Physical Description
The Vel’Aneese are varied in every aspect of their bodies. With every race being prevalent within the Kingdom, inbreeding among all the residents has brought about variations of extremely tall to incredibly short people. With sandy brown to onyx black hair, they tend to dress up their faces and show as much flare as they can.
Economy
The biggest and greatest centralized Kingdom, it is the “Port of the World” because all economic goods are processed and traded through its expanse. It is said all races live in this part of the world and every form of currency can be used. This has allowed great inventions, diverse dynamics of schooling and what some consider the greatest universities in the world to be built and funded. This widespread dissemination of knowledge has led to the largest communities of intellects and thinkers in the world. Vel’Aneese is considered the capital of the continent and every form of commodity can be found here, both legal and illegal. Due to its open border policies, specific private armies and mercenary bands run rampant and compete for personal contracts of guarding transports, protecting estates and granaries and farms all the way to fighting in offshore engagements.
Politics
The overall ruling body of this Empire is led by Emperor Bercount Armant. Emperor Armant is in his sixties with four sons and three daughters. Never remarrying, with his Queen dying when the last daughter was born, he has dedicated the rest of his life to making sure each of his progeny have a purpose and design in the Kingdom’s growth and sustainment. A different father, he has allowed each child to pick their spouse, regardless of position and power, a move that some nobility find troubling.
People
Every form of entity moves in and out and lives within the confines of the Vel’Aneesian Empire. Every shop can redefine the stereotypes among the world. Vith running Herbalist shops and Elves running a smithy. Humans running Universities of Magic and Arauthien leather workers. Because of this, the idea of racism is not lost among the people but the base perceptions and biases from other areas, are not found here.
Money and class drive the markets. Due to its caste like system of Royalty, Nobles, Military and Commoners, it has driven many markets to be set up for only certain groups to have access and/or money and for certain jobs and trades to be given as such. The people both love and hate this system but it has been so ingrained in the society for so long, that changing it would be next to impossible.
That is not to say that people can’t rise from where they are. Nobility can be granted by Royalty, as well as born to it. Military service is looked upon as a very respectful thing and many have risen and survived their service, only to be presented with businesses, money or Nobility themselves as a reward. This has helped keep the Armed Services of the Kingdom very high and desired among the populace.
Their language is called “Kannish” (Can-ish), in reference back to the original king who established the Empire.
Base Rolls:
| Attribute | Roll |
|---|---|
| Strength | d10 |
| Physique | d4 + d6 |
| Dexterity | d10 |
| Agility | d8 |
| Fortitude | d4 + d6 |
| Resilience | d12 |
| Insight | 2d6 |
| Intellect | 2d4 |
| Willpower | 3d4 |
| Charisma | d10 |
| Allure | d10 |
| Male Height | 4' 10" + 2d10" |
| Female Height | 4' 10" + 1d20" |
| Vision | d10 |
| Hearing | d10 |
Description
The Imeirian people are known to be of a lighter complexion, with a shorter stature and slimmer build than the average human. With a strong jaw line and pronounced cheekbones, they are distinctly different, facially, than any of the other human races. The men, though short in stature, are broad chested, with longer, braided hair, and a stylish beard. The women are short but typically the height of their counterpart, they are usually curvy and are known for their long hair and blue eyes.
Politics
It’s a monarchy whose lineage has continued for over 2800 years. The current King is Merkailin Roulant. A young king of only 28 years old has been crowned since he was 12. He has no brothers and sisters or immediate family. His wife and the Queen of Imeiria, Liliana Roulant, is 23 and pregnant. The local court and guilds are eagerly waiting for the news of the Queen’s delivery for hopeful news of an heir.
He has a reputation as a giving king who tries to understand the plights of his subjects. He has changed the entire methods of his predecessors and has gone to a flat tax, regardless of occupation or income. It has had an overwhelming effect upon the people. Businesses have been growing, creating more work and less poverty and smaller villages are sprouting up everywhere with more exploration within the western mountains has begun.
People
The Imeirian nation is the longest standing empire in the continent of “World Name”. The people have lived in peace and harmony due to the many defensive capabilities the natural landscape provides. Fully surrounded by mountain ranges and only one pass, nicknamed “Chimera’s Bite” for its three-fortress structure, keeps any potential army from being able to penetrate their sovereign land. Four armies within its history has attempted to assault the Bite, only to be turned away in less than a month from attrition and soldier loss.
Because of this protection, there can be a period of lull initiative within the people’s hearts. There is an ebb and flow of happiness and gatherings and just plain boredom. Merkailin has comprised series of festivals, parades and holidays every month of the year. Over the course of 10 years he has seen his people coming out of their melancholy and remembering every aspect of life is precious.
They tend to learn and practice one thing and master it well. Jack of all Trades is a rare concept found here.
The language of the Imeirians is called “Myrish”
Economy
The natural bowl of forests, rivers and bountiful vegetation allow the people of Imeir to live without threat of starvation or lack of resources and food. Because of this, and the lack of necessity for the nation to rely on others for food supply, ensures that taxes are incredibly low, and that people live in relative comfort.
The lakes to the south allow a constant stream of fish that are packaged in Vithian “Packages” that keep them fresh as they travel. Highly treasured, the secret to these contraptions is not even shared with the Imeirian Nation themselves.
With the abundant forest and mountains in a perimeter around the Nation, hunting and gathering has never been easier regardless of where you are living. There are areas where random Drake attacks and some Giants (Rare) have attacked outside villages and towns but those are few and far between.
History
The Imeirian nation has a had an alliance with the Vith for over 1123 years, where they have shared a natural border to the north, allowing for trade, mining and production of military arms together. At this point in the world, Imeirian steel is considered one of the strongest, making its market price three to four times its counterparts.
Part of their alliance with the Vith requires the Imeirian nation to supply troops to help with underground raids against the Vithian defenses from Mara-Kai and the dreaded Skevedryn.
They are not without their troubles though. The consistent threats from the Vithian fronts have cost the population dearly over the last 170 years causing a decline in the overall Force volume. Because of this, conscriptions have begun throughout the land requiring the third son and fifth daughter of each family applicable must send them to be training facilities for inspection. An unpopular decision among the populace, Merkailin knows that this is necessary to possible security in the future.
Base Rolls:
| Attribute | Roll |
|---|---|
| Strength | d4 + d6 |
| Physique | 2d4 |
| Dexterity | d10 |
| Agility | d10 |
| Fortitude | d12 |
| Resilience | d8 |
| Insight | d4 + d6 |
| Intellect | 3d4 |
| Willpower | 2d6 |
| Charisma | d8 |
| Allure | d12 |
| Male Height | 5' 4" + d4 + d6" (5'6" to 6'2") |
| Female Height | 5' + 1d10" (5' 1" to 5' 10") |
| Vision | 1d12 |
| Hearing | 1d8 |
People
Magic. The essence of it flows throughout everything the Arauthien touch and hold dear. It is something almost godlike to them and they worship its existence and understand its use and potential. From a teacup that enhances flavor, to a light that can dim and brighten upon command, the Arauthien people have integrated everything they use with what they call “The Flow”.
Many scholars would deem this an addiction. Some say it’s a vulnerability. But anyone in the world who knows the Arauthiens knows not to take their lust of magic lightly. They are the greatest mages that exist although some scholars have said the Kulren Du’Locke were greater. Their knowledge and understanding of magic practices and styles has become legendary and anyone who has met them on the battlefield knows that one Arauthien mage can be as powerful as twenty archers.
Their lithe frames and tall stares has led them to don long robes and loose garments. Long hair being a trend, it is usually done in ways to dictate rank among social gatherings.
Family is an important part of their lives but because of “The Fall”, loyalty to the Society has become more of a focus and is usually deemed more honorable than being loyal to family first.
But know that most Arauthiens miss their Fellathil family. Some families were severed, split in half, causing many individuals to lose spouses, children and no communication has been shared for hundreds of years. Some Arauthiens feel guilty about the former Abinthkal’s decision and because of this there is the “Longing”, causing them to leave and find their kin. Many over the years have petitioned Abareskel to pardon the offenders and to reconnect the lineage and bloodlines again. It is rumored that communications between Queen Inandath and Abinthkal Abareskel have begun.
Politics
Abinthkal(King) Abareskel is considered a great ruler. He rules justly, harshly, demands the best of his people and punishes those that do not meet that standard. He is loved by his people fort his, who all know the history of his family, and is revered as a strong leader with perspective and wisdom.
After “The Fall”, he erased all houses and caste systems of magic. Deeds became the primary source of job placement and service within the kingdom. Apprenticeship to a Master of any craft, whether it be Forging weapons and armor to Magic Enchantments and Infusion, became the importance of every Arauthien. From an early age, they are tested multiple times through multiple fields, to determine what Craft they have an affinity to. When they reach the age of 130, they are given a list of four choices that they must select to master.
The politics behind this is interesting. There are no individuals on the Realm of Kroiya that have more pride in their society than the Arauthien except for maybe the Fellathil. Due to this, the picking and choosing of apprentices is typically chosen purely on skill, those that are best for the Society and not on biased or family relations. This system has brought about some of the best craftsman and crafted materials in millennia. These products have become deeply desired all over the continent bringing out an abundance of wealth and notoriety.
The capital city, “Ir’Shymenteel”, by ones who have seen it, says it is the image of paradise and wonder. Stretching for miles throughout the trees with an upward expansion equal to a bow shot, it weaves it’s living quarters, shops, schools and military buildings as if the forest grew it naturally herself. Every piece of the city is inlaid with enchantments for the betterment of the society. All balconies have spells with the slow descent of anyone who walks, or falls off them. Walkways maintain themselves, running water and fountains are present everywhere with no lines. Lights are weaved in every tree and it is even rumored they figured out how to ensure there would never be diseases or sickness.
Economy
The products of the Arauthiens, both mundane and magical, is sought worldwide. Through the length of their life, they desire to master several unique styles of craftsmanship. Through the decades, this has led to a blending of arts creating some of the world’s greatest furniture, pottery, clothing to the more endemic weapons and armor of war and magical creations.
When Abareskel became Abinthkal, he immediately ceased all minting of Arauthien coinage and recreated the currency. Buying back the old currency at a higher value, he has eliminated most of its usage in the known world. He dreamed of producing a new form of currency, to show the reflection of the new Empire. All current Arauthien coinage is made of enchanted wood. A slight spell, enhancing the durability and eliminating chips, the coinage is imprinted with its value on the upper portion of the front side.
While the world was confused at first, Arauthien coins have become near the top of trading currency due to its strong trade value. One of the more interesting functions of their economy is the city of Ir’Camalence “Eir-Kay-ma-lin-ce”. A city of the western border of the Arauthien empire that is open to any merchant who wishes to buy their products or create shipping and trade contracts with the Empire. This decision on Abareskel’s part, has led to a gigantic boost to the export of Arauthien products.
Base Rolls:
| Attribute | Roll |
|---|---|
| Strength | 2d4 |
| Physique | d8 |
| Dexterity | d8 |
| Agility | d4 + d6 |
| Fortitude | d4 + d6 |
| Resilience | d10 |
| Insight | d12 |
| Intellect | 3d4 |
| Willpower | 2d6 |
| Charisma | d12 |
| Allure | d12 |
| Male Height | 5' + 4d4" |
| Female Height | 5' + 3d4" |
| Vision | d12 |
| Hearing | d10 |
Description
The Fellathil tend to be shorter than their Arauthien kin, but with wider and more muscular frames. Typically, their hair is kept short and tight, with braids to ensure that it cannot impede their vision in any way. They wear tight clothing that is camouflaged with their environment and are arrayed with weapons of every sort.
People
They say the loyalty and unity of the Fellathil is unmatched anywhere in the Realm. They are a group of clans, separated by Blood Families but act as one unit when decisions need to be made or justice is to be sought. Due to this loyalty, it is an extreme rarity for a crime to be committed against another. And if a crime is found to be true, justice is quick and usually is brought about by service. Queen Inandath outlawed the use of death or to be ostracized as a form of punishment because of the Fellathil’s history.
Throughout the region there are “Methiks” or clans, that were created because of blood relations and family history. Each Methik has a tattoo, that each Fellathil receives on the left cheek, that shows who they are attached to and related to. When an Fellathil is married, they receive another tattoo on their forehead of the combination of their original Methik and their new one. It was designed so that anyone may see that you are married and know which Methik you are a part of.
Over the last few centuries, tattoos became a way of illustrating everything you have achieved. From the awards of service in the military, to the services done as part of the community. You may find people with them on their arms or legs or shoulders and chest. But it was commanded by Inandath that the only two on the face would be of original house and newly joined through marriage.
The idea of “community” is so highly ingrained within themselves, that selfishness is something rarely seen by a Fellathil. Community, Marriage, Family, Self is typically the lessons taught to younger elves.
Because of this, they have received the reputation as fierce warriors but also as people who will go out of their way for the helpless, sick and wounded.
One of the key facts that must be remembered, they CANNOT cast magic. The spell cast by the Valyr-Imass, severed their ability to cast magic forever. While some scholars say that this can be fixed and rectified, there has been no answer given on how. Because of this, the Fellathil people have grown and become adepts of the wilderness and martial combat. Dedication has led them to be feared warriors, but everyone knows that a Fellathil archer is not one to make an enemy of. Inandath has attempted to use magic and has even allowed some to try, only to fail every time. And while the Fellathil nation is happy with their new life, some say there is a “longing” for the feeling of magic rushing through them again.
No Fellathil will speak of this feeling.
Politics
While Inandath didn’t wish to take the crown, the Fellathil people pushed for her to. Many councils were convened ahead, during their travel West, to discuss this subject. They knew her to be fair, honest and gave up her old life for one of service and love to her outcast people. It is said that when they crowned her on the Rock of Karanthal, the Arauthiens heard the cries of victory and joy from across the Realm.
All issues are overseen by Inandath herself. There are no court systems or leading Methiks. Ranks and housing and nobility was tossed away by their society. Everything is given and taken away by action and merit. Very rarely is there a problem among the people. Having remembered their abandonment, a relationship and bond was forged over “The Walk” that led to a unified community.
All that remains is defending their realm from the East from business wishing to log and mine, and from the North due to invading Skevedryn and their cults.
Economy
The Economy is something that would be considered a sharing system. All Fellathil have jobs that lend to the betterment of society. It could be fishing, hunting, gathering of herbs and plants, to building facilities for living, storing of food and more. While the desire for Military service is typically desired in all, the requirements set forth by Inandath have left some unable to achieve that dream.
Due to this system of sharing and working for the community, there are no minted coins of value. There is no concept of land ownership by an individual. They do not sell or buy items. Everything is done and given out of a basis of need. Someone’s home roof breaks, everyone gathers to fix it. A hunter’s bow is damaged, people help to mend it. Someone is sick, they work out a team of gathers for healing purposes and healers are called for the collective mind of the best healing treatment.
Base Rolls:
| Attribute | Roll |
|---|---|
| Strength | d4 + d6 |
| Physique | d8 |
| Dexterity | 2d6 |
| Agility | 3d4 |
| Fortitude | d12 |
| Resilience | d10 |
| Insight | d10 |
| Intellect | 2d4 |
| Willpower | d4 + d6 |
| Charisma | d10 |
| Allure | d10 |
| Male Height | 5' + 4d4" |
| Female Height | 5' + 3d4" |
| Vision | d12 |
| Hearing | d12 |
People
The A’grosh are naturally bigger than their cousins in the South and in the West. The average height among the men range between 6’6” to 7’2” and the women from 5’10” to 6’ 4”. Their skin is darker complected than most of the races within the realm. Due to the temperatures of where they live, they tend to wear hide, deer an elk skins to keep themselves warm. Ornamentation is very pivotal to the lifestyle and structure of their society. It can determine rank among the people and also it can determine which wars or great tribal feats you have accomplished.
Feats of valor are herald as the greatest contribution to the society. While any feat that is accomplished is considered honorable, it is the feats that are declared ahead of time and completed that hold the greatest honor.
Their name means Defenders of the Blood, and in their eyes, they take the protection of their culture, people and their way of life as paramount to anything else, including family. They are the only race that exist on the planet that the Jor’Vramyr and Methune actually fear. They are cataloged as ferocious, mighty warriors with no fear or thought of personal risk or death.
Unlike their cousins to the West and the South, they prefer to live outside among the hills, the plains and the rivers of the North. It is argued that the Jor’Vramyr copied the lifestyle of the A’grosh but they adamantly deny this rumor. Roaming is a way of life, the land being “Home” as opposed to one section of land.
Politics
The A’grosh do not have a King or ruling council nor will one ever be raised until “The Sons are United and the Item that is Found is Lost again.”
The phrase can be found through all of the A’grosh, Envyr and Metherrekian books, scriptures and writings. While sages and scholars have determined that they are the the “Sons”, the idea of an Item being found and lost has confused the community for millennia. And the Three are not sharing.
Politically speaking, the A’grosh have elected a Steward. Their job is to listen to the community and ensure that strategies of war, gathering and roaming are applied efficiently and to the best of the community. This title is by no means a position of power. They simply speak the will of the ones who come to them. The collective whole determines what occurs for every individual. People with great acts of Feats, can at times have more weight within meetings and “Tellings”, but every voice is heard no matter how young or old. This political structure has confused most of the world. Where essentially, no one is in charge.
| Attribute | Roll |
|---|---|
| Strength | 2d6 |
| Physique | 3d4 |
| Dexterity | d10 |
| Agility | d10 |
| Fortitude | d4 + d6 |
| Resilience | d12 |
| Insight | 2d4 |
| Intellect | d8 |
| Willpower | d4 + d6 |
| Charisma | d8 |
| Allure | d10 |
| Male Height | 5' + 4d6 + d4" |
| Female Height | 5'' + 4d6" |
| Vision | d10 |
| Hearing | d12 |
| Attribute | Roll |
|---|---|
| Strength | d10 |
| Physique | d4 + d6 |
| Dexterity | d10 |
| Agility | d8 |
| Fortitude | d4 + d6 |
| Resilience | d12 |
| Insight | 2d6 |
| Intellect | 2d4 |
| Willpower | 3d4 |
| Charisma | d8 |
| Allure | d8 |
| Male Height | 4' 6" + 4d4" |
| Female Height | 4' 4"' + 3d4" |
| Vision | d10 |
| Hearing | d12 |
People
There is no way to express the attitudes and mentalities of the Addrimyr. Born with Arauthien blood, they contain pieces of “The Flow” within them and a longing for the trees of the Trayman Forest “Tray-men” and the Lake of Kalar. But their other half, the demon half, whispers to them constantly to either conquer the world, or destroy it.
Addrimyr are the byproduct of the Arauthien mating with demons during the “The Fall”. Shunned by both their cousins, they have fled the land of trees and have moved towards more culturally, accepting areas.
The kingdom of Vel’Aneese has become a haven for “Those of the Sin”. They have found peace after a long time of running from the world’s fears and kingdom’s decrees. For the first 400 years, they were hunted and slaughtered without regard. They hid in caves, went underground, and some sought boats and fled this continent in hopes of finding a new land.
Some in this world had pity on them. They did not choose their demonic half-blood. They were born to it. Many families, institutions and groups hid them and protected them. This brought about a wide array of political dilemmas. While most in this world would consider it a curse, some, very few, see it as a blessing.
They retain the supernatural abilities of their demonic lineage and even some Addrimyr have learned to embrace this side. To hone and develop the blessings of their fathers even further. It is well known that Addrimyr, for the most part, align more on the immoral and unethical side of things. While there have been good People of the Sin, they are rare and the Addrimyr have developed a reputation of greed, seeking fortune and power and one’s you can typically rely on for something nefarious.
Politics
Among themselves, the Addrimyr have a caste system. Those with blood red iris’s, descend from the greatest of the demon-kind. They decide the rules and are considered the most powerful and intelligent among the race. Throughout the centuries, the blood of the original Addrimyr has been watered down. The strong physical features that once existed that kept them from hiding their true nature, has now almost been erased.
The eyes are the only real way to notice you are speaking to an Addrimyr except for a few small features regarding their hands and body frames.
Inherently, they all know the demonic language, even from an early age, without having to study it. This has baffled both the Addrimyr community but most of all the scholars and sages of this world. How can a group of people, born all over the world, know and speak the same language with no dialectal differences?
Addrimyr who have discussed it, have spoken of a pull, a tug upon their soul to find a source of magic. While none have ever went into detail and explained, this has driven some institutions and groups to believe whatever the source is, must be demonic and therefore must be destroyed. For this reason, Addrimyr usually band and stick together for protection and safety but also with the knowledge that if one is captured or imprisoned, he must never be forced to explain it further.
Their cousins despise them more than anything in this world. They are the reminder of their folly, their mistake, their betrayal. While the Arauthien and Fellathil are considered honorable people, killing an Addrimyr on sight is typically protocol and is looked upon as the “right” thing to do.
Base Rolls:
| Attribute | Roll |
|---|---|
| Strength | d4 + d6 |
| Physique | d10 |
| Dexterity | d8 |
| Agility | d4 + d6 |
| Fortitude | d10 |
| Resilience | d12 |
| Insight | 2d4 |
| Intellect | 2d6 |
| Willpower | 3d4 |
| Charisma | d12 |
| Allure | d8 |
| Male Height | 5' + 4d4" |
| Female Height | 5' + 3d4" |
| Vision | d12 |
| Hearing | d12 |
Description:
Origin and History:
| Attribute | Roll |
|---|---|
| Strength | d12 |
| Physique | 2d4 |
| Dexterity | 2d6 |
| Agility | 3d4 |
| Fortitude | d4 + d6 |
| Resilience | d10 |
| Insight | d4 + d6 |
| Intellect | d8 |
| Willpower | d10 |
| Charisma | d10 |
| Allure | d10 |
| Male Height | 5' 8 " + 1d8" |
| Female Height | 5' + 1d8" |
| Vision | d12 |
| Hearing | d12 |
Description
Jorvramyr are considered the mountains of men. With the average height of 6’7” and around 250 pounds, they show an imposing visage to anyone that sees them. Their skin is typically roughened by northern weather giving them a leathery look. It is strictly enforced they do not imprint their face with any markings, tattoos or piercings. To notate their rank or position within the clan, their weapons are decorated with different ornaments.
History
It is said that the war between the Northern Jorvramyr and the Blood King Desimys, leader of the Trolls and Giants, is the bloodiest and longest feud in existence. The tribesmen have watched their women be taken, their children crushed, and their villages demolished by Giant-kin. With each new engagement of war during the summer, the survivors rally together and hold back the tide and onslaught of Desimys’s armies. To this day, no scholar or sage can explain why the Blood King has such a hatred to the Tribes.
People
Magic is not something that the Northern Tribes hold much faith in. Every now and then, a Shaman (Nature Adept) is found and trained and through this they become a natural leader and a voice of wisdom among the Tribes. It is not that they fear magic or even abhor it, it is more that they don’t see the reason to trust yourself to something you can’t see.
The Jorvramyr are naturally bigger and stronger than most humans but have a skill to speed as well. They speak their own language which is commonly referred to as “Jorvish” (Hor-vish).
Politics
Each sect of Tribesmen has their own ruling members, chosen by the other Tribes. This allows for leaders to be chosen in an unbiased way and popularity isn’t an issue since other Tribes do not see, speak or trade with each other unless the “Trekellan” has been called by a tribe shaman. A Trekellan is called when a Tribe Leader has died and a new one must be chosen, or the shaman feels the outside threats are too great to be ignored and the tribes must unite for a great war. This is usually a time of great celebration and some tribesmen train and fight just for this event.
While adhering to tribal law, it is common for them to travel south-west to south-east for pursuit of martial prowess. It is considered a great honor to bring back another’s weapon as a battle token, and in this tradition, rank is established and kept based on the martial prowess and merits. While being able to fight well with other Tribesmen is considered a great honor, it is the scars and stories of real fights for your life that earn more respect and speak louder around the Circle.
The Circle is the tribal leaders and with the Shaman at the head. It decides all manner of important laws that every tribe must follow. Each law that is passed, must be unanimously voted upon. Most of the Circle gets along, but there will always be some that butt heads and disagree with another’s decision or appointment to the position.
Multiple Tribes but each Tribe has members of three Sects, Reclaimers, Edgewalkers and Peace-holder (Wise and Experienced).
Economy
Bartering and haggling is the preferred process of economy for them, but they do hold an understanding of money and its value. Trade and craftsmanship is the process by which every member of every Tribe acquire items. Many people believe them to be relatively naive and dumb. Those who have either spent time as their enemy or friend, very quickly find this to be a myth.
Base Rolls:
| Attribute | Roll |
|---|---|
| Strength | 3d4 |
| Physique | 2d6 |
| Dexterity | 2d4 |
| Agility | d10 |
| Fortitude | d4 + d6 |
| Resilience | d12 |
| Insight | d10 |
| Intellect | d8 |
| Willpower | d4 + d6 |
| Charisma | d8 |
| Allure | d10 |
| Male Height | 5' + 7d4" |
| Female Height | 5' + 4d4" |
| Vision | 1d12 |
| Hearing | 1d8 |
Base Rolls:
| Attribute | Roll |
|---|---|
| Strength | d10 |
| Physique | 2d4 |
| Dexterity | d4 + d6 |
| Agility | 2d6 |
| Fortitude | d10 |
| Resilience | d12 |
| Insight | d4 + d6 |
| Intellect | d8 |
| Willpower | 3d4 |
| Charisma | d12 |
| Allure | d6 |
| Male Height | 5' + 3d6" |
| Female Height | 5' + 3d6" |
| Vision | 1d12 |
| Hearing | 1d12 |
Base Rolls
Strength: 1D10
Physique: D4 + D6
Dexterity: 1D10
Agility: 1D8
Fortitude: D4 + D6
Resilience: 1D12
Insight: 2D6
Intellect: 2D4
WIllpower: 3D4