КультураЗдесь культура будет одна - Culture Familiarity (Vepanao).
РасыОсновную долю живущего населения Вепанао составляют люди народности меши. Однако, местами могут встречаться представители других народностей, таких как керины и сативи на востоке и севере и полугиганты на северо-западе.
Meshi: Meshi lived in the western mainland Aventus and took their name from the Mesh desert. These formerly nomadic people typically have naturally tan skin, dark wavy hair, and brown eyes. Historians believe them to be descended from the Memtan people of Ankumat.
As desert dwellers, the Meshi people are renowned for their hospitality and generosity, and an empty stomach is never turned away from their doors. This same tradition of generosity extends to their tolerance of other races and their acceptance of gender equality. These core values have led to a diverse and tolerant society where individuals have equal opportunity, and all are capable of making significant contributions.
Family values are also highly valued among the Meshi, and the loyalty they feel for their kin often surpasses that which they hold for even their deities or employers. Children are cherished, and education in the home is a top priority, although magical schooling is an option for those with a talent for the arcane. Tutors and wizards are employed by those who can afford them, and children are expected to assume adult responsibilities at a relatively young age. Upon reaching the age of 15, all Meshi children are expected to marry in order to establish their own household within five years.
Those who fall short of this expectation are looked down upon and may be ejected from their homes, a fate that makes some Meshi become adventurers. Family values also extend to the elderly, with children expected to provide care and support to their elderly relatives. When a loved one passes away, the Meshi view it as an opportunity to celebrate their life and give them an extravagant send-off.
The Meshi culture is rich in tradition. Their artisans, poets, and musicians are highly esteemed as they produce beautiful and exquisite works of art. They also have a history of trade, with caravans of Meshi traders crossing the desert to neighboring lands, exchanging goods, knowledge, and cultural experiences.
In the ancient past, Meshi were guided by the neters, primordial giants created by Annam the All-Father. After the neters became the objects of worship of the Meshi people, Annam banished them to extraplanar prisons. Millennia have passed, and now Meshi worship their own pantheon of gods, but some of them also pay respect to Aventernus or deities of the Pharaonic pantheon. It is said, that some secretive cults want to find and release the neters of old to bring the Meshi civilization to its apex.
Male Names: Aseir, Bardeid, Haseid, Khemed, Mehmen, Sudeiman, Zasheir.
Female Names: Atala, Ceidil, Hama, Jasmal, Meilil, Seipora, Yasheira, Zasheida.
Surnames: Basha, Dumein, Jassan, Khalid, Mostana, Pashar, Rein.
Kerin: The Kerins were once a barbaric people of eastern Aventus, but were eventually subjugated and forced to civilize. Humans of this ethnicity have distinct physical features, such as blond hair, blue or green eyes, and light skin. After the fall of Aventus, the Kerins scattered, and they can now be found in many human nations.
The Kerins are straightforward people who rarely feel guilt or remorse. They refuse to take life too seriously and are known for their tendency to laugh, even when others are grieving. They tend to express their emotions immediately and without restraint, regardless of social situations. If a Kerin is delighted, they will roar with laughter at the royal opera, but if they are angry, they might loudly threaten a desk clerk. They are not the type to moderate themselves.
In terms of social customs, the Kerins hold the elderly in high regard and seek their counsel. Family and community are also essential aspects of Kerin culture.
Kerins also have a rich cultural history, with their own art forms, music, and literature. They enjoy storytelling and poetry, and their traditions and folktales have been passed down through generations.
Male Names: Ander, Blath, Bran, Frath, Geth, Lander, Luth, Malcer, Stor, Taman, Urth.
Female Names: Amafrey, Betha, Cefrey, Kethra, Mara, Olga, Silifrey, Westra.
Surnames: Brightwood, Helder, Hornraven, Lackman, Stonar, Stormwind, Windrivver.
Sativi: In the past, these highlanders populated the mountains of Aventan. Now these expert herders and hunters can be found predominantly in New Aventus, Jocune, Vepanao, and other bordering nations. Sativi usually are shorter, but stockier than the other ethnicities, have green or brown eyes and short dark hair.
The Sativi culture highly values facing challenges and overcoming them on a continuous basis. Strength is highly prized, whether it is one's physical prowess or magical abilities. Respect and status are not easily given but rather earned through individual accomplishments. Sativi children reflect their culture's outlook, as they undergo an increasing number of tests through their maturation. Only after proving themselves to be worthy of it are they considered for the ranks of the elders.
Male Names: Anton, Diero, Marcon, Pieron, Rimardo, Romero, Salazar, Umbero.
Female Names: Balama, Dona, Faila, Jalana, Luisa, Marta, Quara, Selise, Vonda.
Surnames: Agosto, Astorio, Calabra, Domine, Falone, Marivaldi, Pisacar, Ramondo.
Half-giant: Half-giants are a cross between humans and sand giants, bred into existence in Sleovos in by the cruel sorcerer-king Taros the Mighty intending to use them as warriors and laborers. Every half-giant who was born and survived early childhood could look forward to nothing but a life of suffering, as with any people kept in bondage. Some half-giants found that their forced breeding had engendered within them a spark of psionic power. Now, when the sorcerer-king is no more, the half-giants are free to discover their own destiny.
Half-giants, for the most part, retain human sensibilities. They are curious, interested in cooperation and communication, and have a general tendency toward kindness. (Of course, there are exceptions.) They are quick to pick up the morals, customs, and habits of the areas in which they settle down.
Half-giants typically stand from 7 feet to nearly 8 feet tall, and weigh from 250 to 400 pounds, with men noticeably taller and heavier than women. Most half-giants have tightly braided black hair and deep coppery complexions. Half-giants often prefer grandiose dress when they can afford it, sporting fanciful or intimidating clothing.
Half-giants have a childhood name and a given name, the latter usually bestowed by friends or by the community in which the half-giant originally grew up. Most half-giant names reflect some aspect of the desert land that the half-giants inhabit, though a few strange place names are also thrown in (apparently remembered from their former homes of long ago).
Male Given Names: Sandking, Dunewalker, Sunharrower, Drywell, Stormrider, Desertstrider, Saltwalker, Raam.
Female Given Names: Oasis, Sandrose, Breath, Goldflower, Sweetwater, Raincaller, Nibenay.
HALF-GIANT [32]
Attributes: ST+4 (Size Modifier, -10%) [29]; DX-1 [-20]; HT+1 [10].
Secondary Characteristics: SM+1; FP+1 [3].
Advantages: Extended Lifespan 1 [1]; Night Vision 5 [5]; Temperature Tolerance 2 (Hot) [2].
Racial Psionic Abilities: Stomp 1 [1]. (
ссылка)
Racial Psionic Skills: Stomp (H) IQ-2 [1].
Пример оформления листа персонажаИмя: Ауст Холимион
Количество очков: 294/-42/-2
Раса: High Elf [39]
Пол: Male
Рост: 5'1"
Вес: 130 lbs.
SM: +0
Возраст: 162
ST: 10 [10]
DX: 11 [0]
IQ: 12 [40]
HT: 10 [0]
HP: 10/10 [0]
Will: 12 [0]
Per: 13 [0]
FP: 10/10 [0]
ER: 4/4
Control Thresholds:
≥0.1×CM =
≥0.5×CM =
≥CM =
≥1.5×CM =
≥2×CM =
TL: 3+1
Damage Thr: 1d-2
Damage Sw: 1d
Basic Speed: 5.5 [0]
Basic Move: 5 [0]
Basic Lift (STxST)/5: 20
Encumbrance:
None (0) = BL: 20; Move (BMx1): 4; Dodge: 8
Light (1) = 2xBL: 40; Move (BMx0.8): 3; Dodge-1: 7
Medium (2) = 3xBL: 60; Move (BMx0.6): 2; Dodge-2: 6
Heavy (3) = 6xBL: 120; Move (BMx0.4): 2; Dodge-3: 5
X-Heavy (4) = 10xBL: 200; Move (BMx0.2): 1; Dodge-4: 4
Culture: Aventian [1]
Sifaril [0]
Language: Aventian (Native Spoken/Native Written) [6]
Wind Elven (Native Spoken/Native Written) [0]
Panelven (Native Spoken/Native Written) [6]
Advantages:
High Elf [39]
- ST-1 [-10]
- DX+1 [20]
- Per+1 [5]
- Extended Lifespan 3 [6]
- Immunity to Sleep Effects [5]
- Less Sleep 4 [8]
- Night Vision 5 [5]
- Trance instead of sleep [0]
Artificer 1 [10]
Combat Reflexes [15]
ER 4 (Magic) [12]
Karma Bank [1]
Sorcerous Empowerment 7 (Wizardry) [48]
- Disintegrate [45/5=9]
- Enchant [35/5=7]
- Explode 1 [24/5=5]
- Fortify 3 [22/5=5]
- Repair [11/5=3]
Wizardry Talent 2 [20]
Disadvantages:
Cowardice (Afraid of air elementals) (12) [-1]
Curious (9) [-7]
Disturbing Voice [-10]
Impulsiveness (9) [-15]
Reputation -2 (The Academy, x1/3; Recognized on 10 or less, x1/2) [-1]
Selfish (12) [-5]
Unfit [-5]
Skills:
Area Knowledge (Lanosh) (E) IQ+1 (13) [2]
Armoury/TL3+1 (Body Armor) (A) IQ+0 (12+1) [2]
Armoury/TL3+1 (Melee Weapons) (A) IQ+0 (12+1) [2]
Brawling (E) DX+0 (12) [1]
Climbing (A) DX-1 (10) [1]
Current Affairs/TL3+1 (Magic Society) (E) IQ+1 (13) [2]
Expert Skill (Artifice) (H) IQ+1 (13) [8]
Fast-Draw (Knife) (E) DX+1 (12) [2]
Innate Attack (Gaze) (E) DX+2 (13) [4]
Innate Attack (Projectile) (E) DX+2 (13) [4]
Knife (E) DX+5 (16) [16]
Linguistics (H) IQ+0 (12) [4]
Machinist/TL3+1 (A) IQ+0 (12+1) [2]
Mechanic/TL3+1 (Clockwork) (A) IQ+0 (12+1) [2]
Metallurgy/TL3+1 (H) IQ-1 (11) [2]
Occultism (A) IQ-1 (11) [1]
Research/TL3 (A) IQ-1 (11) [1]
Smith/TL3 (Iron) (A) IQ+0 (12+1) [2]
Thaumatology (VH) IQ+1 (13) [12]
Theology (Core Pantheon) (H) IQ-2 (10) [1]
Traps/TL3+1 (A) IQ+0 (12) [2]
Techniques:
Weapons:
(16) Very Fine Katar swing 1d-1 cut, Reach C-1, Parry -1, $50, 1 lb, ST 6
(16) Very Fine Katar thrust 1d+1 imp, Reach C, Parry -1, -, - lb, ST 6
Reduce penalty for targeting chinks in armor (p. B400) by -2.
Gives the hand (only) DR 4, cumulative with glove DR – although the hilt is too cramped to accommodate metal gauntlets. DR applies only on a roll of 1-3 on 1d.
Use Brawling or Karate parry if better than usual weapon parry.
Альтернативно, принимаются листы в GCS.
Пример оформления инвентаряКошель: $186
Одежда/аксессуары:
Обычная одежда ($140; 2 фн)
Hardened Leather Armor ($125; 15 фн)
Medium Shield ($45; 7 фн)
Оружие:
Long knife ($120; 1.5 фн)
Рюкзак на 40 фн ($60; 3 фн):
Бурдюк на галлон (0,25/1 гл; $10; 2.25 фн)
Одеяло ($20; 4 фн)
Зелье лечения ($250; 0.5 фн)
Набор личных вещей ($5; 1 фн)
Верёвка на 300 фн (10 ярдов; $5; 1.5 фн)
Рационы х7 ($14; 3.5 фн) - вес и цена указаны общие
Набор первой помощи (+1; $50; 2 фн)
Подбитый крюк-кошка ($30; 3 фн)
Золотой браслет короля гоблинов (0,25 фн)
Жезл короля гоблинов (0,5 фн)
Итого: 47 фн с рюкзаком - средняя нагрузка; 25.5 фн без рюкзака - лёгкая
УменияВ документе Karilan Primer (один из сеттинговых, выложенных в "О мире") есть глава с умениями - новые специализации, заметки о существующих умениях, и даже новые умения. Если что-то неясно, я всегда могу помочь.