
encampment, small but easily able to make efficient use of available resources. These groups rely heavily on their surroundings, and will often build their homes in a symbiotic fashion with the surrounding environment. Population 10 – 50 Derew.
51 – 85 Village: Your character’s community is a Derew village, which are a rather impressive sight to behold. More permanent, Derew villages are often carefully designed so as not to disrupt the ecology of the natural environment. Population 50 – 100 Derew.
86 – 95 Non‐Arxus: Your character’s community was actually that of another race. For whatever reason, your character’s family dwelled with Humans, Elves, Chatûl, Dwarves or some other race of the Blessed Living. You will most likely need to explain this in your back‐story.
96 – 100 Isolationist: Your character had no community to speak of; her parents and immediate family subsisted on their own, away from the bulk of Derew society – or any other for that matter.
Table 2f: Community, Satyr Satyr rarely form a community of their own, preferring instead to rely on the hospitality of others to survive. Despite this, it is possible to find Satyr villages from time to time, though it is exceedingly rare. Roll d% Community Size 01 – 30 Clan: Your character’s community was centered on a
small cluster of Satyr, which probably consisted of no more than 50 individuals.
31 – 80 Human Community: Your character’s community was actually largely Human. Determine your community size by using table 2a.
81 – 95 Non‐Satyr / Non‐Human Community: Your character’s community was actually that of another race. For whatever reason, your character’s family dwelled with Humans, Elves, Chatûl, Arxus or some other race of the Blessed Living.
96 – 100 Satyr Village: Though exceedingly uncommon, Satyr do form villages from time to time. These are places of revelry and song, and are always open and welcome to outsiders. Population 50 – 500.
Family Family is the indisputable core of an individual’s development. For a Hero, Family is no less important. A character’s family helps to determine her personal morals, world view, and a number of other factors that determine what kind of person she will be come. For the sake of character development, the idea of “family” is intended in a relatively broad sense. Your character may consider a number of individuals to be as close as family – an important concept to keep in mind.
Table 3: Economic Status The economic status of a character’s family can have a significant impact on her attitudes and perspective. It can also help provide hooks for adventures and other in‐game interactions. Roll d% Economic Status 01 – 15 Refugee: Your character’s family was forced to flee
some misfortune. They were left with nothing and have no regular income.
16 – 30 Poor: Your character’s family was poor, and was sometimes forced to beg for food or shelter. They own no property and any income they make barely covers basic needs.
31 – 75 Moderate: Your character’s family owns at least a small dwelling if not more, and can make any payments on their property without significant concern. The family’s income slightly exceeds its needs.
76 – 90 Arcane/Religious/Military: Your character’s family was part of a religious, military or arcane order. Though the family did not have much direct income, it had access to resources through its order.
91 – 95 Unimportant: Your character’s family’s economic status was difficult to measure for some reason or another. They may have been trappers or survivalists, living off of the land and therefore not needing a monetary income.
96 – 100 Wealthy: Your character’s family owns a dwelling and may own other property. Family income significantly exceeds its basic needs.
Table 4: Social Standing Your character’s community may view her family in a number of ways. This external perspective can have a pronounced effect on how your character views her world, as well as her upbringing and goals in life. Your character’s social status could also carry over into her adventuring career and her relationships with others. Roll d% Social Standing 01 – 05 Criminal: Your character’s family has some members
who are guilty of crimes or perhaps even wrongly convicted. It is likely that members of the community treat your character poorly as a result.
06 – 10 Slave: Your character’s family is comprised of slaves and indentured servants. This means very little in regard to their economic status, but it will impact how they are viewed in the outside world.
11 – 20 Newcomer: Your character’s family is comprised of settlers, refugees or new arrivals in their homeland. They have little to no social or political influence, and may have to rely on the charity or goodwill of others to make an impact on their environment.
21 – 60 Commoner: Your character’s family is considered of common origin. Most laborers and servants fall into this category – as do most members of society.
61 – 70 Merchant or Skilled Trade: Your character’s family holds a place in society as merchants or skilled craftspeople, having made a name for themselves they frequently rub elbows with the nobility.
71 – 80 Negative Arcane, Military or Religious: Your character’s family is associated with an Arcane, Military or Religious group that is generally poorly regarded in the community. Others view your character in light of her family’s wicked deeds.
81 – 90 Positive Arcane, Military or Religious: Your character’s family is associated with an Arcane, Military or Religious group that is generally well regarded in the community. Others view your character in light of her family’s good deeds.
91 – 95 Noble: Your character’s family is at the highest level of social standing in your community as members of the nobility. Your character should have the Noble Birth Trait, and will most likely have specialized training in her purpose in society and life.
96 – 100 Ranked Nobility: Your character’s family is among the ranked nobility. While this means little for your character directly, it means your family may have more influence than otherwise available to other players. Your character should have the Noble Birth Trait, as well as the Noble Heir Trait found later in this book.
Table 5: Defense Readiness In a world as violent and dangerous as Sidereus, the ability of a community to defend itself is of vital importance to its survival. A family unit is no exception to this, as it may affect their ability to enroll in the military or otherwise contribute to their community’s defense. For some races ‐ like Dwarves, Arxus and others – it may be totally unheard of for an individual to lack some form of martial training. Keep that in mind when using this table. Roll d% Defense Readiness 01 – 10 None: Your character’s family does not generally
engage in defensive training or martial weapons training, nor do they employ magic to defend themselves.
11 – 20 Low: Your character’s family maintains a low level of readiness for conflict. Perhaps they keep a few weapons in the home, or one or two family members have mild training for battle.
21 – 50 Moderate: Your character’s family has some training in martial combat, perhaps spears and knives. They have learned how to use these weapons in the interest of self defense. It is possible that one of your family members has military training.
51 ‐ 70 High: Your character’s family trains for combat actively and has predetermined plans for defense of their home and possibly their community. A number of your character’s family members may have military training.
71 – 80 Exceptional: Your character’s family sees combat and battle as a regular part of life. Members are taught from a very young age to use a wide variety of weapons or magical methods of defense, and most adult members are veterans of some conflict. Martial weapons and training are easy to find around the family’s living space. This should be reflected in your character’s build.
81 – 90 Heroic: Your character’s family has a tradition of either military service or adventurers. Many of your family members may be Heroes. The family armory contains many magic weapons and armor, some of which may be quite valuable.
91 – 95 Hired: Your character’s family relies on protection from outside sources. They may hire mercenaries or employ guards.
96 – 100 Unnecessary: For some reason or another, your family does not need to train in defense. The reason for this should be approved by the Plot Committee.
Table 6: Ethical Perspective Your character’s family has its own opinion of morals and ethics, regardless of the general perspective of its community. This may place them at odds with their community, or make them leaders of it. In the end, their ethical and moral perspective can have a significant impact on your character’s life and development. Roll d% Ethical Perspective 01 – 15 Evil: Your character’s family is morally depraved, and
generally engages in evil activity. This may be for religious reasons or simply because they are bad people, the choice is yours.
16 – 50 Neutral: Your character’s family is morally neutral or has no consistent family ethical direction – with every member having their own system of belief.
51 – 65 Unlawful: Your character’s family often breaks their word and recants on vows and promises.
66 – 80 Lawful: Your character’s family puts great stock in personal honor and loyalty, and will go to great pains to keep their word and uphold that honor.
81 – 100 Good: Your character’s family is morally upright, often dedicates themselves to the wellbeing of others and their community, and often acts out to help others. This may be for religious reasons or simply because they are good people, the choice is yours.
Table 7: Public Perspective The ideas of a group and the external perspective of that group’s ideas are not always perfectly aligned. How your society views your family’s ethical and moral standing is nearly as important as what that moral standing actually is. Roll d% Public Perspective 01 – 60 Aligned: Your character’s family has a moral reputation
that matches their actual moral and ethical perspective. 61 – 75 Opposed: Your character’s family has a moral
reputation that is exactly opposite of their actual moral and ethical perspective. Anyone who spends time with your character’s family would quickly learn of the discrepancy.
76 – 90 Shifted: Your character’s family moral standing has shifted in recent history. Because of this shift, the public perspective of your character’s family has not yet followed suit. You should handle the question of why this shift took place in your character’s history.
91 – 100 Legacy: Your character’s family reputation is so ingrained into the public opinion that it would take a divine act to truly change it. Roll again on this table to determine what the public perspective is.
Table 8: Religious Commitment In the world of Sidereus, the gods are a very real and powerful force. As such, most individuals have some religious perspective or another and families are no exception. Families will often share a religious perspective, teaching their children to honor certain deities and avoid others, though this is not always the case. Remember that just because your character’s family has a certain religious perspective your character does not have to share that viewpoint. Roll d% Religious Commitment 01 – 20 Neutral/Uninterested: Your character’s family has no
universal religious commitment, or it may be inconsistent. Regardless, it is of no real consequence in your family as a whole.
21 – 30 Mixed: For non‐heretical reasons, your character’s family openly venerates one deity or group of deities while privately venerating another.
31 – 35 Hidden Heretical: Your character’s family believes in a religious viewpoint that is considered dangerous or heretical by the community they live in. They take great pains to hide this perspective from the public.
36 – 40 Open Heretical: Your character’s family believes in a religious viewpoint that is considered dangerous or heretical by the community they live in. They take pride in openly practicing their faith.
41 – 50 Animosity: Your character’s family has a traditional dislike or hatred for a particular deity and its followers.
51 – 70 Traditional: Your character’s family has a religious tradition that has been held for years, though they may not observe religious commitments consistently.
71 – 90 Pious: Your character’s family is deeply committed to their religious beliefs, following commitments regularly and so on.
91 – 100 Clergy: Your character’s family is either part of an order, or members frequently choose to be ordained in a religious order that reflects your family’s beliefs.
Table 9: Political Perspective Your character’s family has its own opinion of regional and national politics, regardless of the general perspective of its community. This may place them at odds with their community, or make them leaders of it. In the end, their political views and involvement can have a significant impact on your character’s life and development. Roll d% Political Perspective 01 – 15 Apolitical: Your character’s family has no specific
political stance, or viewpoints vary within the family. 16 – 30 Supportive: Your character’s family supports the
current political structure and rulers. 31 – 40 Enfranchised: Your character’s family is a part of the
system and supports it. 41 – 45 Enfranchised Progressive: Your character’s family is a
part of the system and supports it, but is interested in changes for the future.
46 – 50 Enfranchised Radical: Your character’s family is a part of the system but is actively seeking to change it.
51 – 65 Loyal Opposition: Your character’s family supports the current political system but desires a change in rulers.
66 – 75 Dissatisfied: Your character’s family is unhappy with the current structure, but makes no effort to change it.
76 – 85 Dissident: Your character’s family is secretly supporting a rebellion or coup to overthrow either the current political system or its rulers.
86 – 90 Radical: Your character’s family is actively involved in an open revolt against the current system and/or the existing rulers.
91 – 100 Conflicted: One part of your character’s family supports the current system and/or rulers, but another group within your family is actively working to replace the rulers and/or remove that system.
Table 10: Power Structure Like any organized group, even families have a power structure. The type of internal social structure that governs your family politics can be very important to the story of how your character grew into an adult – particularly if you are a noble or otherwise very politically involved. Roll d% Power Structure 01 – 10 None: Your character’s family lacks internal
organization. Family members are responsible for their own actions.
11 – 30 Elders: Your character’s family is controlled by the oldest members.
31 – 40 Patriarchy: Your character’s family is controlled by the male members.
41 – 50 Matriarchy: Your character’s family is controlled by the female members.
51 – 60 Oligarchy: Your character’s family is controlled by the wealthiest members.
61 – 70 Meritocracy: Your character’s family is controlled by the members with the greatest accomplishments or most significant talents and abilities.
71 – 90 Split: Your character’s family is split; one branch following one type of structure, and another branch following another.
91 – 95 Outsider: Your character’s family is led by an outsider, a liege lord or other person to whom your character’s family has sworn support.
96 – 100 Domination: A violent or dangerous family member rules your character’s family through fear.
Table 11: Notable Ancestors Gifted and talented individuals can be found in nearly any family tree. It is these exceptional people that make a family truly different from other families and go the longest way toward defining their history and tales of their origins. Depending on your desires, your notable ancestors may still be alive – but this depends on your wishes and the discretion of the Plot Committee. You may roll on this table more than once, but this is not required. Every ancestor selected or generated from this table should have at least a short description of who that person was and what their impact was on your character’s family history. Keep in mind that any individuals generated from this table could easily be active members in your character’s family – not only still alive but still engaging in whatever activities made them notable. Nearly any of the individuals generated or selected from this table would most likely be Heroes in the Sidereus universe.
Roll d% Notable Ancestors 01 – 30 None: Your character’s family has no notable ancestors,
or they have been forgotten through the ages. 31 – 55 Heroic Birthright: Roll again on this table. The individual
generated was definitely of Heroic birth, considered a Hero and able to resurrect.
55 – 60 Immigrant: An ancestor was a settler from a far‐off region or land. Work with the Plot Committee to develop this.
61 – 63 Master Artisan: An ancestor was an artisan of incredible skill who left a legacy of excellence that may still be recognized today.
64 – 66 Successful Merchant: An ancestor created a new business, trade good, or trade route that may still contribute to the family’s finances.
67 – 69 Unsuccessful Merchant: An ancestor created a new business, trade good, or trade route that has been lost or stolen from the family.
70 – 73 Priest or Cleric: An ancestor was a priest or cleric of some fame or repute that may still be known today.
74 – 77 Arcanist or Wizard: An ancestor was an arcanist or wizard of some fame or repute that may still be known today.
78 ‐ 79 Magic Item: An ancestor owned an unusual or specific magic item that may have become a family heirloom. If your character is in possession of this heirloom, you should take the Ancestral Legacy Trait.
80 – 81 Victorious General: An ancestor was a great military leader who was ultimately victorious.
82 – 83 Defeated General: An ancestor was a great military leader who was ultimately defeated.
84 Successful Founder: An ancestor founded a community that still thrives today.
85 Unsuccessful Founder: An ancestor founded a community that has ceased to exist.
86 Successful Leader: An ancestor held a high position in the current political system.
87 Unsuccessful Leader: An ancestor held a high position in a discredited political system, or lost her position in the current one.
88 – 90 Successful Adventurer: An ancestor is known to have been instrumental in completing a great deed.
91 Failed Adventurer: An ancestor is known to have died while attempting a great quest.
92 Disbelieved Adventurer: An ancestor managed to complete a great deed, but no one believes the story.
93 Exile: An ancestor was a noble who was defeated or lost power and fled to a new land.
94 Failed Rebel: An ancestor is known to have supported a rebellion that ultimately failed.
95 Traitor: An ancestor is known to have betrayed the community or nation.
96 Cultist: An ancestor is known to have led a cult devoted to the Dark powers.
97 Villain: An ancestor was a villain of significant notoriety, whose name still taints your character’s reputation.
98 Prophecy: An ancestor was the focus of some great prophecy or omen.
99 Otherworldly: An ancestor was rumored to have traveled the dimensions, and may have come in contact with otherworldly beings.
100 God‐touched: An ancestor was rumored to have had meaningful contact with the gods in some way.
Education Heroes are not born with the skills that allow them to traverse the divide between mundane life and greatness. Determining what type of education your character underwent as she grew up is an essential part of developing your character story and background. The education of a Hero will determine a great deal about her capabilities and perspectives in life, and most importantly – your character’s education helps to determine what skills she has when you begin the game.
Table 12: Early Childhood Even as a child, a great deal is expected from a Hero. Education is an important part of a Hero developing the ability to meet these expectations. This early education may provide a direction for their later vocational interests. This table will help you determine where your character’s education was focused in her childhood. You should remember that your skill selection for your character should reflect your character’s childhood education in some way. Lore and Craft Skills are very useful in representing this education. Roll d% Early Childhood Education 01 – 20 Outdoors: Your character was educated in basic
wilderness survival skills. Animal Lore, Area Knowledge (Wilderness) and Wilderness Lore are appropriate Skills to represent this.
21 – 40 Academia: Your character was educated in a series of basic academic skills. Astronomy, Geology, Geography, History and Mathematics (among others) are appropriate Skills to represent this.
41 – 50 Religious: Your character was educated in theology and the concepts of religious belief. She may not be a religious person, but her education made her knowledgeable on the subject. Celestial Lore, Demon Lore, Divine Lore and Ilith’ari Lore are appropriate Skills to represent this.
51 – 60 Arcane: Your character was educated in the arcane arts and the concepts involved therein. She may not be an arcanist, but her education made her knowledgeable on the subject. Arcane Lore, Planar Lore and Ritual Lore are all appropriate Skills to represent this.
61 – 70 Arts: Your character was trained in a performing or visual art, perhaps more than one. Appraise Item, Artist and Performer are appropriate Skills to represent this.
71 – 80 Druidic: Your character was educated in Nature magic and the concepts of Druidic belief. She may not be an actual druid, but her education made her knowledgeable on the subject. Animal Lore and Wilderness Lore are appropriate Skills to represent this.
81 – 90 Alchemical: Your character was educated in Alchemy and the concepts involved in its various processes. She may not be an actual alchemist, but her education made her knowledgeable on the subject. Alchemy Lore, Mathematics and Herbalism are appropriate Skills to represent this.
91 – 95 Multicultural: Your character either traveled extensively or was trained in knowledge of other races and cultures. Any of the racial lore skills are appropriate Skills to represent this.
96 – 100 Political: Your character is either of noble birth or was trained to deal with nobility. Area Knowledge (Local), History and Nobility & Royalty Lore are appropriate Skills to represent this.
Table 13: Formal Education When possible, most families will attempt to provide education for all of their children. In the case of a Hero, it is even more urgent that education is made available. This may take the form of apprenticeship, or it may be another part of helping with the family’s business. Whatever your choices, be certain you support your background choices in your character’s design. Roll d% Early Childhood Education 01 – 25 Agriculture: Your character learned farming and animal
husbandry techniques. Appropriate Skills include Animal Lore and Farmer.
26 – 30 History: Your character learned basic local or national history. Appropriate Skills include History, Historian and Sage.
31 – 35 Politics: Your character studied political philosophy and methods of leadership and organization. Appropriate Skills include Area Knowledge (Local) and Nobility & Royalty Lore.
36 – 40 Religion: Your character studies religious texts and philosophy. Appropriate Skills include Ilith’ari Lore and Divine Lore.
41 – 45 Arcane: Your character studied arcane rituals, magic and similar concepts. Appropriate Skills include Read magic and Arcane Lore.
46 – 50 Druidic: Your character studied druidic magic, rituals and similar concepts. Appropriate Skills include Wilderness Lore and Animal Lore.
51 – 55 Alchemy: Your character studied alchemical science and methods extensively. Appropriate Skills include Herbalism and Alchemy Lore.
56 – 60 Natural History: Your character studied biology, geology and geography. Appropriate Skills include Animal Lore, Geology and Geography.
61 – 65 Arts: Your character learned to illustrate, sculpt, dance or create art in other ways. Appropriate Skills include Performer and Artist.
66 – 70 Literature: Your character studied poetry and prose extensively, and she has some skill in composition. Appropriate Skills include Writer and History.
71 – 75 Mathematics: Your character learned basic mathematics. Appropriate Skills include Mathematics.
76 – 80 Astronomy: Your character studied the movement of the stars including basic astrology. Appropriate Skills include Astronomy and Astrology.
81 – 90 Streetwise: Your character spent time living on the street and learned minor thievery and con games. Appropriate Skills include Thievery Training, and Area Knowledge (Local)
91 – 100 Finishing School: Your character was educated in courtly manners and etiquette. Appropriate Skills include Performer and Nobility & Royalty Lore.
Table 14: Vocational Training Even for Heroes the idea of life as an adventurer is often far‐fetched and somehow only a remote possibility. More often than not, characters will be apprenticed to a craftsperson, join the military, or become part of a religious order. They may become farmers, or work as town guards ‐ and some such individuals never leave. They are always prized in whatever field they choose, usually
gaining a great deal of notoriety with their peers and colleagues, but the incredible nature of their birthright cannot be hidden. Whatever your choices, be certain you support your background choices in your character’s design. Roll d% Vocational Training 01 – 20 Farmer: Your character worked as a farmer, and has
some experience in this area. 21 – 30 Hunter / Trapper: Your character worked as a hunter or
a trapper, and has some experience in this area. 31 – 40 Craftsperson: Your character has worked developing a
craft skill of some kind. (Choose a Craft skill that your character specialized in – your character should have at least five ranks in that skill).
41 – 50 Religious: Your character has had advanced training in a formal church setting. She is most likely a cleric or paladin of her faith, though she may have been trained as a layperson for some other religious function (researcher or keeper of lore).
51 – 60 Arcane: Your character has had advanced training in the ways of Arcane magic. She is most likely a wizard, though she may only dabble in Arcane magic, and may be a researcher or someone highly knowledgeable in the arcane arts.
61 – 70 Druidic: Your character has had advanced training in the ways of Druidic magic. She is most likely a druid or ranger, though she may simply be an herbalist or an adept studying the ways of nature.
71 – 75 Alchemy: Your character has had advanced training in the science of Alchemy. She is most likely a practicing Alchemist, though she may also be an herbalist or a researcher.
76 – 80 Medical: Your character has worked as a doctor or even a surgeon. She has studied Medical Lore and knows advanced healing techniques, and possibly a smattering of Alchemy.
81 – 85 Researcher: Your character has spent a great deal of time studying lore and researching various topics. (Choose a Lore skill that your character specialized in – your character should have at least five ranks in that skill).
86 – 90 Military Training: Your character has had some military training, perhaps as a town guardsman or a squire. Commoners typically become archers or infantry, usually working in the general military or becoming town guard – and nobility will often be squired to a knight or another noble.
91 – 95 Elite Military Training: Your character showed exceptional skill in her military involvement and received specialized training. Perhaps she was a scout, exploring the upper layers of the Abyss, or maybe she was a logistical assistant – assisting generals in planning their strategies.
96 – 100 Knightly / Paladin Order: Your character served in some capacity as an adjunct to an order of knights or paladins. At best she was squired to the order and held no official rank. Don’t forget you would have to have Plot Committee approval in order to hold a rank in any order or group.
Life Events There is a great deal more to life than simply training for a profession. A Hero’s life is often filled with unusual events and significant happenings to an even greater degree than most individuals. As with any person, the life events of a Hero have a significant influence on her development and world view. Your character’s significant life events may also help you flesh out her history in ways you had no previously considered.
Table 15: Early Childhood The events that take place in an individual’s early childhood have a lasting impact on a character’s future development. Roll d% Early Childhood Events 01 – 15 Personal Danger: Your character may have been
menaced by a dangerous creature or kidnapped by raiders.
16 – 30 Community Danger: Your character’s community suffered flood, famine, plague or another wide‐ranging calamity.
31 – 45 Long Journey: Your character traveled a great distance in her youth. This may have been a one way trip or a two way trip.
46 – 55 Witness: Your character witnessed a horrible crime or violent event. At such a young and vulnerable age, this forever altered her identity.
56 – 60 Epiphany: Your character had a life‐altering brush with greatness; perhaps she met a king or was contacted directly by an angel. Even in her youth, this forever altered her identity.
61 – 65 Refugee: Your character did not begin life as a refugee, nor did she remain that way – but at some point in her early years her community was ruined by disaster, war, or some other calamity.
66 – 75 Family Death: Your character lost a parent or another significant family member or members.
76 – 85 Illness: Your character suffered a serious and lingering illness or developed a congenital defect.
86 – 95 Injury: Your character suffered a serious injury that left her scarred or otherwise permanently injured.
96 – 100 Astronomical Event: Your character’s birth occurred during a significant astronomical event. Perhaps there was a strange moon, a comet in the sky or some other portent. You should assign the Portended Birth Trait to your character.
Table 16: Youth Events For most Heroes, adolescence is the time where the character has their first taste of what it means to be an adult. The table that follows is intended to help you generate the events that characterized this period for your character. Did they suffer heartbreak, or embark on an adventure? The choice is yours. Roll d% Youth Events 01 – 15 Battle: Your character aided in the defense of the
community against raiders or a marauding monster. 16 – 25 Adventure: Your character participated in a minor
adventure such as blazing a new caravan trail or locating an ideal spot for a new homestead.
26 – 35 Politics: Your character was involved in some small political triumph. Perhaps she spoke on behalf of a political movement or candidate, or stood up to an abuse of authority.
36 – 50 Great Romance: Your character found true love in her youth. There may be lingering effects ranging from a jilted lover or a still‐current relationship. Consider how this event would affect the character’s worldview and behaviors.
51 – 60 Religion: Your character served her faith in some minor capacity, perhaps engaging in a minor vow or oath. You should consider assigning the Vow Flaw to your character.
61 – 70 Arcane: Your character displayed an exceptional and innate talent for the Arcane, perhaps others took notice – or perhaps you kept it a secret. You should consider assigning the Magical Aptitude Trait to your character.
71 – 80 Healing: Your character cared for a recovering family member or hero, helped deliver a baby, or participated in a similar task.
81 – 90 Crime: Your character broke the law. Either she was caught and suffered some form of punishment, or she learned how to dodge the consequences and survive.
91 – 100 Discovery: Your character discovered she had a unique talent. Perhaps she is Void Minded, or is affected by the influence of an elemental bloodline.
Table 17: Pivotal Events In every Hero’s life, there are some events that are so significant that they change the entire course of her life from that point forward. These events may have occurred at any time in your character’s life, but one thing is certain – it was this event that pushed your character along the path toward becoming a Hero. This most commonly represents the last significant event to occur in your character’s life before your first Sidereus event. Roll d% Pivotal Events 01 – 10 Disaster: Your character’s home community or region
was laid to waste by a malicious entity or force, your character only barely survived or was not present. Either way, she has no home to return to.
11 – 20 Demonic Guidance: Your character was visited by demons either in a vision or in material form who directed her on her current path.
21 – 30 Parent Slain: One or both of your character’s parents were killed before your eyes. This may have been at the hands of an enemy, during a raid, or a similar event.
31 – 40 Imprisonment: Your character was imprisoned either justly or unjustly for a period of time. She either managed to escape or she was released afterwards.
41 – 50 Siege: Your character’s community was attacked by a group of organized raiders in a series of raids that extended over a period of time. Perhaps your character was involved in ending the siege – perhaps your character fled.
51 – 60 Crisis: Your character’s community suffered a major crisis, including earthquake, famine, plague, or an incursion by Wyld energy. Perhaps your character was involved in finding a solution – perhaps she fled.
61 – 70 Enslavement: Your character was enslaved for a period of time before managing to escape. Perhaps she did not escape, but was instead released.
71 – 80 Parental Inspiration: One or both of your character’s parents were Heroes or adventurers in their own right, encouraging and inspiring your character to strike out on her own.
81 – 90 Angelic Guidance: Your character was visited by angels either in a vision or in material form who directed her on her current path.
91 – 100 Celebration: Your character’s home community has a tradition of great celebration before sending an individual out to experience the world, or perhaps a celebration was the last event of note your character remembers before leaving home.
Relationships Of all the influential elements in a person’s life, arguably the most influential is the relationships they form throughout. Family, friends, enemies and teachers all play a significant role in shaping who we are as individuals and the people we will grow to become. Family is one of the most often overlooked elements of a character’s history, which is interesting seeing how major their impact on our lives tends to be.
Table 18: Parents Our parents have the most substantial impact on our lives out of anyone we will ever meet. It is from our parents that we learn the value of principles such as love, honor, faith and courage. Without this education, a Hero destined for greatness can quickly turn down a path of malice and violent intent. If there is any relationship in your character’s life that you spend serious time developing – it should be your character’s relationship with her parents. Roll d% Parent Status 01 – 45 Two Living Parents: Both of your character’s parents
are alive and healthy. 46 – 65 One Living Parent: Your character has one living parent
(your choice). You should also detail how the other parent died.
66 – 70 Both Parents Deceased: Both of your character’s parents are dead. You should detail how this occurred.
71 – 80 One Parent Ill: One of your character’s parents has a long term illness or infirmity, the other is either alive and healthy (01 – 50) or deceased (51 – 100).
81 – 85 Both Parents Ill: Both of your character’s parents suffer from a longer term illness or infirmity.
86 – 95 Adoptive or Foster Parents: Your character is adopted or cared for by foster parents. You can roll again on this table to determine their status if you like.
96 – 100 Parents Lost or Unknown: Your character’s parents are lost or your character knew nothing of them. If you leave this option totally open, the Plot Committee may see fit to elaborate more on this mystery.
Table 19: Siblings The relationship between a child and her siblings is second only to the relationship between a child and her parents. Determining the number of siblings, and possibly the paths their lives have taken, is an important part of determining what has transpired in your character’s own life. The table below determines how many brothers and sisters your character has.
Roll d% Siblings 01 – 25 No Siblings: Your character is an only child. 26 – 45 Oldest: Your character is the oldest of her siblings. She
has 1 – 6. 45 – 75 Middle: Your character has 1 – 3 older siblings and 1 – 3
younger siblings. 76 – 95 Youngest: Your character is the youngest of her siblings.
She has 1 – 6 older siblings. 96 – 99 Twin: Your character is one of a pair of twins, either
identical or fraternal. 100 Triplet: Your character is one of a group of triplets.
Table 20: Grandparents It is fairly common for Humans to have living grandparents. If your character is born of a longer‐lived race, grandparents or even older ancestors are more common. Roll d% Grandparents 01 – 40 No Grandparents: Your character may or may not
remember her grandparents, but they are no longer alive.
41 – 50 Maternal Grandparents: Your character’s maternal grandparents are alive.
51 – 60 Paternal Grandparents: Your character’s paternal grandparents are alive.
61 – 70 One Grandparent on Each Side: Your character has one surviving grandparent from each parent.
71 – 80 One Grandparent on One Side: Your character has one surviving grandparent, you choose which.
81 – 90 Three Grandparents Alive: Your character has three surviving grandparents, you choose which.
91 – 100 Great Grandparent: You have one surviving great grandparent. You may have more than one. Roll again to see the status of your grandparents.
Table 21: Friends Keep in mind that your character will develop friendships in‐game as you play, but this table will help you generate other friends that your character may have made along her journey. You may roll on this table multiple times if you feel the need, though you should elaborate and detail these relationships to the best of your ability. Roll d% Friends 01 – 15 No Friends: Your character is a loner by choice or by
circumstance, and has no friends worthy of note. 16 – 30 Lost: A significant friend of your character is lost or
missing. 31 – 50 Few: Your character doesn’t make friends easily, or
simply has few friends remaining. Those she does have, she is very close with.
51 – 80 Some: Your character has several friends who are companions or associates; though it is less likely they are close friends.
81 – 100 Many: Your character has many light and pleasant relationships with many people, but it is less likely she has many significant ties.
Table 22: Enemies Even a character’s negative relationships go a long way to shaping her identity. You should be cautious when selecting enemies since they should always be reflected in your character history, and also in your Flaws when possible. If you wish you can roll on this table more than once. Roll d% Enemies 01 – 15 No Enemies: Your character has no enemies as of yet. 16 – 25 Minor Childhood Enemy: Your character has an enemy
from her childhood that has harbored a grudge or prejudice against her but has no current basis for the feelings of animosity.
26 – 30 Jilted Lover: Your character once wronged someone in a matter of the heart, and now that individual is seeking revenge.
31 – 35 Jilted Lover’s Friend or Relative: Your character once wronged someone in a matter of the heart, and now someone who cares for them is out for revenge.
36 – 40 Romantic Rival: Your character caused a deep sense of animosity in a love triangle, and now the ousted party holds a grudge.
41 – 50 Family Enemy: Your character’s family has earned the ire of a person, group or opposing family.
51 – 55 The Friend of My Enemy…: Your character’s friend has an enemy who has decided they hate your character as well.
56 – 60 Social Rival: Your character wronged someone either in reality or in that person’s imagination in a social or business context.
61 – 65 Villain: One or more villains from your region of origin have chosen to direct their hatred toward your character.
66 – 70 Monster: One or more local monstrous creatures view you as a threat.
71 – 75 Diametric Enemy: An individual who is your character’s opposite in many ways has chosen to direct their hatred toward you.
76 – 80 Political Enemy: A noble, military officer or other official looks on you with disfavor. For whatever reason, this enemy is particularly powerful and should not be taken lightly.
81 – 85 Angelic Enemy: Your character has managed to earn the ire of a celestial creature, who now views you as a threat.
86 – 90 Demonic Enemy: Your character has managed to earn the ire of an infernal creature, who now views you as a threat.
91 – 95 Enemy Within: Someone in your character’s family hates and fears you, either openly or secretly.
96 – 100 Imaginary Enemy: Your character falsely believes that someone is out to get her. You should role‐play this, and possibly even add the Delusion Flaw to your character to reflect it.
Table 23: Instructors The final link in the chain of a character’s development falls under the blanket of important teachers and instructors in a person’s life. Instructors are particularly important in the life of a Hero, as the skills they learn will help them in their future trials and tribulations. Once you’ve generated a notable instructor, you should consider generating a full description of that character as they may continue
to play an important role in your character’s life. With all of the options below, you may decide if the instructor in question is alive or dead. Roll d% Instructors 01 – 15 No Instructors of Note: Your character either had no
notable instructors, or she trained herself in all she needed to know.
16 – 40 Basic: Your character had a favorite instructor who educated her in basic skills.
41 – 50 Advances: Your character had a favorite instructor who taught her more advanced military, religious or arcane techniques and theories.
51 – 55 Angry: Your character has angered or otherwise alienated an instructor of note.
56 – 60 Vanished: Your character’s favorite instructor has vanished.
61 – 65 Favor: Your character owes a favor or oath of service to her favorite instructor.
66 – 70 Unrelated: Your character’s favorite instructor didn’t teach her anything about her current area of expertise.
71 – 80 Lower Class: Your character’s favorite instructor is much lower class than she is.
81 ‐ 90 Other Race: Your character’s favorite instructor is of a different race than she is (your choice).
91 – 100 Extraplanar: Your character had the rare privilege of being trained by an extraplanar being (Angel, Demon, Fae or similar being). This option may require approval from the Plot Committee.
Chapter Three:
Heroic Traits Just as much as the Hero’s actions define her, so does her history. Every Hero has a story to tell, a life they have led before the events of your first game with the character even unfold. This background is what causes the character begin her journey toward greatness, and to – hopefully – one day accomplish the great deeds that will carve her name into the annals of history. This chapter contains a number of Traits that will allow you to further establish the story of your character’s unique origins in a world full of wonders and unusual things. Be cautious when selecting Traits from the following lists, as they represent particularly unusual factors in a character’s background and as a result are somewhat expensive.
Trait Descriptions The following is the format for Trait descriptions; TRAIT NAME (Type) Description of what the Trait does or represents in basic language, possibly with a short description of its origin. Prerequisite: The prerequisites required to add the Trait to your character’s profile. Benefit: What the Trait enables the character to do, and how the character may use the ability while in game. Special: Additional information that may be helpful when you decide if you want to add the Trait to your character’s abilities.
AVATAR BORN (Bloodline) In times of great need, the gods may choose to infuse a particularly loyal follower with their divine power, wracking the supplicant’s mortal form and bestowing upon them a great responsibility. The mortal becomes an agent of that god beyond compare. As an avatar that mortal is a true and undeniable representative of that god’s power on the material plane. During a period of such infusion, the Avatar may produce offspring. Individuals created from a source of such incredible power often have miraculous powers of their own. Prerequisite: Must be chosen at 1st Level, Makeup Requirements, Non‐Nephel Benefit: This Trait is considered always in effect and cannot be deactivated. To be Avatar Born means a rather significant amount of power for any character. Few Heroes have ever carried the blood of the gods within them. To be Avatar Born is to be inexorably tied to the fate of the world of Sidereus. The Avatar Born Trait grants a character the following abilities; • Revive: The character may cast Revive as an innate spell once a day.
• Divine Heritage: The character gains the Disease Immunity Trait and the Poison Immunity Trait. The character also gains the ability to purchase Resist Magic regardless of prerequisites. The character may also use magic items that are restricted to Angels Only, Demons Only, and Ilith’ari Only. Chatûl characters gain the ability to Resist Poison five times a day, and are no longer vulnerable to poison.
A character that is Avatar Born must represent it to some degree. This can be done by assuming one of the following makeup requirements; A shock of white or black hair, golden eyes (contacts), silver or black eyes (contacts), unearthly blue or red eyes (contacts), birthmark of a deity’s holy symbol, celestial markings, or other requirements as approved by a Game Master. Once you have chosen your character’s distinguishing features, they may not be changed by any means short of Ritual Magic. This Trait will very heavily influence the way the game progresses for your character, so consider carefully before choosing it.
CELESTIAL‐ATTENDED BIRTH (Heroic) Among those born with the blood of a Hero, there is little that is truly impossible. There are some Heroes whose births were announced by angels, the power of the divine present from the instant they entered the world. Those heralded in this way are often viewed as “chosen ones”, and may even be assumed to be destined to fulfill some prophecy or another. Prerequisite: Must be chosen at 1st Level, Non‐Nephel Benefit: This Trait is considered always in effect and cannot be deactivated. A character with a Celestial‐Attended Birth is a truly unusual individual, as their birth was heralded by angels. This is the kind of event that is known of far and wide, and may attract the attention of great enemies as well as allies. A character with the Celestial‐Attended Birth Trait may choose one of the following benefits; • Angelic Gift: Your character was given a gift by the angels at the moment of her birth. As a result, you may select an Ancestral Legacy item for your character as if you had the Ancestral Legacy Trait (see the Sidereus Player’s Guide for more information).
• Angelic Boon: Your character was blessed by an angel at the time of her birth. As a result, she gains protection from harm in the form of a ten (10) points of Natural Armor. Once per day, she may choose to cast Resurrection as an innate spell, but choosing to do so will mean she loses the benefit of the Natural Armor until the next Logistics period.
• Angelic Favor: Your character was given the favor of the angels at the time of her birth. As a result, you gain the benefit of the Lucky Trait, and a single use of the Resist Magic Trait, as well as the ability to purchase it as a Racial Trait.
A character that has the Celestial‐Attended Birth Trait may
acquire enemies or be attacked due to her portended birth. This Trait will have a very heavy influence on the character’s development, and should be considered carefully before being added to a character. Also note that when working this Trait into your character story you must work with the Plot Committee to develop a reason for why your character’s birth was attended by Angels.
General Traits Trait Name CP Prerequisites Benefit Child of the Noble 10 Character Level 1, Non‐Nephel Your character was adopted by a nobleman or
noblewoman, but is not noble. Child of the Regent 40 Character Level 1, Noble Birth, Non‐Nephel Your character was adopted by royalty or a direct
descendant of royalty, but is only a noble. Combat Reflexes 15 Character Level 1, Agility 6+, Endurance 6+ Your character is naturally gifted with the speed
of wit and awareness to survive in combat situations where others would falter.
Hysteria 10 Trait Restriction: Fearless, Resist Fear Your character responds to fear strangely, instead of succumbing to her fear; she flies into a murderous rage.
Knight’s Page 15 Character Level 1 / Noble Birth (or) Bastard Scion
Your character served (or serves if she still has the Youth Flaw), as a page to a Knight.
Memento 5 Character Level 1 Your character was given a gift by her benefactors before leaving home, with the hope that it would aid her in her travels.
Menace 10 Spirit 6+, Trait Restriction: Charisma Your character has a powerful force of personality that manifests in a more negative light than other charismatic individuals, allowing her to intimidate those she has a moment to speak with.
Resist Holy 3 Spirit 6+ (or) Iron Will (or) Discipline, Intellect 6+ (or) Spellcaster Level 3
Your character can resist Holy spells and effects.
Resist Vile 3 Spirit 6+ (or) Iron Will (or) Discipline, Intellect 6+ (or) Spellcaster Level 3
Your character can resist Vile spells and effects.
Resist Void 3 Spirit 6+ (or) Iron Will (or) Discipline, Intellect 6+ (or) Spellcaster Level 3 / Non‐Psionicist
Your character can resist Void spells and effects.
Royal Bastard 100 Character Level 1, Non‐Nephel Your character is the bastard child of a king or queen. She will never be acknowledged as such, but she is still considered nobility.
Sturdy 10 Endurance 7+, Resilient x5 Your character is particularly durable, granting her an additional ten (10) Hit Points.
Swift 10 Agility 5+ Your character is particularly quick on her feet, granting her an additional 5 Quickness Points.
Tutor (Expert) 10 Character Level 1 Your character was trained by a skilled tutor at a young age, and knows things others may not.
Tutor (Legendary) 40 Character Level 1 Your character was trained by a uniquely exceptional tutor at a young age, and knows things others may not.
Tutor (Master) 20 Character Level 1 Your character was trained by an exceptional tutor at a young age, and knows things others may not.
Bloodline Traits Trait Name CP Prerequisites Benefit Avatar Born
100 Character Level 1, Makeup Requirements, Non‐Nephel
Your character's mother or father was the Avatar of a deity during the time of your conception.
Chosen Born 20 Character Level 1, Non‐Nephel Your character's mother or father was the Chosen of a deity.
Paragon Born 50 Character Level 1, Non‐Nephel Your character's mother or father was the Paragon of a deity.
* A character may have only one standard Bloodline Trait at level one. § A character may have one “Ancestral” Bloodline Trait in addition to one other Bloodline Trait at level one.
Heroic Traits Trait Name CP Prerequisites Benefit Celestial‐Attended Birth 25 Character Level 1, Non‐Nephel Angels sang of your character’s birth. An angel
appeared at the moment of your birth to herald your future greatness.
Child of the Beast Var Character Level 1, Endurance 6+, Non‐Nephel, Various other prerequisites
Your character was raised by a type of animal or beast.
Destiny (Filicide) 20 Role‐playing: Character must have murdered her own children, adopted or blood
Your character murdered her children, giving her one of a short list of supernatural boons.
Destiny (Loving Sacrifice) 20 Character Level 1, Non‐Nephel, Role‐playing: Character’s parents must have died violently while protecting the character
Your character was saved from death as a young child by the sacrifice of a parent or guardian as an act of love so powerful that effects linger.
Destiny (Parricide) 20 Non‐Nephel, Role‐playing: Character must have murdered her parent(s)
Your character murdered her parent(s), giving her one of a short list of supernatural boons.
Destiny (True Love) 20 Role‐playing: Another Hero character must also have this Trait and be bound to your character.
Your character has not only found True Love, but has done so with another Hero, granting them significant supernatural benefits due to the bond.
Fae‐Attended Birth 25 Character Level 1, Non‐Nephel Faeries attended your character’s birth. A Fae creature appeared at the moment of your birth to whisper tales of your future deeds.
Heroic Defiance 10 Resilient x5, Resist Element, Resist Death, Resist Damage, Resist Magic
Your character’s strength of will as a Hero allows her to resist an effect that would otherwise kill her once a day.
Heroic Recovery 10 Resilient x5, Three “Resist” Traits Your character’s heroic blood allows her to heal naturally more quickly than most others, and she regains full Hit Points at each Logistics period.
Infernal‐Attended Birth 25 Character Level 1, Non‐Nephel Demons attended your character’s birth. A demon appeared at the moment of your birth to portend your future greatness.
Moment of Glory 20 Character Level 1, Attribute (Any) 9+ (or) Character Level 1, Prodigy
Your character has already experienced a moment of great acclaim in her life.
Obscured 15 Flaw Restriction: Weirdness Magnet Your character is somehow obscured from divination, regardless of the source. This does not make them undetectable, only more difficult to detect.
Portal Affinity 10 None Your character is oddly attuned to the magic of Portals, and is able to activate them for her personal use once per day at no cost.
Portent 15 Character Level 1 A portent of some kind foretold your character’s birth or arrival.
Prodigy Var Character Level 1, Various Your character has had exceptional or unusual talent in a particular field from a very young age (or since their arrival).
Prophecy 30 Character Level 1 A portent of some kind foretold your character’s birth or arrival – fulfilling some minor prophecy, and promising future greatness.
Soulmates 30 Spirit 6+, Role‐playing: Another Hero character must also have this Trait and be bound to your character.
Your character shares a particularly powerful bond with another individual; many would call them soulmates.
Thrall of Darkness 25 Non‐Nephel, Spirit 7+ Your character is bound to a dark god, granting her the powers of a Paladin against her will. However, using those powers comes with a great cost…
Unshakeable 50 Spirit 8+ (or) Discipline¸ Intellect 8+ Your character is cold as ice under pressure; rarely moved by fear or anger and utterly dispassionate.
Unusual Background Var Special: Assigned by Plot/Logistics Your character originates from particularly unusual circumstances that would be difficult to explain within the scope of the game world.
CHILD OF THE BEAST (Heroic) In many cultures, stories are told of children raised by animals. These children often grow to be great heroes once they discover their humanity, combining the untamed spirit of their adoptive parent with the intellect and discernment of their more “civilized” ancestry. Prerequisite: Must be chosen at 1st Level, Endurance 6+, Non‐Nephel, Spirit 6+ (Unicorn, Pegasus only), Strength 6+ (Bear, Wolf only), Agility 6+ (Wildcat, Gryphon, Horse only), Plot Committee may assign other Prerequisites as it sees fit. Benefit: This Trait is considered always in effect and cannot be deactivated. A Child of the Beast character is a unique individual even in a world replete with unique individuals. Raised by an animal or semi‐bestial creature, the character’s perspective on the world will be somewhat unusual and likely entirely unique. In addition to the benefits listed below, all characters with the Child of the Beast Trait automatically have the Uneducated Flaw. In addition, all characters with the Child of the Beast Trait gain ten (10) additional Hit Points. A character with the Child of the Beast Trait may choose one of the following options at the points cost listed; • Bear [15 points]: Your character was raised by bears. Your character gains one use of the Resist Element Trait, and may purchase it using the racial cost. If your character already has access to the Resist Element Trait racially, she instead gains two uses of the Dauntless Trait.
• Gryphon [25 points]: Your character was raised by gryphons. Your character gains three uses of the Resist Fear Trait, and one use of the Resist Enchantment Trait. In addition, she may purchase both Traits at the racial cost. If your character already has access to both Traits racially, she instead gains the Hawkeyed Trait.
• Horse [15 points]: Your character was raised by horses. Your character gains an additional five (5) Quickness Points.
• Pegasus [25 points]: Your character was raised by pegasus. Your character gains three uses of the Resist Poison Trait, and one use of the Resist Enchantment Trait. In addition, she may purchase both Traits at the racial cost. If your character already has access to both Traits racially (or is a Chatûl), she instead gains the Tenacious Trait.
• Unicorn [30 points]: Your character was raised by unicorns. Your character gains an additional five (5) Quickness points, one use of the Resist Magic Trait, and may cast Cure Light Wounds as an innate spell three times a day. In addition, she may purchase the Resist Magic Trait at its racial cost.
• Wildcat [15 points]: Your character was raised by wildcats of some kind. Your character gains one use of Resist Element Trait, and may purchase it using the racial cost. If your character already has access to the Resist Element Trait racially, she instead gains the Second Chance Trait.
• Wolf [15 points]: Your character was raised by wolves. Your character gains one use of Resist Element Trait, and may purchase it using the racial cost. If your character already has access to the Resist Element Trait racially, she instead gains a single use of the Scent Trait.
A character with the Child of the Beast Trait is extraordinarily
unusual, and possesses abilities that are difficult for anyone to explain. Keep in mind that adding this to your character story can make it extremely difficult for others to take you seriously in role‐play, and may have serious repercussions on your character’s development.
CHILD OF THE NOBLE (General) While nobles are generally seen as elitist and superior by common folk, on occasion they will adopt an individual of lower birth as their own, particularly if that person is a Hero. Most nobles will be very careful about drawing clear lines of inheritance, so as not to disrupt the noble blood in their family line, but the fortunate individuals taken in by such gregarious families often benefit for the remainder of their lives. Prerequisite: Must be chosen at 1st Level, Non‐Nephel Benefit: This Trait is considered always in effect and cannot be deactivated. During character creation, your character will receive an additional 5 silver pieces. In addition, a character with this Trait will receive an additional 5 silver pieces during each Logistics period. This is given as a representation of the retainer given to the character from her Noble benefactors, who care a great deal for the character and wish to have her do well. Your character may periodically encounter situations where the needs of her adopted family come to the fore – requiring her to act on their behalf. CHILD OF THE REGENT (General) In the case of Heroes, even those from a Royal line stand to benefit from adding to their family line. In many cases, young individuals of Heroic blood and noble birth are sought out by royals in the interest of strengthening their political position by adding strong souls to their house. These individuals will never stand to rise to the throne, but they will enjoy a certain measure of political clout and power. Prerequisite: Must be chosen at 1st Level, Noble Birth, Non‐Nephel Benefit: This Trait is considered always in effect and cannot be deactivated. This Trait grants role‐playing benefits primarily. Keep in mind that your character will have no unusual claim to power – but will have a certain familiarity with a higher level of society in their home culture, and will be able to call on more substantial resources in times of great need. In addition, she may be called upon to help serve or protect her adopted family. A character with this Trait also begins play with two masterwork items that will be selected by the Plot Committee. While not heirlooms in terms of game mechanics, these items are to be treated as very valuable by the character in‐game. The Plot Committee reserves the right to modify or reject any character history they do not feel adequately reflects the intent of this Trait, or that causes unintended conflicts with the continuity of the game world. CHOSEN BORN (Bloodline) In a world so heavily contested by divine powers, the gods will often reach down to their mortal followers and choose pawns to serve them. Mortals chosen in such a fashion become agents of their god with a portion of their divine power. Once selected by a deity as a “chosen”, some may go on to have children. Those born from parents such as these often have great powers of their own. Prerequisite: Must be chosen at 1st Level, Non‐Nephel Benefit: This Trait is considered always in effect and cannot be deactivated. To be Chosen Born means a rather significant amount of power for any character. Few Heroes have ever carried such power within them. To be Chosen Born is to be inexorably tied to the fate of the world of Sidereus. The Chosen Born Trait grants a character the following abilities;
• Cure Light wounds: The character may cast Cure Light Wounds as an innate spell three times a day.
• Chosen Heritage: The character gains the ability to purchase Resist Magic regardless of prerequisites.
This Trait will very heavily influence your character’s future, so consider carefully before choosing it. COMBAT REFLEXES (General) Heroes are unlike any other sapient creatures in that their abilities far exceed those of normal mortals. Some Heroes are so naturally proficient in close combat that they seem to have a preternatural sense of the flow of battle, and are nearly impossible to harm in even the most confusing melee. Prerequisite: Must be chosen at 1st Level, Agility 6+, Endurance 6+ Benefit: This Trait is considered always in effect and cannot be deactivated. A character with Combat Reflexes is so nimble and focused in combat that it is hard for them to become shaken or thrown off by things such as fear or injury. In addition, they seem to have a special sense for the flow of combat, and always seem to get out of harm’s way at the last moment. A character with Combat Reflexes gains three (3) uses of the Resist Fear Trait, five (5) Quickness Points, and five (5) Hit Points. These changes are permanent modifications to the character. DESTINY [FILICIDE] (Heroic) In a world filled with depraved hearts and wicked deeds, not even children are safe from the evils that can befall mortals. Love is considered the purest manifestation of the power of the Light in Sidereus, regardless of its form – and among all types of love, the love of a parent for their children is considered paramount. Therefore ‐ a parent who violates this loving trust is burdened with a great destiny – one they have no choice but to fulfill. Prerequisite: Role‐playing ‐ Character must have murdered her own children, adopted or blood Benefit: This Trait is considered always in effect and cannot be deactivated. A character with Destiny (Filicide) is so depraved of spirit that they have murdered their own children. This may have been out of a belief that they were fated to do so – or as a part of a dark pact. A character with this Trait is almost undoubtedly evil, though it could be argued that certain characters who are cursed with particularly malicious children may have been bound to the same fate in an effort to stop the evil of their offspring. The Destiny (Filicide) Trait gives a character a few innate abilities, and changes the character somewhat. They are as follows; • Hardened Soul: The character may resist magic spells and effects once per day as per the Trait.
• Broken Heart: The character is now immune to Fear and Terror effects as per the Fearless Trait.
• Darkened Spirit: The character gains the Callous Flaw and the Sadist Flaw. If they already have one of these Flaws or do not meet the prerequisites they instead gain the Berserk Flaw.
This Trait may severely impact your character’s development and future role‐playing opportunities. You have been warned.
DESTINY [LOVING SACRIFICE] (Heroic) Many legends tell the tale of parental love protecting a child from the vilest of all evils. The love of a mother or father for their child is more pure and incorruptible than any force in the world, and as such possesses great innate magical power. Some souls have been blessed with the great power of this love as a beloved parent sacrificed their life‐force to keep them safe from harm. Prerequisite: Must be chosen at 1st Level, Non‐Nephel, Role‐playing ‐ Character’s parent or parents must have died violently while protecting the character Benefit: This Trait is considered always in effect and cannot be deactivated. A character with Destiny (Loving Sacrifice) lost her parents in a horrible fashion, but her parent or parents willingly sacrificed themselves to save their child. A character with this Trait is blessed by a type of love so powerful it is considered by most mages and scholars to be a magic of its own sort. In the world of Sidereus, true love is innately powerful, as it requires a living being to give unconditionally of oneself. The Destiny (Loving Sacrifice) Trait gives a character a few innate abilities. They are as follows; • Love’s Shield: The character may resist any in‐game effect (that does not include the “Absolute” type) by calling out “Resist” once per event. This includes effects to which the character would be otherwise vulnerable.
• Love’s Avatar: The character may be joined and protected by the spirit of her dead parent, or by a celestial or ethereal agent of her parent sent to protect her. This occurs at the sole discretion of the Plot Committee.
This Trait may severely impact your character’s future, so consider carefully before choosing it.
DESTINY [PARRICIDE] (Heroic) In a world filled with depraved hearts and wicked deeds, not even the bond between parent and child is inviolate. Love is considered to be the purest manifestation of the power of the Light in Sidereus, regardless of its form – and among all types of love, the love shared between a parent and a child is considered most special of all. Therefore – a child who violates this loving trust is
burdened with a great destiny – one they have no choice but to fulfill. Prerequisite: Non‐Nephel, Role‐playing: Character must have murdered her parent(s) Benefit: This Trait is considered always in effect and cannot be deactivated. A character with Destiny (Parricide) is so depraved of spirit that they have murdered their own parent or parents. This may have been out of a belief they were fated to do so – or as part of a dark pact. A character with this Trait is almost undoubtedly evil, though it could be argued that certain characters who are cursed with particularly malicious parents may have been bound to the same fate in an effort to stop the evil of their parent or parents. The Destiny (Parricide) Trait gives a character some innate abilities, and changes the character’s basic build to some degree. These abilities are as follows; • Broken Soul: The character may resist enchantment spells and effects twice per day as per the Trait.
• Hardened Heart: The character gains the Tenacious Trait regardless of prerequisites.
• Tortured Spirit: The character gains the Nightmares (Severe) Flaw. If they already have this Flaw they instead gain the Phobia (Severe) Flaw. The specific phobia is up to the player.
This Trait may severely impact your character’s development and future role‐playing opportunities. You have been warned. DESTINY [TRUE LOVE] (Heroic) In the Sidereus Universe, True Love is innately powerful ‐ considered by many mages, priests and scholars to be its own form of magic ‐ as it requires a member of the Blessed Living to give of themselves in a way that is truly uncommon in a world so filled with darkness and despair. As each member of the Blessed Living was infused with a small portion of the Divine Light, True Love remains the most potent manifestation of this Light, and the simplest and most direct way for one living creature to pass that Light on to another. True Love is not always the result of romantic love. It can occur in many situations; parent to child, child to parent, or even between friends. As long as the love between one person and another is pure, great power can be found within that bond. Prerequisite: Role‐playing ‐ Another Hero character must also have this Trait and be bound to your character. Benefit: This Trait is considered always in effect and cannot be deactivated. A character with Destiny (True Love) is among the most fortunate of individuals in the world. True Love is a particularly powerful force in the Sidereus world, and unlike the more platonic forms of True Love shared between family members, True Love shared between lovers or friends is rare indeed. A character with this Trait shares this True Love with another Hero in the world. This other character need not be a PC, as long as the player gains Plot Approval. When this Trait is chosen, it is bound to a particular character and cannot be changed (that character’s number will be listed on your character sheet). So powerful is the bond of True Love that not even death or reincarnation can destroy it. This Trait can never be removed without the express permission of the Plot Committee, and this will generally only be given in cases where one player is banned or otherwise permanently removed from play. The Destiny (True Love) Trait gives a character some innate abilities. They are as follows;
• Faithful Soul: The character may resist magic spells and effects once per day as per the Trait.
• Hopeful Hearts: The character is now immune to Fear and Terror effects as per the Fearless Trait.
• Loving Spirit: The character will suffer greatly if their True Love ever dies permanently or suffers some other grievous personal harm. You have been warned.
This Trait may severely impact your character’s development and future role‐playing opportunities. Consider carefully before choosing this Trait. FAE‐ATTENDED BIRTH (Heroic) Among those born with the blood of a Hero, there is little that is truly impossible. The capricious and unpredictable Faerie are creatures of truly alien perspective who are able to travel around Sidereus with great speed and little concern for the ravaging effects of the Wyld or other considerations. There are some Heroes whose births are announced or attended by the Fae, who have for unknown reasons determined these particular individuals to be of importance to them. Those heralded in this way are often viewed with marked suspicion, and in some cases outright fear – for the Fae are not a race that is to be taken lightly, or even welcomed with open arms. Prerequisite: Must be chosen at 1st Level, Non‐Nephel Benefit: This Trait is considered always in effect and cannot be deactivated. A character with a Fae‐Attended Birth is a truly unusual individual, as their birth was heralded by Faerie. This is the kind of event that is known of far and wide, and may attract the attention of great enemies as well as allies. A character with the Fae‐Attended Birth Trait may choose one of the following benefits; • Gift of the Faerie: Your character was given a gift by the Faerie at the moment of her birth. As a result, you may select an Ancestral Legacy item for your character as if you had the Ancestral Legacy Trait (see the Sidereus Player’s Guide for more information). The item should be Faerie themed.
• Blessing of the Faerie: Your character was blessed by the Faerie at the time of her birth. As a result, she gains protection from harm in the form of a ten (10) points of Natural Armor. Once per day, she may choose to cast Soul Bind as an innate spell, but choosing to do so will mean she loses the benefit of the Natural Armor until the next Logistics period.
• Charm of the Faerie: Your character was given the favor of the Faerie at the time of her birth. As a result, you gain the benefit of the Lucky Trait, and a single use of the Resist Magic Trait, as well as the ability to purchase it as a Racial Trait.
A character that has the Fae‐Attended Birth Trait may acquire
enemies or be attacked due to her portended birth. This Trait will have a very heavy influence on the character’s development, and should be considered carefully before being added to a character. Also note that when working this Trait into your character story you must work with the Plot Committee to develop a reason for why your character’s birth was attended by Faeries. Also note that in the Sidereus world, the Fae are not generally benevolent, good‐hearted creatures. The Fae are typically capricious and often cruel, and view mortals as foolish and insignificant. Consider carefully before taking this Trait.
HEROIC DEFIANCE (Heroic) The life of a Hero is filled with unmatched peril. It is not uncommon for Heroes to face dangers that would fell many mortals outright, and still somehow manage to walk away unscathed. Prerequisite: Resilient x5, Resist Element, Resist Death, Resist Damage, Resist Magic Benefit: This Trait may only ever be purchased once. A character with the Heroic Defiance Trait is particularly difficult to kill. Once per game day, the character may resist any effect that would kill her (barring effects that include the “Absolute” type), regardless of its source. This works in the same manner as any other “Resist” Trait, and the character will simply call out “Resist”, at which point any and all effects of the attack will be negated. HEROIC RECOVERY (Heroic) As a Hero adventures and explores the world, she is often injured or wounded – sometimes mortally so. The hardiest of Heroes seem to be able to recover from their injuries with great speed, a reality that astonishes even the most experienced physicians. Prerequisites: Resilient x5, Three “Resist” Traits Benefit: This Trait is considered always in effect and cannot be deactivated. A character with the Heroic Recovery Trait is able to heal with greater speed and ease than a normal person. While commoners do not regain Hit Points at each Logistics period, Heroes regain a number of Hit Points equal to their Endurance score (double that if they have the Rapid Healing Trait or more if they have other abilities). A Hero with this Trait will recover all of their Hit Points at each Logistics period. In addition, a Hero with Heroic Recovery will regain double the amount of Hit Points that would otherwise be gained from any healing spell or effect. If the Hero has Heroic Recovery and Rapid Healing this increases to triple the amount of Hit Points, and so on. HYSTERIA (General) Fear does not always grip the heart of the Hero in the same fashion as other mortals. Some Heroes do not simply ignore fear, but instead view it as a hated foe, flying into a rage whenever they can feel its icy tendrils upon their heart. Prerequisite: Trait Restriction ‐ Fearless, Resist Fear Benefit: This Trait is considered always in effect and cannot be deactivated. A character with the Hysteria Trait does not respond to fear in the same way as a normal individual – instead flying into a rage whenever they are exposed to Fear spells and effects. When a character with this Trait suffers a Fear or Terror effect, they cannot resist it, even if they are immune to Fear as the result of a Trait or ability. When they take the effect, they will instead call out “Absorbed, Berserk!” and immediately suffer a non‐resistible Berserk effect. INFERNAL‐ATTENDED BIRTH (Heroic) Among those born with the blood of a Hero, there is little that is truly impossible. There are some Heroes whose births were announced by demons, the power of the Shadow present from the instant they entered the world. Those heralded in this way are often viewed as “chosen ones”, and may even be assumed to be destined to fulfill some prophecy or another. Prerequisite: Must be chosen at 1st Level, Non‐Nephel Benefit: This Trait is considered always in effect and cannot be deactivated.
A character with a Infernal‐Attended Birth is a truly unusual individual, as their birth was heralded by demons. This is the kind of event that is known of far and wide, and may attract the attention of great enemies as well as allies. A character with the Infernal‐Attended Birth Trait may choose one of the following benefits; • Demonic Gift: Your character was given a demonic gift at the moment of her birth. As a result, you may select an Ancestral Legacy item for your character as if you had the Ancestral Legacy Trait (see the Sidereus Player’s Guide for more information).
• Demonic Boon: Your character was marked by a demon at the time of her birth. As a result, she gains protection from harm in the form of a ten (10) points of Natural Armor. Once per day, she may choose to cast Finger of Death as an innate spell, but choosing to do so will mean she loses the benefit of the Natural Armor until the next Logistics period.
• Demonic Favor: Your character was given the favor of the demons at the time of her birth. As a result, you gain the benefit of the Lucky Trait, and a single use of the Resist Magic Trait, as well as the ability to purchase it as a Racial Trait.
A character that has the Infernal‐Attended Birth Trait may
acquire enemies or be attacked due to her portended birth. This Trait will have a very heavy influence on the character’s development, and should be considered carefully before being added to a character. Also note that when working this Trait into your character story you must work with the Plot Committee to develop a reason for why your character’s birth was attended by demons.
KNIGHT’S PAGE (General) Heroes are more commonly selected for important tasks such as serving an honored knight than other individuals. Some Heroes learn most of the skills and abilities that will carry them through later adventures by serving as a knight’s page in their youth. Prerequisite: Must be chosen at 1st Level / Noble Birth (or) Bastard Scion Benefit: This Trait is considered always in effect and cannot be deactivated. A character with the Knight’s Page Trait served as a Page to a knight in their youth. If the character also has the Youth Flaw, they may still serve this knight. A knight’s page manages most of the knight’s day‐to‐day needs, from maintaining the knight’s armor and weapons to feeding the knight’s steed. This does not mean that the character can expect a powerful noble to rush to her aid whenever she has need, but it does mean the character has a powerful ally and friend somewhere in the world. The benefits of this Trait are largely role‐playing oriented, as this Trait will substantially improve the chances that the character will be selected to serve as a Knight or receive some noble rank at some point in the future. MEMENTO (General) Not all Heroes leave home with the wealth of the nobility, or an ancient heirloom of great power, but many leave home with some trinkets to remind them of what they are leaving behind. In many cases these trinkets can be of some significant use. Prerequisite: Must be chosen at 1st Level Benefit: This Trait is considered always in effect and cannot be deactivated. This Trait provides the character with physical wealth in the form of additional items and has no other effects.
A character with the Memento Trait begins play with a randomly selected Masterwork‐quality in‐game item. This item may be a weapon, a suit of armor, a tool or any other tagged, in‐game item. The item may not be made of special materials without the prior approval of the Plot Committee – but as a tip, the Plot Committee will generally not approve weapons or armor that are made of special materials. While this item is in the character’s possession, and physically on her person – she may choose one of the following benefits. Once chosen, these benefits are permanent. These benefits only apply to the character with the Trait and only while the memento item is in their possession: • Comforting Memories: The comforting memories of home strengthen the character’s resolve. The character gains the ability to Resist Fear twice a day (as per the Trait).
• Driving Memories: The driving memories of home strengthen her determination to complete her task and focus her mind. The character gains the ability to Resist Enchantment once per day (as per the Trait).
• Inspiring Memories: The inspiring memories of home push the character to overcome any obstacle in the hopes she will one day return home. The character gains the ability to Resist Death once her day (as per the Trait).
The item you choose should reflect your character’s past in some way, and should be treated as a particularly precious item. If the item is lost or stolen, the character loses the ability the item grants. MENACE (General) Strength of personality does not only manifest in the inspiring words of a benevolent leader. A tyrannical despot can also motivate her followers to act on her behalf with great fervor. Prerequisite: Spirit 6+, Trait Restriction – Charisma Benefit: This Trait is considered always in effect and cannot be deactivated. A character with the Menace Trait may terrify her foes with her overwhelming force of personality. This ability may affect any target that the character can directly speak to and see. To use this special ability, the player must engage in ten seconds of uninterrupted role‐play with the target. The character threatens and derides her target, either with overt threats or with thinly‐veiled suggestions of personal harm. At the end of the ten seconds, the player will state; “Menace! Terror!”, and then point at her target. If the target succumbs to the effect and does not resist it, the player immediately gains a bonus to weapon damage equal to her “Heart” bonus. This bonus is NOT cumulative. In all other aspects, this Trait functions as the Charisma Trait for the purpose of meeting prerequisites and purchasing other Traits and Skills. MOMENT OF GLORY (Heroic) The greatest of Heroes have experiences so radically different from those of other individuals that some are able to accomplish astounding deeds even in childhood. So great are these deeds that they will often play a large role in shaping the Hero’s life for years to come. Prerequisite: Must be chosen at 1st Level / Attribute (Any) 9+ (or) Prodigy Benefit: This Trait is considered always in effect and cannot be deactivated. The Moment of Glory Trait defines a character as a unique individual in that they have already accomplished great deeds
before they even entered into adult life. Keep in mind that the idea of a “great deed” is measured against the fantasy standards for a Hero – not the real world standards for a modern person. This means that achieving your first kill while alone in the wilderness as a child warrants the trait, achieving your first kill in a hunting party as a teenager does not. A character with the Moment of Glory Trait gains one use of the Resist Fear Trait, and may purchase it at its racial cost. If the character could already purchase Resist Fear racially, they will instead gain the Fearless Trait for free once they have met the prerequisites. All other benefits of this Trait are roleplaying oriented. The player should be aware that this Trait will strongly affect how others view your character – and it may not always be positively. Others may feel that the character is a braggart or a blowhard, while some may view the individual with adulation and respect.
OBSCURED (Heroic) Divination magic is extraordinarily common in the world of Sidereus, making nefarious deeds difficult to accomplish without substantial risk of being discovered. For many different reasons, some individuals are particularly hard to locate via divination, giving them a certain edge. However, this added complexity can make their lives more complicated in other regards… Prerequisite: Trait Restriction – Weirdness Magnet Benefit: This Trait is considered always in effect and cannot be deactivated. A character with the Obscured Trait is particularly difficult to locate via divination of any kind. This does not mean they are impossible to locate, only difficult. The character is approximately twice as difficult to locate as a standard person. This means that in many cases they may as well be invisible to methods such as scrying – though this is not always the case. Characters looking for the character with this Trait will always know that their attempts at locating the individual are being somehow blocked, as with most spells and effects of this nature.
PARAGON BORN (Bloodline) In a world so heavily contested by divine powers, the gods will often reach down to their mortal followers and choose champions to serve them. Mortals chosen in such a fashion become agents of their god with a portion of their divine power. Once selected by a deity as a “paragon”, some may go on to have children. Those born from parents such as these often have great powers of their own. Prerequisite: Must be chosen at 1st Level, Non‐Nephel Benefit: This Trait is considered always in effect and cannot be deactivated. To be Paragon Born means a rather significant amount of power for any character. Few Heroes have ever carried the blood of the champions of the divine within them. To be Paragon Born is to be inexorably tied to the fate of the world of Sidereus. The Paragon Born Trait grants a character the following abilities; • Cure Critical wounds: The character may cast Cure Critical Wounds as an innate spell three times a day.
• Paragon Heritage: The character gains the ability to purchase Resist Magic regardless of prerequisites. In addition the character becomes immune to Fear and Terror effects, and may Resist Enchantment effects three times a day as per the Trait.
This Trait will very heavily influence your character’s future, so consider carefully before choosing it. PORTAL AFFINITY (Heroic) Created by a joint effort of Chatûl priestesses and Elven mages, the Portals of Sidereus grant both ease of travel and magical protection to those who dwell close to them. Some Heroes have been known to be so well attuned to the magic of the Portals that they can use them without the expenditure of a magical component. Prerequisite: None Benefit: This Trait may be used once per day. It may only be purchased once. A character with the Portal Affinity Trait is somehow magically attuned to the ancient Portals that can be found dotting the landscape of the Sidereus world. A character with this Trait can activate a Portal without the use of a ritual component item once per game day. Normally, a character would have to use up at least a Tier 1 ritual component in order to use a Portal. PORTENT (Heroic) The very name of the world of Sidereus refers to the glory of the stars. It is no wonder that celestial portents and signs are taken very seriously on this world. Some individuals are influential enough or promising enough that their birth or arrival on the world of Sidereus is preceded by an omen of some kind – be it a shooting star or a murder of crows. Prerequisite: Must be chosen at 1st Level Benefit: This Trait is considered always in effect and cannot be deactivated. A character with the Portent Trait was born (or in the case of Nephel, arrived) under a special omen or portent. Many people who know of the character believe she is somehow blessed or intended for a special purpose. In terms of game mechanics, this Trait grants the character the ability to use the Resist Magic Trait once per day. In addition, the character is actually fated to accomplish great things. The meaning of this will be hidden from the character until such time as it is revealed by the Plot Committee.
PRODIGY (Heroic) A common trait among those born with the blood of the Hero is an exceptional level of skill and natural talent in one area of expertise or another. Some young Heroes show an amazing proclivity for magic long before they are ever formally taught the art. Others are able to wield a sword with startling agility and precision before they have even reached adulthood. Regardless of their area of focus, a prodigy is a genius in her field. Prerequisite: Must be chosen at 1st Level, Various Benefit: This Trait is considered always in effect and cannot be deactivated. Regardless of the area of expertise, a prodigy is unique among all mortals – even other Heroes – in that they have the capacity to truly be legendary in the field in which they specialize. Though there are many different types of Prodigy, they all share one thing in common – a remarkable level of talent. When choosing the Prodigy Trait, you must first select an area of focus for your character; • Combat [60 Points]: A combat prodigy specializes in all forms of combat. She gains ten (10) additional Hit Points. In addition, she gains the Weapon Master Skill and the Style Master Skill regardless of prerequisites. o Prerequisites: Strength 5+, Agility 5+
• Melee [40 Points]: A melee prodigy specializes in melee combat. She gains one use of the Iron Grip Trait. In addition, she gains the One‐handed Master Skill, the Two‐handed Master Skill and the Style Master Skill regardless of prerequisites. o Prerequisites: Strength 5+, Agility 5+
• Ranged [25 Points]: A ranged prodigy specializes in ranged combat. She gains the Peerless Archer Trait. In addition, she gains the Archery Skill regardless of prerequisites. o Prerequisites: Agility 6+
• Arcane [35 Points]: An arcane prodigy specializes in arcane magic. She gains the Magical Aptitude Trait and one use of the Resist Magic Trait. In addition, she gains five (5) ranks in the Concentration Skill, and five (5) ranks in the Counterspell Skill regardless of prerequisites. o Prerequisites: Intellect 6+
• Divine [35 Points]: A divine prodigy specializes in divine magic. She gains the Divine Inspiration Trait and one use of the Resist Magic Trait. In addition, she gains five (5) ranks in the Concentration Skill, and five (5) ranks in the Counterspell Skill regardless of prerequisites. o Prerequisites: Spirit 6+
• Nature [35 Points]: A nature prodigy specializes in nature magic. She gains the Sylvan Bond Trait and one use of the Resist Magic Trait. In addition, she gains five (5) ranks in the Concentration Skill, and five (5) ranks in the Counterspell Skill regardless of prerequisites. o Prerequisites: Spirit 6+
• Craft [20 Points]: A craft prodigy specializes in one craft Skill. She gains a one (1) point discount whenever she purchases a level in a specific Craft (Creation) Skill. Note that this can never reduce the cost of the Skill below one point per level. In addition, whenever she uses the declared skill, she will automatically score a critical success once per crafting session.
• Lore [20 Points]: A lore prodigy specializes in all lore Skills. She gains a one (1) point discount whenever she purchases a level in any Lore Skill. Note that this can never reduce the cost of the Skill below one point per level.
• Medical [30 Points]: A medical prodigy specializes in medical Skills. She can use any Medical Skill in half the time listed under the Skill description, but she must work alone to gain this
benefit. In addition, she automatically gains five (5) ranks of the Concentration Skill regardless of prerequisites.
• Social [20 Points]: A social prodigy specializes in Persona Skills. Any time she uses a Persona Skill, she may double the number of targets affected or halve the role‐play time required to use the Skill (this can never bring the role‐play time below ten seconds).
• Psionic [40 Points]: A psionic prodigy specializes in Psionic Skills. She gains a five (5) point discount on every Psionicist Level she purchases. In addition, she automatically gains one use of the Resist Psionics Trait.
• Rogue [30 Points]: A rogue prodigy specializes in thievery and assassination. She gains five (5) additional Quickness Points. In addition, once per day she may ignore the effects of one failed trap disarming attempt (as long as a Judge is present). Finally, she also gains a single use of the Withdraw Skill regardless of prerequisites.
Prodigy Traits do not only include the cost of the abilities granted within each package, but also the cost of the character being able to claim a certain amount of individuality as a prodigy in their field. PROPHECY (Heroic) Some individuals are so special from the moment of their birth or arrival that even the gods will take notice of them. In a world of mysticism and magic, there are countless prophecies great and small of deeds that must be completed, trials overcome, and enemies vanquished. These prophecies often await a Hero to arrive and fulfill their destiny. Prerequisite: Must be chosen at 1st Level Benefit: This Trait is considered always in effect and cannot be deactivated. A Prophecy is a major factor in the lives of those who are touched by one. To many Heroes, a Prophecy is like a road map telling them who they are and what they will one day achieve or become. When creating a character that has the Prophecy Trait, you should work with the Plot Committee to actually create the prophecy and determine what region of the world it is from. If you would like, your character can begin the game not know what the prophecy is or where it is from. In a sense, Prophecy is very similar to the Flaw Weirdness Magnet, except it assures future greatness and accomplishment rather than strange happenings and confusion. In addition to any role‐play benefits the Plot Committee sees fit to bestow upon your character (including the bragging rights of being included in a prophecy), your character gains the Second Chance Trait.
RESIST HOLY (General) Some individuals are so imbued with the power of the Divine, or saturated with the power of the Demonic, that they are able to shrug off the effects of Holy magic that would slay another creature. Prerequisite: Spirit 6+ (or) Iron Will (or) Discipline, Intellect 6+ (or) Spellcaster Level 3 Benefit: This Trait may be used once per day for each time that it is purchased. A character with this ability may resist spells and effects with the “Holy” damage type. A character may not use this ability when she is unconscious. In order to use this Trait you must say “Resist” when you are affected by a Holy spell or effect. RESIST VILE (General) Some individuals are so imbued with the power of the Divine, or saturated with the power of the Demonic, that they are able to shrug off the effects of Evil magic that would slay another creature. Prerequisite: Spirit 6+ (or) Iron Will (or) Discipline, Intellect 6+ (or) Spellcaster Level 3 Benefit: This Trait may be used once per day for each time that it is purchased. A character with this ability may resist spells and effects with the “Vile” damage type. A character may not use this ability when she is unconscious. In order to use this Trait you must say “Resist” when you are affected by a Vile spell or effect. RESIST VOID (General) The antithesis of psionic energy, Void energy is literally ripped from the sheer absence of all thought and emotion. This powerful force is beyond deadly to those who possess psionic abilities, threatening to tear apart the mind of even the most practiced Psionicist. Prerequisite: Spirit 6+ (or) Iron Will (or) Discipline, Intellect 6+ (or) Spellcaster Level 3 / Must not be a Psionicist Benefit: This Trait may be used once per day for each time that it is purchased. A character with this ability may resist spells and effects with the “Void” damage type. A character may not use this ability when she is unconscious. In order to use this Trait you must say “Resist” when you are affected by a Void spell or effect. ROYAL BASTARD (General) Royalty does not guarantee fidelity or prudence. Bastard children born from royal bloodlines are common across the face of Sidereus, though nearly all would be terrified to admit that fact. While none of these children will ever have a legitimate claim to the throne (without a considerable amount of luck and military power), all are blessed with all of the standard trappings of nobility. Prerequisite: Must be purchased at 1st Level, Non‐Nephel Benefit: This Trait is considered always in effect and cannot be deactivated. A character with the Royal Bastard Trait is blessed and cursed with royal blood. While they will never have a legitimate claim to the throne, there are certain benefits inherent in their background nevertheless. As a Royal Bastard it would be markedly easier for such a character to gain the position of a ranked noble, they would have greater access to funds and resources should they need them, and as long as they remain discrete they could count on the support of the crown in times of dire need. As a benefit of this Trait, the character may select an heirloom item from the appendix in the back of the Player’s Guide. This item is a precious family heirloom and should be treated as such.
Additionally, the character will receive five (5) gold pieces during character creation and an additional five (5) silver pieces during each Logistics period. This is given as a representation of inherited wealth as well as the allowance paid to the character from the family with which they are associated. Being descended from royalty requires an even higher standard of behavior than most nobles – even though your character will likely never be able to speak of her lineage openly. Speaking of one’s royal lineage openly can result in very dire consequences – consider yourself warned. Unlike the Noble Birth Trait, the player is not allowed to create their own family line for this Trait. When the character is created, the player will work with the Plot Committee to determine where the character originates and what family line they descended from. SOULMATES (Heroic) There are few individuals in the world who know what it means to be truly connected to another soul. The feeling of constant and abiding companionship that is stronger than any bond in the known world is something that cannot be explained – only understood. In a world filled with magic, such a bond is innately magical and very powerful. Prerequisites: Spirit 6+, Role‐playing: Another Hero character must also have this Trait and be bound to your character. Benefits: This Trait is considered always in effect and cannot be deactivated. The bond of Soulmates goes beyond romantic love or platonic affection. In fact, there have been cases where mated souls don’t even like each other. Soulmates are – in a sense – twin spirits, joined in such a way as to cause them to share a myriad of experiences on a supernatural level. Both individuals benefit from the same pleasures and suffer the same pains. A character with this Trait is a soulmate with another Hero in the world. This other character need not be a PC, as long as the player gains Plot Approval. When this Trait is chosen, it is bound to a particular character and cannot be changed (that character’s number will be listed on your character sheet). So powerful is the connection between soulmates that not even death or reincarnation can destroy it. This Trait can never be removed without the express permission of the Plot Committee, and this will generally only be given in cases where one player is banned or otherwise permanently removed from play. Soulmates share a number of innate abilities. They are; • Shared Pain: Both characters suffer if one is to die and receive a soul scar. If one character dies and receives a soul scar, both characters gain a soul scar, however the numerical effects of the soul scar (including duration) are halved.
• Enduring Bond: One soulmate can always use divination to locate the other – regardless of factors that would otherwise prevent divination. In addition, if one soulmate is ever removed from the plane they inhabit – the other soulmate will automatically join them as soon as they are able.
• Twin Souls: When in direct physical contact, all beneficial spells and effects can be shared between the two characters. This includes ritual effects unless otherwise stated. Additionally, should one of the characters permanently die, the other character can choose to “take a death” in their stead. This may allow them both to live, or may simply result in an exchange.
This Trait may severely impact your character’s development and future role‐playing opportunities. Consider carefully before choosing this Trait.
STURDY (General) Some Heroes are significantly more durable than their physical frame would suggest, able to suffer many wounds before their life is in any real danger. Prerequisite: Endurance 7+, Resilient x5 Benefit: This Trait is considered always in effect and cannot be deactivated. This Trait may only be purchased once. A character with the Sturdy Trait immediately gains ten (10) Hit Points. The Sturdy Trait confers no other advantages, and may only be purchased once. SWIFT (General) Some Heroes are better able to avoid harm than their physical agility would suggest, able to avoid a number of weapon blows before suffering any real harm. Prerequisite: Agility 5+ Benefit: This Trait is considered always in effect and cannot be deactivated. This Trait may only be purchased once. A character with the Swift Trait immediately gains five (5) Quickness Points. The Swift Trait confers no other advantages, and may only be purchased once. THRALL OF DARKNESS (Heroic) The dark gods do not always seek the permission of their chosen warriors before granting them infernal powers – relying on the belief that true power corrupts – they instead tempt them with those powers. The overwhelming majority of these souls give in to the darkness, eventually surrendering to the Shadow. Prerequisites: Non‐Nephel, Spirit 7+ Benefit: This Trait is considered always in effect and cannot be deactivated. A character with the Thrall of Darkness Trait has been selected by the dark gods to be one of their divine agents on this plane. The individual is a slave to the dark powers, and will have great difficulty escaping their grasp. As a Chosen One your character has the following abilities; • Divine Shield: The character may cast Battle Shield as an innate spell three times per day. She may only select herself as a target. • Divine Armor: The character may cast Ethereal Armor as an innate spell two times per day. She may only select herself as a target. When you select this Trait you must choose which deity has forced the character into their service. You may only ever have one patron deity at a time, and they must grant access to the “Evil” domain. A list of available deities can be found in the Sidereus Player’s Guide. This is a very role‐play heavy Trait and should not be taken lightly as it can have dramatic effects on game‐play. Consider carefully when creating your character. TUTOR [EXPERT] (General) Education is the core of any successful Hero’s upbringing. Whether it is learning combat tactics in the wastelands of the Wyld or coming to understand the art of manipulating the subtle flow of magic in the world, a good teacher can make the difference between a Hero’s future success and a Hero’s future failure. Prerequisite: Must be chosen at 1st Level Benefit: This Trait is considered always in effect and may not be deactivated. This Trait may only be taken once, and precludes the purchase of any other Tutor Traits.
A character with the Tutor (Expert) Trait has been trained by an exceptional teacher in the pursuit of her craft. Regardless of the type of teacher, the character has learned a specific way of seeing the world that allows her to develop in ways that others may not be able to understand. The Tutor (Expert) Trait allows a player to select one Skill that the character has been specially trained in. The character will receive a one (1) point discount in that skill from that point forward. This will not cause the skill to cost less than one (1) point per level. Keep in mind that the character’s tutor may request aid or favors from the character from time to time as a result of this. If her tutor ever stops being available to educate the character, she loses the benefit of this Trait and may incur a Character Point debt. TUTOR [LEGENDARY] (General) Education is the core of any successful Hero’s upbringing. Whether it is learning combat tactics in the wastelands of the Wyld or coming to understand the art of manipulating the subtle flow of magic in the world, a good teacher can make the difference between a Hero’s future success and a Hero’s future failure. Prerequisite: Must be chosen at 1st Level Benefit: This Trait is considered always in effect and may not be deactivated. This Trait may only be taken once, and precludes the purchase of any other Tutor Traits. A character with the Tutor (Legendary) Trait has been trained by an exceptional teacher in the pursuit of her craft. Regardless of the type of teacher, the character has learned a specific way of seeing the world that allows her to develop in ways that others may not be able to understand. The Tutor (Legendary) Trait allows a player to select four Skills that the character has been specially trained in. The character will receive a one (1) point discount in those skills from that point forward. This will not cause the skills to cost less than one (1) point per level. Keep in mind that the character’s tutor may request aid or favors from the character from time to time as a result of this. If her tutor ever stops being available to educate the character, she loses the benefit of this Trait and may incur a Character Point debt. In the case of this particular Tutor Trait, the character may claim to have been trained by a particularly exceptional teacher who may be known across the country or the world. TUTOR [MASTER] (General) Education is the core of any successful Hero’s upbringing. Whether it is learning combat tactics in the wastelands of the Wyld or coming to understand the art of manipulating the subtle flow of magic in the world, a good teacher can make the difference between a Hero’s future success and a Hero’s future failure. Prerequisite: Must be chosen at 1st Level Benefit: This Trait is considered always in effect and may not be deactivated. This Trait may only be taken once, and precludes the purchase of any other Tutor Traits. A character with the Tutor (Master) Trait has been trained by an exceptional teacher in the pursuit of her craft. Regardless of the type of teacher, the character has learned a specific way of seeing the world that allows her to develop in ways that others may not be able to understand. The Tutor (Master) Trait allows a player to select two Skills that the character has been specially trained in. The character will receive a one (1) point discount in those skills from that point forward. This will not cause the skills to cost less than one (1) point per level. Keep in mind that the character’s tutor may request aid or favors from the character from time to time as a result of this. If
her tutor ever stops being available to educate the character, she loses the benefit of this Trait and may incur a Character Point debt. UNSHAKEABLE (Heroic) Emotion can be a powerful boon to a Hero, or a deadly foe. Those who learn to master their feelings and become truly in control of their emotional selves gain a powerful ally in their dispassionate perspective on life. Prerequisite: Spirit 8+ (or) Discipline¸ Intellect 8+ Benefit: This Trait is considered always in effect and may not be deactivated. This Trait may be taken only once. A character with this Trait has become totally immune to all Fear, Terror and Berserk spells and effects. This includes the effect types sometimes used as a special attack by certain creatures. When the character would otherwise be affected by a Fear, Terror or Berserk effect, she instead states “No effect”. This Trait is utterly incompatible with any Flaw or Trait that causes a vulnerability to one of the stated effects. In the case of such a discrepancy, the Flaw must be paid off or removed before this Trait can be taken. UNUSUAL BACKGROUND (Heroic) In the world of Sidereus, nearly anything is possible. There are many souls who wander the world that find they are truly a person apart even in a land as diverse as Sidereus. Prerequisite: Special: Assigned by Plot/Logistics Benefit: This Trait is considered always in effect and may not be deactivated. This Trait is assigned by the Plot Committee and may not be removed by any means without their direct approval. This Trait is reserved for situations where a characters origins are so far outside of the ordinary that they rest outside of what would be considered acceptable to the Sidereus Plot Committee. This is a catchall intended to restore balance in situations where characters do not fit within the intended mold in terms of character history and background to a point where it would severely challenge the established ideas set forth for the game. An example would be an Iron Elf raised by Dwarves, or any race of the Blessed Living raised by Naga or Blood Orcs.
Chapter Four:
Heroic Flaws Just as much as the Hero’s actions define her, so do her flaws. A Hero is not simply a collection of exceptional Skills and remarkable talents, but is also the sum of her Flaws and the scars that cause her to think and act the way she does. Her fears, emotional wounds, and insecurities play just as much of a part in defining her motivations and desires as any other part of her makeup – if not more – that they cannot be ignored. This chapter contains a number of Flaws that will allow you to further establish the story of your character’s unique origins in a world full of wonders and unusual things. Be cautious when selecting Flaws from the following lists, as they represent particularly unusual factors in a character’s background and as a result are particularly potent.
Flaw Descriptions The following is the format for Flaw descriptions; FLAW NAME (Type) Description of what the Flaw does or represents in basic language, possibly with a short description of its origin. Prerequisite: The prerequisites required to add the Flaw to your character’s profile. Penalty: What the Flaw prevents the character from doing, and other effects the Flaw may have in‐game. Special: Additional information that may be helpful when you decide if you want to add the Flaw to your character’s profile. DEMONIC CHANNEL (Supernatural) The infernal powers of the world of Sidereus are without equal when it comes to their merciless intent and willingness to inflict harm on other living creatures. Demons, former servants of the Light, have immense powers – particularly when they remain in their intangible spiritual form. For some unfortunate souls, the veil between the spirit world and the material world is so thin that these infernal creatures can use them as a conduit into concrete reality. Their lives are difficult indeed. Prerequisite: Spirit 6+, Trait Restriction ‐ Lucky Penalty: This Flaw is considered always in effect and may not be deactivated. This Flaw affects role‐play and may not be “bought off”. This Flaw may only be taken once. A character with the Demonic Channel Flaw is essentially a powerful dimensional beacon for demons and other infernal creatures. A character with this Flaw may never refuse any ritual effect using Vile or Demonic energy, nor may they ever use a Trait, ability or magic item that would allow them to resist the “Vile” damage type. In addition, a character with this Flaw may never refuse any ritual directed against them by a Demonic caster. In addition, a character with this Flaw will find that demons will seek her out for a myriad of nefarious purposes. This character may find herself at the mercy of the Demon Lords or under the thrall of the Dark gods. Be warned, a character with this Flaw will often find herself herself in situations that could cause her death, and far more often will end up in situations that could cause the death of others. DESTINY (FAILURE) Destiny is a powerful force in a magical world such as Sidereus. However, not all destinies are positive. Some characters are destined for failure, ultimately finding their ends in the grip of death – having failed all who ever knew them. Prerequisite: Must be taken at 1st Level Penalty: This Flaw is considered always in effect and may not be deactivated. This Flaw affects role‐play and may not be “bought off”. This Flaw may only be taken once.
A character with the Destiny (Failure) Flaw is doomed to utter and complete failure no matter what guaranteed. The circumstances of your character’s failure do not have to make rational sense – they may happen at any time, and the Plot Committee will do the best they can to ensure the event is the most inconvenient possible time. You have been warned. MANIC‐DEPRESSIVE (Mental) Mental diseases and defects are just as debilitating in a world fraught with magic as they are in the real world. In the world of Sidereus some individuals minds are so troubled that they have great difficulty keeping themselves balanced. Prerequisite: Must be taken at 1st Level Penalty: This Flaw is considered always in effect and may not be deactivated. This Flaw affects role‐play and may not be “bought off”. This Flaw may only be taken once. A character with the Manic‐Depressive Flaw is a victim of her own mind. A character with this flaw is plagued by unstable emotional states bought on by chemical shifts in her brain that prevent her from having a stable reaction to most stressful situations. A character with this Flaw has two states; “Manic” and “Depressive”. In the “Manic” state, the character acquires ten (10) additional Hit Points, five (5) additional Quickness Points, and one use of the Resist Sleep Trait. However, she also becomes vulnerable to Berserk, Hallucinate, and Pain. In the “Depressive” state, the character acquires one use of the Resist Berserk Trait, and one use of the Resist Pain Trait. However, she also becomes vulnerable to Sleep, Fatigue, Nausea, Fear, Pin, Bind, Entangle, Confine, and Paralysis. The frequency of variance in the character’s behavior is determined solely by the Plot Committee. The character may not initiate these changes on her own under any circumstances. This Flaw is role‐play heavy and should be considered carefully.
Physical Flaws Flaw Name CP Prerequisites Penalty Paraplegic ‐40 Character Level 1 Your character is paraplegic and cannot move
from the neck down.
Mental Flaws Flaw Name CP Prerequisites Penalty Manic‐Depressive ‐20 Character Level 1 Your character is prone to severe variances in
behavior totally outside of your character’s control.
Phantom Voices ‐20 Character Level 1 Your character suffers from hearing phantom voices. She has no control over the voices and they may sometimes cause her to suffer disturbing side effects.
Split‐Personality Disorder ‐20 Character Level 1 Your character has split‐personalities. She has two character sheets and has no control over when she suffers a change in personality.
Social Flaws Flaw Name CP Prerequisites Penalty Nemesis ‐10 None Your character has made an enemy who is more
powerful than she is who seeks to destroy or defeat her.
Orphan ‐10 Character Level 1 Your character is an orphan. Either both of her parents died when she was a child or she never knew her parents.
Supernatural Flaws Flaw Name CP Prerequisites Penalty Demonic Channel ‐30 Spirit 6+, Trait Restriction: Lucky Your character is a conduit for demonic energy.
She cannot control how the energy passes through her.
Destined (Failure) ‐30 Character Level 1 Your character is doomed to fail and die horribly at the worst possible time, possibly repeatedly.
NEMESIS (Social) Animosity blooms easily in a world as filled with peril and danger as Sidereus. For some, the world is filled with enemies and as such is a very dangerous place. Prerequisite: None Penalty: This Flaw is considered always in effect and may not be deactivated. This Flaw affects role‐play and may not be “bought off”. This Flaw may only be taken once. A character with a Nemesis will find that they have someone with significant power and resources working to cause them great difficulty in life. This could range from the occasional bounty being put on their head to an outright assassination attempt. Nemesis enemies are more powerful than the character and often have a significant range of resources and capabilities at their disposal. Should the enemy be killed or somehow removed, the Flaw will be removed. This is one of the few traits in the game that can actually be worked off through role‐play without the expenditure of character points, hence its low value. However, be warned – Nemesis enemy characters are often quite powerful and very persistent. When this Flaw is chosen for a character, the player must state who the enemy is in the character’s story. This must be submitted to the Plot Committee before the character has participated in three events or the Plot Committee will assign an enemy NPC to the character. This Flaw can have a dramatic impact on game‐play, as your character will be stalked and hounded at every turn. Any player who wishes to add it to her character should consider the implications carefully. ORPHAN (Social) In the war torn world of Sidereus, there are many children who are left without parents and without families. For a Hero, the life of an orphan can be exceptionally difficult – constantly being torn between people who want to manipulate the young Hero to their own ends regardless of the leaning toward good or evil. Prerequisites: Must be taken at 1st Level Penalty: This Flaw is considered always in effect and may not be deactivated. This Flaw affects role‐play and may not be “bought off”. This Flaw may only be taken once. A character with the Orphan Flaw knows little to nothing about her history or where she hails from. In addition, with no family to support her, life would most likely have been a difficult journey. This Flaw only applies to characters that not only lost their birth parents but also never gained adopted parents and have little or no connection to their extended family. In game terms, this Flaw represents social amnesia. The Plot Committee remains in total control of the character’s childhood history, which the player will uncover the longer she plays the game. PARAPLEGIC (Physical) For one reason or another many individuals in Sidereus have suffered a number of physical disabilities. The worst among them would be total paralysis. Prerequisites: None Penalty: This Flaw is considered always in effect and may not be deactivated. This Flaw affects role‐play and may not be “bought off”. This Flaw may only be taken once. A character with the Paraplegic Flaw cannot move anything but their head and neck. If they wish to move around they must be transported through other means.
PHANTOM VOICES (Mental) Mental diseases and defects are just as debilitating in a world fraught with magic as they are in the real world. In the world of Sidereus some individuals minds are so troubled that they have great difficulty keeping themselves balanced. Prerequisite: Must be taken at 1st Level Penalty: This Flaw is considered always in effect and may not be deactivated. This Flaw affects role‐play and may not be “bought off”. This Flaw may only be taken once. A character with the Phantom Voices Flaw hears voices in her mind. These are not real voices, nor are they the result of ghosts or spirits. These voices exist entirely in the mind of the character with this Flaw. As a result, the character is Vulnerable to Hallucinate effects, as per the Vulnerable Flaw. In addition, the character may periodically hear voices in her mind that tell her to do things. These will happen in the form of Absolute Suggestion effects from a Judge or GM. SPLIT‐PERSONALITY DISORDER (Mental) Mental diseases and defects are just as debilitating in a world fraught with magic as they are in the real world. In the world of Sidereus some individuals minds are so troubled that they have great difficulty keeping themselves balanced. Prerequisite: Must be taken at 1st Level Penalty: This Flaw is considered always in effect and may not be deactivated. This Flaw affects role‐play and may not be “bought off”. This Flaw may only be taken once. A character with the Split‐Personality Disorder Flaw has two distinct personalities. These personalities are physically identical, possessing the same Physical Attributes (Strength, Agility, Endurance), Race, and Physical Traits & Flaws. However, the remainder of the character’s abilities are split 80/20 into two separate character sheets. The character will only ever be playing one version of her character or the other – switching at the sole discretion of the Plot Committee. The frequency of variance in the character’s behavior is determined solely by the Plot Committee. The character may not initiate these changes on her own under any circumstances. This Flaw is role‐play heavy and should be considered carefully before being added to your character’s profile.
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