HOW THE PEOPLES OF THE WORLD CAME TO BE

Lineage II Elf

Much like the Variant Origin For Elves article, this piece tries to come up with a logical rational for where the elves (and certain other magical races) came from. I was inspired after reading The Deed Of Paksenarrion and The Lord of the Rings. Thus, while the article borrows ideas (albeit loosely) from both settings, I’ve tried to give things a unique twist. I’ll also admit to something of an anime influence in how the characters appear. I’ve really come to like the tall, long-eared look of many anime elves, as well as the more baroque skin colors common to many video game elves (such as purple for World of Warcraft or blue/gray for Lineage II [see illustration to the right for an idea of what I mean]).

Finally, I’ll readily admit the included magic system (or suggestions) is drawn almost directly from reading The Lord of the Rings, where I realized that many ‘magical’ objects were simply well-crafted. However, I didn’t stop there and included a healthy dose of Celtic Myth/Tuala Morn as well.

* * * * *

It is said the elves are the first and eldest of all the races of the world. They were formed by the gods when the world was new and tasked with caring for the land and all that dwelled with in it. Thus, they are masters of the forests and fields, of beasts and birds, and all that walk, crawl, fly, and swim.

The dwarves were made next, formed—or so the elves say—from rock and stone. However, the dwarves declare themselves to be the first race, forged from the molten core of the world, but set aside to cool, allowing the elves to be first to set foot on the newly-created world. True origins aside, all acknowledge them to be masters of the earth and metal and stone. They are tillers of great fields, diggers of deep mines, and shapers of wondrous things.

Men came next, brought into being because the gods bore easily and the long-lived elves and dwarves were too set in their ways to give them much sport. They were made masters of no domain, but let to run free across the world, to settle it and tame it as they will.

The youngest of all the races are the goblins, who were once elves, or dwarves, or men, but have become changed as a result of trafficking in noisome arts. They tend to dwell in deserts, and swamps, and ruined lands, and can often be found in service to dark masters.

These are the four major races of the world. They are not alone—there are numerous minor peoples, found only in isolated lands, who appear to be beasts given the shape of men. But these people are rare and scarcely seen.

Elves

As the first race, the elves were made to be all the gods desired. They are tall, strong, and swift, fair to look upon, and wise in the ways of the world. They dwell where ever nature is to be found—among the trees, on the plains, within lakes and rivers, and even in the depths of the sea. Humans, who like to make lists and sort things, have divided the elves by their presumed ‘domain’ and thus refer to them by such names as field, forest, sea, and snow elves. As for themselves, the elves take such titles amused acceptance and the reply of “they are young.”

Men make such distinctions in the elves due to their appearance. Although they all share the same general features of great height, graceful ways, large eyes, and long ears, elves vary widely with regards to the color of their skin, hair, and eyes. Elves of the woods, for example, have skin the color of bark, be it gray, white, brown, of black. Their hair is the color of leaves, coming in all shades of green, with some having reddish or even purplish tresses. Their eyes tend to be yellow, green, or brown. Elves of other places are colored similarly; water and sea elves are bluish or greenish in color, while those of the swamps tend to be grayish, and those of the north are pale in skin and hair. Of them all, only the plains elves, who tend to light brownish skin and dark hair, look the most like humans.

Dwarves

The dwarves are shorter than men, and far shorter than elves. They claim their stature was decreed by the gods to allow them access to the hidden ways of the world. That said, they are strong—very strong—for their size, capable of lifting weights beyond the capabilities of men and elves. They are also extremely hardy and can work long hours without need of rest or respite. As with the elves, men have sorted by the dwarves into such groups as canyon, hill, and mountain, depending on the dwarf’s homeland. And as with the elves, most dwarves ignore such distinctions, mainly because the dwarves look upon the entirety of the earth as their domain.

Dwarves have skin the color of earth and stone, while their hair is that of precious metals (silver, copper, gold, and so on), and their eyes glitter like gems. They are very broad for their height, with thick beards and ears that taper to a slight point. Their hands and fingers are surprisingly deft and nimble, and allow them to craft many wondrous things.

Men

The race of man can be characterized by their endless variety. Some are as short as dwarves and some as tall as elves. Some are wide, some thin, some light, some dark. They have no set appearance and no set niche—they live where and how they will. As the most numerous race, they can be found nearly everywhere, from the driest deserts to the wettest swamps, from the hottest tropics to the coldest tundra.

Goblins

It is said no two goblins are alike. Each has been twisted in its own unique way, and thus the goblins aren’t a “race” per se. What they are is the result of beings meddling with powers best left undistributed. This has changed them, warping their bodies and their minds, and creating monstrous forms.

Goblins can be found almost anywhere, but seem to prefer desolate areas in which to live. Some lair near communities of humans (and sometimes elves) and prey upon those who are unwary and foolish. These goblins often dwell in still tarns, or weedy rivers, rocky hills, or near graveyards. They snatch the young and the old, and some go so far as to dig up fresh graves.

As a rule goblins tend to have sickly gray or greenish skins with stringy hair. Their teeth of often large and crooked while their fingers end in sharp claw-like nails. Their minds are often as twisted as their bodies, but still full of cunning, capable of sly traps and tricky ambushes.

Halflings

A halfing results when two races cross—be it elf and human, elf and dwarf, human and dwarf, and so on. They borrow aspects from both parents, but tend to be greater than the weaker and weaker than the greater. Thus, the halfling child of an elf and human will be stronger than the human but weaker than the elf. The child will also live far longer than the human parent, but nowhere near as long as the elven one. Halflings are most common among humans and elves, less so the dwarves. However, the rare times an elf-dwarf halfing is born he (or she) will be greatly honored and revered, for they are known to become some of the greatest of makers (see Magic, below).

ELF TEMPLATE

Val	CHA	Cost	Roll	Notes
15	STR	5	12-	Lift 200 kg; 3d6 HTH Damage [3]
20	DEX	20	13-
15	CON	5	12-
15	INT	5	12-	PER Roll 13-/14-
20	EGO	10	13-
15	PRE	5	12-	PRE Attack:  3d6

7	OCV	20	
7	DCV	20	
7	OMCV	12	
7	DMCV	12	
4	SPD	20		Phases:  3, 6, 9, 12

6	PD	4		Total:  6 PD (0 rPD)
6	ED	4		Total:  6 ED (0 rED)
6	REC	2
30	END	2
12	BODY	2
30	STUN	5		Total Characteristic Cost:  153

Movement:	Running:	16m/32m
		Flight:		8m/16m
		Leaping:	4m/8m
		Swimming:	6m/12m

Cost	Powers & Skills
8	Can Walk Safely Anywhere:  Flight 8m, Invisible Power Effects (Inobvious to Sight Group; +¼); 
	Only In Contact With A Surface (-¼), END 1
4	Swift Of Foot:  Running +4m (16m total), END 1
1	Excellent Swimmer:  Swimming +2m (6m total), END 1
3	Sharp Senses:  +1 PER with all Sense Groups
2	Sharp Ears:  +1 PER with Hearing Group
5	Can See In The Dark:  Infrared Perception (Sight Group)
5	Can See In The Dark:  Ultraviolet Perception (Sight Group)
2	Lives As Long As The Trees:  Life Support  (Longevity: 400 Years)

	Talents
3	Ambidexterity (no Off Hand penalty)
20	Animal Friendship
3	Bump Of Direction; Only Above Ground (-0)
3	Environmental Movement: Thicketmaster (no penalties in Undergrowth)
3	Environmental Movement: Supreme Balance (no penalties on Narrow Surfaces and Poor Footing)
3	Lightsleep
6	+2/+2d6 Striking Appearance (vs. all characters)

	Skills
6	AK: Home Environment 15-
3	Climbing 13-
3	Concealment 12-
3	+4 with Concealment; Only In Home Environments (-1), Self Only (-½)
3	KS: Legends And Lore Of The Animal/Natural World 12-
2	Navigation (Land) 12-
	Notes:  Land is the default, actual choice depends on the elf's home environment.
3	Inherent Making Skill:  Power:  Magic 13-
3	Stealth 13-
4	+4 with Stealth; Only In Home Environments (-1)
2	Survival (Temperate/Subtropical) 12-
	Notes:  Temperate/Subtropical is the default, actual choice depends on the elf's home environment.
3	Tracking 12-
2	WF:  Common Melee Weapons

Total Powers & Skill Cost:  108
Total Cost:  261

175+	Matching Complications (50)
5	Distinctive Features:  Elf (Concealable; Noticed and Recognizable; Detectable By Commonly-Used 
	Senses; Not Distinctive In Some Cultures)
0	Physical Complication:  Human Size

Total Complications Points:  50
Experience Points:	86
	
Elf

Ecology: Elves live where ever nature is to be found in abundance, including the depths of the thickest forests, the wide plans, the frigid tundra, marshes and swamps, steaming jungles, and even in the depths of lakes, rivers, and oceans. True to their nature as caretakers, they tend to live as part of the land, instead of modifying the land to meet their needs. As they are omnivores, elves prefer a hunter-gather existence, and cultivate few crops.

Personality/Motivation: Typical sentient humanoid motivations. Elves tend not to involve themselves in human affairs, mainly because their concerns are with the lands under their care and not the activities of men. However, they’ll readily ally with men (and dwarves) against outside threats, such as goblins.

Powers/Tactics: Elves use the full range of tactics available to sentient humanoids. They also possess extensive inherent powers of almost a magical nature, and within their home territory can make for deadly foes. The exact powers possessed by an elf depends on his native environment. The ones presented here are for the most common form of elf—one who dwells within the woods. A plains dweller, on the other hand, may have no extra meters of Swimming, but may have extra meters of Running. A water-dwelling elf will have the ability to breathe water, survive extreme depths, and have no extra meters of Running (or Flight), but will have additional inches of Swimming. Other elves will have similar powers—elves of the poles will have Life Support versus cold, whole those of arid areas have Life Support versus heat. Halfling elves (the children of elves of two different environments) will normally possess a mix of the parents abilities, usually of lesser power then the parents, but at the same time, will have powers from both (thus, the child of a tundra-dweller and a desert-dweller will have Life Support versus both cold and heat).

When elves go to war they tend to wear armor made from animal hides, often reinforced with metal plates of dwarf make. They prefer weapons adapted from their common tools, such as bows, spears, long knives, and axes (both hand-held and thrown). They tend to not use shields.

Campaign Use: This character sheet represents a typical base-level competent elf the PCs might encounter in a situation where you need a character sheet (i.e., combat or the like). You can easily customize this character sheet by applying one of the templates found on pages 116-118 of Monsters, Minions, and Marauders, such as Chieftain or Fighter.

Appearance: Elves are taller than men and stand, on average, over six feet in height. They have well-muscled and well-toned builds, long, grace limbs and fingers, large eyes, and long tapering ears. Skin, hair, and eye color varies greatly, but tends to reflect the elf’s home environment (i.e. forest-dwelling elves have skin the color of different types of bark and hair the color of different types of leaves, and so on).

Elf Template Hero Designer File

DWARF TEMPLATE

	
Val	CHA	Cost	Roll	Notes
20	STR	10	13-	Lift 400 kg;4d6 HTH Damage [2]
15	DEX	10	12-
20	CON	10	13-
15	INT	5	12-	PER Roll 13-/15-
20	EGO	10	13-
15	PRE	5	12-	PRE Attack:  3d6

7	OCV	20
7	DCV	20
5	OMCV	6
5	DMCV	6
4	SPD	20		Phases:  3, 6, 9, 12

8	PD	5		Total:  8 PD (1 rPD)
8	ED	5		Total:  8 ED (1 rED)
8	REC	4
40	END	4
15	BODY	5
35	STUN	8		Total Characteristic Cost:  153

Movement:	Running:	12m/24m 
		Leaping:	4m/8m
		Swimming:	4m/8m

Cost	Powers & Skills
5	Tireless:  Reduced Endurance (½ END; +¼) applied to STR
2	Hard To Hurt:  +1 PD, Resistant (+½) plus +1 ED, Resistant (+½)
2	Friend Of The Earth:  Knockback Resistance -2m
22	Sense Tremors:  Detect Physical Vibrations 13-/14- (Touch Group), Discriminatory, Increased Arc Of 
	Perception (360 Degrees), Range, Targeting; Only When In Contact With The Ground (-¼)
5	Can Taste The Composition Of Earth, Rock, And Metal:  Discriminatory with Normal Taste
5	Can Taste The Composition Of Earth, Rock, And Metal:  Analyze with Normal Taste
3	Sharp Senses:  +1 PER with all Sense Groups
2	Acute Sense Of Touch:  +1 PER with Touch Group
2	Acute Sense Of Smell:  +1 PER with Smell/Taste Group
5	Can See In Pitch Blackness:  Nightvision
5	Lives As Long As The Mountains:  Life Support (Longevity: 5,000 year+ lifespan)

	Talents
3	Ambidexterity (no Off Hand penalty)
2	Bump Of Direction; Only Below Ground (-¼)
3	Environmental Movement: Supreme Balance (no penalties on Narrow Surfaces and Poor Footing)
3	Lightsleep
3	+1/+1d6 Striking Appearance (vs. all characters)

	Skills
6	AK: Home Area 15-
3	Climbing 12-
3	Concealment 12-
3	+4 with Concealment; Only In Home Environments (-1), Self Only (-½)
3	KS: Legends And Lore Of The Earth/Natural World 12-
2	Navigation (Land) 12-
3	Inherent Making Skill:  Power:  Magic 13-
3	Stealth 12-
4	+4 with Stealth; Only In Home Environments (-1)
4	Survival (Temperate/Subtropical, Underground) 12-
	Notes:  Temperate/Subtropical is the default surface environment, actual choice depends on the 
	dwarf's home environment.
2	WF:  Common Melee Weapons

Total Powers & Skill Cost:  109
Total Cost:  261

175+	Matching Complications (50)
5	Distinctive Features:  Dwarf (Concealable; Noticed and Recognizable; Detectable By Commonly-Used 
	Senses; Not Distinctive In Some Cultures)
0	Physical Complication:  Human Size

Total Complications Points:  50
Experience Points:	86
	
Dwarf

Ecology: Dwarves tend to dwell amid the mountains and hills, often along fast-running streams and rivers. They often dwell in great caves, or dig deep mines, or burrow into the sides of hills. Some, however, prefer to live above ground, where they tend their farms. As masters of the earth and soil, dwarves make excellent farmers, and have taught humans much about the growing of crops. While they enjoy meat, they aren’t hunters, and tend to trade with elves and men for such food.

Personality/Motivation: Typical sentient humanoid motivations. As with the elves, dwarves tend to mind their own affairs, but have been known to assist men in projects involving the moving or earth of cutting of stone. They have no love of goblins and their ilk, and are more than willing to aid men and elves against their attacks.

Powers/Tactics: Dwarves use the full range of tactics available to sentient humanoids. They also possess extensive inherent powers of almost a magical nature, and within their home territory can make for deadly foes. Unlike elves, dwarves have far less variation in their innate powers—the ones listed here are fairly typical.

Dwarves use their mastery of metal to create excellent suits of mail and plate armor. They also forge tools and weapons of unsurpassed quality and tend to use axes, hammers, mattocks, and picks in battle. Most of these are used in conjunction with a shield, except for those who desire two-handed “great” weapons.

Campaign Use: This character sheet represents a typical base-level competent dwarf the PCs might encounter in a situation where you need a character sheet (i.e., combat or the like). You can easily customize this character sheet by applying one of the templates found on pages 116-118 of Monsters, Minions, and Marauders, such as Chieftain or Fighter.

Appearance: Dwarves tend to be shorter then most men, and stand around five feet in height. They are very broad across the shoulders, with well-muscled builds. They grow their hair long enough to braid and (if male) have luxuriant beards. As noted, skin, hair, and eye color varies, but tends to remind one of the earth, metal, or jewels.

Dwarf Template Hero Designer File

GOBLIN TEMPLATE

Val	CHA	Cost	Roll	Notes
15	STR	5	12-	Lift 200 kg; 3d6 HTH Damage [3]
15	DEX	10	12-
18	CON	8	13-
15	INT	5	12-	PER Roll 12-
13	EGO	3	12-
15	PRE	5	12-	PRE Attack:  3d6

5	OCV	10
5	DCV	10
5	OMCV	6
5	DMCV	6
3	SPD	10		Phases:  4, 8, 12

6	PD	3		Total:  6 PD (1 rPD)
6	ED	3		Total:  6 ED (1 rED)
8	REC	4
36	END	4
13	BODY	3
30	STUN	5		Total Characteristic Cost:  100

Movement:	Running:	14m/28m 
		Leaping:	4m/8m
		Swimming:	4m/8m

Cost	Powers & Skills
2	Hard To Hurt:  +1 PD, Resistant (+½) plus +1 ED, Resistant (+½)
8	Claws:  HKA ½d6 (1 ½d6 w/STR); Reduced Penetration (-¼), END 1
5	Teeth:  HKA 1 point (1d6+1 w/STR), END 1
2	Swift Of Foot:  Running +2m (14m total), END 1
5	Can See In Pitch Blackness:  Nightvision
1	Extended Life... But At What Cost?:  Life Support  (Longevity: 200 Years)

	Talents
3	Lightsleep
3	Hideous:  +1/+1d6 Striking Appearance (vs. all characters)

	Skills
6	AK: Home Environment 15-
3	Climbing 12-
2	Concealment 12-; Self Only (-½)
3	+4 with Concealment; Only In Home Environments (-1), Self Only (-½)
3	Stealth 12-
4	+4 with Stealth; Only In Home Environments (-1)
2	Survival (Desert) 12-
	Notes:  Desert is the default, actual choice depends on the goblin's home environment.
2	WF:  Common Melee Weapons

Total Powers & Skill Cost:  55
Total Cost:  154

175+	Matching Complications (50)
10	Distinctive Features:  Goblin (Concealable; Always Noticed and Causes Major Reaction (fear); 
	Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
15	Negative Reputation:  goblin, warped being who has dabbled in dark magics, (Frequently [Extreme])
0	Physical Complication:  Human Size

Total Complications Points:  50
	
Golbin

Ecology: Goblins haunt the badlands of the world, including arid wastes, fetid swamps, battlefields, cemeteries, and ruins. They normally are solitary, but may band together in large numbers to serve some greater evil. Some have formed into tribes and these are the most dangerous of all, as they tends to be the most mobile and most active.

Goblins will eat anything, from fresh meat to near offal. Many like to prey on young children of all races, either to devour them or to raise them up as one of their own.

Personality/Motivation: Typical sentient humanoid motivations. A goblin’s mind is often as twisted as his body, and their true aims may be hard to determine. Many seek even power (of a magical nature) or revenge (against foes both real and imagined), while some simply settling for amassing material goods in the form of precious metals and the like.

Powers/Tactics: Goblins use the full range of tactics available to sentient humanoids. They may possess additional powers, often relating to what magics they initially experimented with that resulted in their goblinization. The descendants of goblins may have no powers whatsoever, or may have developed new ones. In any case, they prefer to use abilities that allows them to hide easily, strike ambush, and overcome enemies quickly.

Campaign Use: This character sheet represents a typical base-level competent goblin the PCs might encounter in a situation where you need a character sheet (i.e., combat or the like). You can easily customize this character sheet by applying one of the templates found on pages 116-118 of Monsters, Minions, and Marauders, such as Chieftain or Fighter.

Appearance: Goblins tend to appear as twisted variations of elves, dwarves, and men. They tend towards sickly, grayish-green skin, with stringy black, gray, or white hair. Eyes often have red tint, and teeth and finger tails are long, pointed, and discolored.

Goblin Template Hero Designer File

MAGIC

Magic is a very subtle thing, rarely flashy and ostentatious. However, it can give one great power, and one with the knowledge and skill to work magic is well-respected indeed.

Magic Is In The Making

Magic is often found in the crafting and making of things. Most magicians are craftsmen, with the ability and skill to create wondrous items. For example, a baker may bake a bread so wholesome a single slice may feed a man for a day. A smith may forge a sword of unmatched sharpness and durability. A weaver may weave cloth so fine it can be used to create cloaks that easily shed water and can keep one warm in almost any weather. Other magic may be found in marvelous toys, powerful draughts and elixirs, or cunningly crafted musical instruments.

Thus, magicians are more like sages then spell-casting wizards, as the right knowledge can allow one access to great power. Those who create usually put something of themselves in their creations, even if it’s only the desire to make an attractive and useful object. At the same time, they often whisper spells over their creation, to ensure no mistakes are made or flaws allowed to creep into the construction process. The more complex an object, the more ritualized its creation can be, leading to the belief and perception that even the most mundane of goods is inherently magical due to the rites involved in its production.

Not all magic is creative, however. For some power is found simply in the knowing, and those who know the right things can predict the weather (and perhaps influence it), understand the language of birds and beasts, change their shape, brew potions from various herbs, or command the behavior of the elements.

Magic Among The Races

As inherently magical beings themselves, the elves and dwarves have great powers of creation and making. The elves are known for their skill with things of cloth, leather, and wood, while the dwarves work with gems, metal, and stone. However, there are metalworkers among the elves, just as there are carpenters among the dwarves. The crafts of the elves and dwarves are noted for their durability, beauty, and complexity of decoration (and in some cases, design). The elves are also renowned for their skill with herbs and berries, while the dwarves are noted brewers.

Humans can be makers as well, and are known for their bards, who create with song, and their scribes, who create with words and images. In addition, the natural curiosity of humans causes them to explore new ways of making and seek out answers to questions the elves and dwarves would never ask.

Halflings are, perhaps, the greatest of makers. They draw upon the inherent nature of both parents and are capable of feats of crafting unmatched by any other. For example, an elf-human halfling will have great skill with “elvish” things (wood, cloth, leather, animals, and the like), coupled with human inventiveness and ingenuity. Many of the wonders of the world have been crafted by halflings.

Goblins are makers as well, although their creations tend to be as twisted as they are. They prefer to make cunning traps and devices that allow them to strike foes from a distance. Some know dark secrets and use them to cast terrible spells, often dealing with the brewing of noisome draughts or the creation of poisons.

Magic In HERO System Terms

Magicians in the setting are usually known as “makers,” because, well, they make things. Magicians who aren’t makers are more akin to sages, and know things, often secret or hidden things. In order to be a proper maker, a character needs the Making Skill, which is a type of Power Skill. The die roll for Making is EGO/5 + 9. Since characters who are sages don’t normally cast spells per se, most of their magical powers are purchased as Talents, although a shape shifter might have the power of either Multiform or Shape Shift.

Any magical power derived from Making will have the Requires A Roll Limitation. Other Limitations vary depending on the Sphere of Making, but Incantations are common, as well as Concentration, Extra Time, Spell and so on.

Sample Spheres of Making

Alchemy, the Making of potions and elixirs through the mixing, cooking, and brewing of various herbs and other substances. Alchemy often creations potions of healing, strength, endurance, the removal of poisons, and so on.

Art, the Making of images, be it paintings, illuminations, engravings, and the like. Art is often used to enhance another’s Making. Examples include engravings in weapons and armor, or illuminations in a sage’s books.

Baking, the Making of breads, cakes, rolls, and the like. Properly Made breads can feed a man for a day from a single slice. Other Baked goods can help heal, usually by restoring lost strength and endurance.

Brewing, the Making of beers, ales, porters, stouts, and so on. Properly Made Brews can have restorative properties akin to Baking.

Carpentry, the Making of things with wood. Examples include boats that are nigh impossible to sink, musical instruments of unsurpassed quality and sound, shields that will not shatter (although this usually requires some skill in metal and leather as well), and similar items.

Cooking, the Making of fine foods. A properly Made meal or foodstuff can have properties akin to those of Baking and Brewing. Certain foods might allow for Alchemical powers as well.

Herbalism, the knowing of the properties of herbs and other plants. Herbalism isn’t a sphere of Making so much as it is a sage’s sphere of Knowing. However, and Maker of Alchemy, Baking, Brewing, and Cooking will have some herb lore. The power of plants is almost endless. They can be used to both harm and heal: many plant-based poisons have a plant-based antidote. In addition, anyone with extensive knowledge of plant lore will often be called up by other Makers to assist them. For example, a Carpenter might inquire as to the right kind of wood to be used for a specific project.

Poetry, the Making of poems, sonnets, satires, and the like. The spoken word can have great power, and a Maker of poetry can often influence a crowd (or an individual) on an emotional level.

Singing, the Making of songs and the singing of the same. Singing is similar to Poetry, and a Singing Maker can often “sing” spells into existence. As with Poetry, the effects are often emotional, and a true Maker of Songs can calm animals and even the elements with the right lyrics.

Smithing, the Making of things from metal. A Smith can create weapons and armor of power, such as swords that never dull and never break, or corselets that can’t be pierced. Other Smiths may craft more everyday objects, such unpickable locks, secure buckles, wind-up and clock work devices, and so on.

Weaving, the Making of cloth and the creation of things from cloth. A Weaver can create cloaks that allow one to become nearly invisible amid the rocks, trees, and weeds, coats that resist water—allowing one to remain dry in the worst of storms, and gloves that keep the fingers warm in any temperature. Another form of Weaver works with leather, and can create boots with similar properties. Another form of Weaver works with ropes, and can make lightweight, easy to coil lines that seem unbreakable, and have knots that never slip until you need to gather them up.

Some Sample Magical Items

ARROW-PROOF CORSELET

Effect: Resistant Protection (6 PD/6 ED) plus Resistant Protection (12 PD); Only Versus Arrows
Target: Self
Duration: Persistent
Range: Self
END Cost: 0

Description: This coat of close-linked mail is so well made it can resist even the most powerful of arrows.

Game Information: Resistant Protection (6 PD/6 ED) (18 Active Points); OIF (-½), Half Mass (-½) (total cost: 9 points) plus Resistant Protection (12 PD), Hardened (+¼) (22 Active Points); OIF (-½), Half Mass (-½), Only Works Against Arrows (-½) (total cost: 9 points). Total cost: 18 points.

FORESTER’S BOOTS

Effect: +4 with Stealth plus Environmental Movement: Icewalking
Target: Self
Duration: Constant/Persistent
Range: Self
END Cost: 0

Description: These boots are common among Elven rangers of the far north.

Game Information: +4 with Stealth (8 Active Points); OIF (-½) (total cost: 5 points) plus Environmental Movement: Icewalking (no penalties on slippery surfaces) (2 Active Points); OIF (-½) (total cost: 1 point). Total cost: 6 points.

HORN OF VALOR

Effect: Aid Presence 2d6 plus Drain Presence 2d6
Target: 100m Radius
Duration: Instant
Range: No Range
END Cost: 3

Description: One blast from this well-crafted horn will simultaneously hearten allies and dismay foes.

Game Information: Aid PRE 2d6, Reduced Endurance (½ END; +¼), Area Of Effect (100m Radius; +1 ½), Selective (+¼) (36 Active Points); Concentration (½ DCV; -¼) Extra Time (Full Phase, -½), OAF (-1), Incantations (throughout; must sound horn; -½), Only to Aid Others (-½) (total cost: 10 points) plus Drain PRE 2d6, Reduced Endurance (½ END; +¼), Area Of Effect (100m Radius; +1 ½), Selective (+¼) (60 Active Points); Concentration (½ DCV; -¼) Extra Time (Full Phase, -½), OAF (-1), Incantations (throughout; must sound horn; -½), Linked (Aid; -¼) (total cost: 15 points). Total cost: 25 points.

RANGER’S CLOAK

Effect: Life Support (Safe in Intense Cold) plus +4 with Concealment
Target: Self
Duration: Persistent/Constant
Range: Self
END Cost: 0

Description: Typically worn by Elves of the forests, these cloaks are also greatly prized by human hunters and scouts.

Game Information: Life Support (Safe in Intense Cold) (2 Active Points); OIF (-½) (total cost: 1 point) plus +4 with Concealment (8 Active Points); OIF (-½) (total cost: 5 points). Total cost: 6 points.

RING OF POWER

Effect: Invisibility to Sight Group, other powers
Target: Self
Duration: Persistent
Range: Self
END Cost: 0

Description: A fell item, this simple gold ring was forged by goblins as a tool for assassins and spies. When worn, the user becomes invisible to sight and can easily avoid most detection. However, the user’s vision becomes cloudy and mist-shrouded and even on bright days the world seems shadowy and dim. At the same time, the user’s hearing is sharpened considerably and even faint and far-away sounds can be easily detected. Finally, as proof of the ring's dark origins, the user will find he can easily see supernatural spirits, often in their true forms.

Game Information: Invisibility to Sight Group , No Fringe, Persistent (+¼), Reduced Endurance (0 END; +½) (52 Active Points); OIF (ring; -½) (total cost: 35 points) plus +3 PER with Hearing Group (6 Active Points); OIF (ring; -½), Side Effects (occurs automatically , Sight PER Rolls -3; -½) (total cost: 3 points) plus +4 versus Range Modifier for Hearing Group (6 Active Points); OIF (ring; -½) total cost: 4 points) plus Detect ghosts, spirits, wraiths, and the like 16- (Sight Group) (10 Active Points); OIF (ring; -½) (total cost: 7 points). Total cost: 49 points.

SINGING DOWN THE WEATHER

Effect: Change Environment (+/-5) Temperature Level Adjustment, Varying Combat Effects)
Target: 4km Radius
Duration: Constant
Range: No Range
END Cost: 6

Description: This song allows the character to reduce the effects of weather. With it, they can turn a thunderstorm into a gentle rain, a blizzard into a light snowfall, or a heatwave into comfortable warm weather. However, that’s all they can do. They can’t create weather from scratch (i.e. no summoning thunderstorms on a clear spring day) and they can’t make existing weather any worse.

Game Information: Change Environment (+/-5 Temperature Level Adjustment, Varying Combat Effects), Area Of Effect (4m Radius; +¼), MegaScale (1m = 1 km; +1) (56 Active Points); Extra Time (5 Minutes, time requires depends on the severity of the weather to be altered, but at minimum it takes 5 minutes; -2), Can Only To Calm And Reduce The Effects Of Weather, Cannot Create New Weather Effects (-1), Incantations (Requires Incantations throughout; -½), No Range (-½). Total cost: 11 points.

SONG OF PLENTY

Effect: Mind Control 12d6, Set Effect (please give me money/valuables)
Target: 18m Radius
Duration: Constant
Range: No Range
END Cost: 9

Description: Also known as Blaise’s Reel, this light-hearted ditty is as valuable as it is insidious. Those who hear it are compelled to give the musician some of their money—just a small amount, really—or any small items of value they may have. The Song will affect anyone in hearing range, which is roughly the listed Area Of Effect. Anyone near the fringe of the Area Of Effect, as well as anyone near another source of noise (such as a loud conversation, another musician, or herd of animals) will be affected by fewer dice of Mind Control (and might not be affected at all, if the competing noise is loud enough).

As a final note, the Song is such that people give willingly—they usually have no idea they were compelled by the musician to hand over anything. However, it’s said the reel can turn on the person performing it. A little can go a long way, and overuse of the Song of Plenty might result in the musician being mobbed by appreciative listeners.

Game Information: Mind Control 12d6 (Human class of minds), Telepathic (+¼), Personal Immunity (+¼), Reduced Endurance (½ END; +¼), Invisible Power Effects (effects of power are invisible to target; +½), Area Of Effect (18m Radius; +1) (195 Active Points); Gestures, Requires Gestures throughout (Requires both hands; must be able to play the instrument; -1), Extra Time (Full Phase, -½), OIF (musical instrument to play a tune on; -½), Set Effect (please give [me money/valuables]; -½), Stops Working If Mentalist Is Stunned (-½), No Range (-½). Total cost: 43 points.

SOOTHING SPRING WATER

Effect: Healing BODY 1d6 plus Healing END and STUN 2d6
Target: 3m Radius
Duration: Instant
Range: Touch
END Cost: 0

Description: This hidden pool can be found in the depths of an elf-tended forest. It has been carefully maintained and nurtured to be both aesthetically pleasing to the eye and a source of healing and refreshment to the body.

Game Information: Healing BODY 1 point, Area Of Effect (3m Radius; +¼), Reduced Endurance (0 END; +½), Constant (+½), Uncontrolled (+½) (8 Active Points); OAF Immobile (pool of spring-fed water; -2), One Use At A Time (-1) (total cost: 2 points) plus Healing END and STUN 2d6, Area Of Effect (3m Radius; +¼), Reduced Endurance (0 END; +½), Constant (+½), Uncontrolled (+½), Expanded Effect (x2 Characteristics simultaneously) (+½) (65 Active Points); OAF Immobile (pool of spring-fed water; -2), One Use At A Time (-1), Linked (Healing; -¼) (total cost: 15 points). Total cost: 17 points.

STONE SETTING

Effect: Healing BODY 4d6, Only To Repair Stonework
Target: 2m Radius
Duration: Instant
Range: Touch
END Cost: 5

Description: A Dwarven technique, the Stone Setting ritual allows the Dwarf to repair damage done to stonework, be it cracks and chips from a hammer, the shifting of stones due to the age of the construction, or the after effects of an earthquake. The Dwarf moves his hands over the damaged stones and “sings” them back into place, calming their spirits and making things as good as new.

Game Information: Healing BODY 4d6, Area Of Effect (2m Radius; +¼) (50 Active Points); Extra Time (1 Turn (Post-Segment 12), Character May Take No Other Actions, -1 ½), One Use At A Time (-1), Only To Repair Stonework (walls, wells, arches, and so on; -1), Concentration, Must Concentrate throughout use of Constant Power (½ DCV; -½), Incantations (Requires Incantations throughout; -½). Total cost: 9 points.

SWEET BEER

Effect: Healing END 4d6
Target: One character
Duration: Instant
Range: No Range
END Cost: 0

Description: Carefully brewed and bottled, Sweet Beer is well known for its restorative powers. Just a single bottle is enough to reinvigorate an exhausted individual and enable them to act as if they’d just gotten a full night’s rest.

Game Information: Healing END 4d6 (40 Active Points); 1 Charge (per bottle; -2), One Use At A Time (-1), Extra Time (Full Phase, to consume the bottle; -½). Total cost: 9 points.

WAYBREAD

Effect: Life Support (Character does not eat)
Target: One character
Duration: One Charge Lasting One Day
Range: Self
END Cost: 0

Description: Made for those about embark on long journeys, a single piece of Waybread is sufficient to sustain a man for an entire day. It’s usually packed in week allotments, the 16 Charges listed before should be considered a two-weeks supply.

Game Information: LS (Eating: Character does not eat) (3 Active Points); OAF Fragile (-1 ¼), 16 Continuing Charges lasting 1 Day each which Never Recover (-0), Requires Full Phase To Eat Waybread (-0). Total cost: 1 point.

WAYFARER’S STAFF

Effect: +46d Hand-to-Hand Attack plus Bump of Direction plus +2 with Navigation)
Target: One character/Self/Self
Duration: Instant/Constant/Constant
Range: Touch/Self/Self
END Cost: 0

Description: Made of well-seasoned and study wood, and capped with metal, these staves are set with lays of finding and returning.

Game Information: HA +4d6, Reduced Endurance (0 END; +½) (30 Active Points); OAF (-1), Required Hands Two-Handed (-½), STR Minimum 10 (-½), Hand-To-Hand Attack (-¼) (total cost: 9 points) plus Reach +1m (1 Active Points) (total cost: 1 point) plus Bump Of Direction (3 Active Points); OAF (-1) (total cost: 1 point) plus +2 with Navigation (Land) (6 Active Points); OAF (-1) (total cost: 3 points). Total cost: 14 points.

Magic Items Hero Designer File