FOLKS


Industrious and hardworking, your average Settler is simple and uncomplex, with only the best for those close to them in mind and an honest work ethic in their hearts. They speak plainly and without flourishes, coming off as a bit backwoods in their bearing and approach.    

   

Appearance: Settlers come in all shapes and sizes, but most stand somewhere between five and six feet tall, with females being a bit shorter on average. Their skin comes in tones ranging from pale to very dark. They dress in functional, simple clothing designed for practicality rather than style.   

   

Personality: Clannish and family-orientated, Settlers take their family name with utmost seriousness, and woe be to anyone who dares to kick dirt upon their bloodline. For this reason, it is not uncommon for Settler families to have intense rivalries and blood feuds with another family dating back decades, or even centuries. As you might expect, the origins of these feuds are shrouded in the fog of memory, but rest assured, somebody did something to someone else to get their entire family’s dander up, and neither side is feeling very forgiving about it. Outside of this, Settlers are generally hospitable and easy going, possessing a kind of naive friendliness that is famously known.    

   

Religion: Settlers revere Father Cactus, a sentient, benevolent deity that is as giving and loving as he is green and prickly. While others might give sidelong glances at a group of people who worship a good-natured plant, few can doubt the faith and devotion expressed by Father Cactus’ flock. If a Settler lives a good life and is kind to those around them, Father Cactus promises an afterlife of bliss and joy in the great Prairie in the sky, where there isn’t much to do all day but bale hay and tend to the extremely well-behaved chickens. Father Cactus makes his influence known through Settler Holy men and women who wield divine miracles in the good Father’s name, and these righteous folk are indeed mighty.   

   

Homeland: The Hayseed Hills are green and lush, dotted with farms, ranches, and scattered towns. If ever there was an idealized version of the Wild West, it is this sprawling network of cattle and livestock. Rivers sparkle in the gleaming sunlight, and the nights are clear and dominated by the twinkle of countless crystal stars. Few Settlers choose to leave their homelands, but those that do often make great names for themselves as heroes and adventurers.   

  

Dialect: The simple tongue of the good-natured Settlers is called Yokel. Yokel is quite an easy language to learn due to its simplistic nature and lack of syllables. 

   

Birthrights   

Simple Folk: While it is unfair to say that all Settlers are...well, dumb, they do prefer things simple and to the point. Complex ideas and contraptions tend to go over their heads easily, and they feel rather out of place in high society gatherings.   

   

-Raising a Settler’s Smarts Stat above 2 costs twice the normal cost at character creation or via Experience Point expenditure.

   

Hard Working: Few things make a Settler happier than a full day of honest work. Born with strong backs and a stronger work ethic, your average Settler revels in menial labor and excels at common tasks.   

   

-Settlers rarely tire of mundane activity and can get most physical tasks done in about half the time as a non-Settler. This makes them ideal laborers and ranch hands.    

   

-Settlers only require 4 hours of sleep per 24 hours, and often get up ridiculously early to begin their day. A Settler gets the benefits of a short or long rest in half the time as normal.   

   

Familial Trade: “It’s in the blood.” is a popular Settler phrase which holds some validity. Every Settler has a familial trade that they have inherited and excel at. If your Pappy was a barber or a leatherworker, then so was his Pappy, and so are you. Every Settler has a skill that has been passed down for generations, and they take a great deal of pride in what they do best.   

   

-Settlers begin play with the Artisan (Basic) Edge for free at character creation.

   

Opinions of others...   

Elves: “They is all about their Tribe, so, we have that in common, at least.”   

Dwarves: “Well, would ya look at Mister haughty-taughty hot stuff in his silk tie and cravat...”   

Gnomes: “Good enough folks, as long as you don’t get ‘em riled.”   

Orcs: “You can always believe an orc, as long as they ain’t speakin’.”

Mysterious and spiritual, the Elves are an enigmatic and secretive race, often wary of outsiders and insular to the extreme. Their society is broken up into a complicated network of Tribes that have recently banded together (for the most part) to turn the once fractured people into a united world power that is only now growing in its influence. A myriad of complex rituals and regulations dominate the typical Elf’s life, with duty to their Tribe coming in first among their priorities.   


Appearance: Elves are slender and gracefully built, with males and females standing at about six feet in height. Their skin comes in tones ranging from a deep bronze to dark brown, and their hair is often worn long and braided, regardless of gender. Elf hair comes in any color, and their eyes glow vividly. Many Elves cover their skin in tribal markings that recount their deeds, as well as the tribe from which they hail.   

   

Personality: Elves don’t make a habit of wasting words, with most being stoic and to the point. They are generally distrustful of outsiders, but once a party has been proven trustworthy, an Elf will risk life and limb for those they deem worthy, regardless of background. An Elf's personality can vary wildly depending on the Tribe that they hail from, with some values and behaviors being instilled in them from birth from their peers.  

   

Religion: Elves revere a crowded tapestry of nature and animal spirits that are as primordial, ancient, and powerful as they are indifferent to the plight of mortals. To an Elf, the Spirits have always been and shall always be, and while they can be entreated for aid by those with the power to do so, these potent forces do not require (or even particularly care for) worship. To an Elf, the Spirits have already seeded the world with everything needed to live well, and that alone deserves reverence. To ask for anything more would be impetuous. The Elven afterlife is a simple affair, with the deceased staying to guide and protect their offspring through the trials and tribulations of life.    

   

Homeland: Deepwind is the ancestral land of the Elves and is a place rife with natural abundance and majestic sights. Orange-red Canyons dominate the landscape and sprout towards the heavens in impossible shapes, and great herds of buffalo shake the earth as they trundle on in their majestic herds. It is here that the countless Tribes of the Elves honor their ancestors and patrol their lands dutifully. The land is veritably untouched by its native people, who only take what is required. No more pristine and natural place exists.    

  

Dialect: Totem Tongue is a massive language and rather difficult for non-Elves to learn due to its dizzying array of Tribal variations. In writing, Totem Tongue employs a series of hieroglyphics and symbols.  

   

Birthrights   

Old Fashioned: Your average Elf is wary of technological progress and advancements, finding the modern dependence on such contraptions to be distasteful at best.    

   

-Elves cannot spend Luck points for any reason when their surroundings are overly civilized or technologically advanced. Examples include: An Elf “enjoying” a nice train ride, an Elf rummaging through a Dwarven Inventor’s laboratory, an Elf in any settlement that could be considered a city (towns and settlements are not quite advanced enough for the purposes of this drawback).    

   

Elven Heritage: The mysteries of both nature and the bow are of particular cultural significance to the Elven people, regardless of Tribe.   

   

-All Elves begin play with the Aim and Primal Skills at Novice rank for free at character creation.   

   

Tribal Blessing: There are six Great Tribes and countless Lesser Tribes among the Elven people, with each Tribe having its own unique values, customs and traditions. When you create an Elf character, choose one of the Tribes below and gain that Tribe's Birthright. If you are ever exiled from your Tribe (what did you do, exactly?) then you lose this precious gift. The Tribes detailed below are accorded great respect among the Elven people and are by far the most populous. If you wish to be part of a lesser tribe, then work together with your GM to determine the culture from which you hail. Lesser Tribes have yet to establish a cultural identity that is ingrained in their members and have no Tribal Blessing (they call them "lesser" for a reason).  

   

The Stoneword Tribe  

Renowned as the wisest of all the Tribes, the Stoneword are regarded as having keen insight and often act as impartial mediators when a dispute arises. Their legendary honesty is highly regarded, and when a Stoneword gives their vow, it is inviolate. Breaking a promise is the ultimate sin among the Stoneword, and those that are known oath breakers are regarded as less than nothing to these honorable stoics.  

   

-Peerless Insight: You gain the Perception skill at Professional for free at character creation. The GM may often give you additional information and helpful tips when your Tribe's insightful, wise nature would be of benefit.

   

The Brightblossom Tribe  

The Tribe with the closest ties to the natural world, the Brightblossom are often seen as wistful and overly idealistic by more pragmatic Elves. To some, these pacifistic naturalists promote the very best of Elven ideals. To others, they are little more than tree hugging hippies with naive and utopian ideals.  

   

-Green Thumb: You gain the ability to effortlessly commune with natural plants, trees and flowers. Just because you can talk to them doesn't mean they want to talk back...  

   

The Valesinger Tribe  

Known as the Tribe with the closest ties to the Spirit world, some of the most renowned Shamans and mystics in all of Elven history have hailed from this enigmatic tribe. Valesingers are often aloof and distant, appearing to be trapped between the lands of the living and the places beyond.  

   

-Spirit Kin: You begin play with the Mysterious Blood Edge for free at character creation. In addition to this, purchasing new Powers with Experience Points costs you 2 less Experience Points.  

   

The Longfoot Tribe  

Scouts and wanderers without peer, the Longfoot are natural nomads with a wanderlust that defies explanation. Your average Longfoot is always on the move and never sleeps in the same place twice.  

   

-Traveler: You can cover twice as much ground than normal when traveling in a group of no more than 5 (including yourself) by taking creative shortcuts and alternate routes. Other Longfoot Tribe members do not add to this number. Furthermore, as long as you have a basic knowledge of the land around you, you can never become lost. Lastly, all attempts to track you gain Disadvantage.  

   

The Wildmaw Tribe  

Ferocious and savage, the Wildmaw take pride in their simple, straight forward approach to life: Survival is paramount. While often considered callous or cruel by others, the Wildmaw see things in a very pragmatic light, with the natural order of the day being one of the strong consuming the weak. Your average Wildmaw doesn't plan on getting consumed anytime soon.  

   

-Primal Tongue: Your savage heart allows you to effortlessly communicate with any natural beast. Note that monsters, insects, vermin, vultures and rats are not considered natural for the use of this ability (such creatures are beneath a noble predator like yourself). Keep in mind that just because you can communicate with an animal doesn’t necessarily mean that they will blindly obey your commands or cooperate. Animals all have their own personalities and motivations and may demand services in return for their aid. In fact, most often do. Nothing is free, even in the animal kingdom!   

   

The Proudhawk Tribe  

An insatiable thirst for glory drives all Proudhawks to feats of great bravery (or foolishness) on a daily basis. Members of this illustrious Tribe are renowned for their tall tales and even taller deeds. Boasting of enemies bested and the retelling of epic deeds make the average Proudhawk a bit...much to be around (get ready to hear a lot of stories), but none can deny that the heart of a true hero beats in the chest of every member of this Tribe. At their best, Proudhawks are fearless and inspirational storytellers. At their worst, they are reckless glory hound braggarts who hurl themselves into heated action without thinking.   

   

-I am Legend: At the end of every Adventure, you may write a "slightly exaggerated" summary of one deed that you performed that adventure (around two paragraphs will do). Then roll a Presence (Entertain) test to see if your legend spreads. If you roll 3 or more Stars you gain 2 extra Bonus Experience Points for that adventure.  

   

Opinions of others...   

Settlers: “A family builds a cottage in the spring. By winter, a town has sprouted up around them. Admirable...and troubling.”   

Gnomes: “Passion without temperance is meaningless.”   

Dwarves: “They have stolen the power of lightning without permission. That in itself is folly.”   

Orcs: “Their ambitions twist and slither like a serpent too long and creative for its own good. Let them scheme until they tie themselves up into knots and become useless.”

Passionate and hot-blooded, the life of your average Gnome is filled with adventure and interest. For whatever reason, excitement (some would say turmoil) is a Gnome’s constant companion, and they have no time to languish in the boredom of the mundane. If a Gnome does not seek adventure or drama, wait around a while, it will come to seek them.   

   

Appearance: Gnomes all have black, shiny hair and deep brown eyes. Their skin comes in any shade of brown and males and females alike stand at about 4 feet in height. They prefer colorful, intricate clothing and have a flair for the dramatic in just about all things.   

   

Personality: Your average Gnome is brimming with curiosity and an excitable temperament. Many pick up lives as traveling entertainers, explorers, gunfighters, treasure-hunters, bounty hunters, or anything that isn’t boring. Even those that seek to live relatively simple lives often find themselves swept up in some grand adventure at some point in their lives. These little bundles of activity seem destined to lead theatrical lives, whether they like it or not.   

   

Religion: Gnomes revere a skeletal deity known as La Dama de Hueso (roughly translated into “the Lady of Bone”), a skeletal woman draped in a tight black cloak. This reverence of death seems out of place for such a passionate people, but many surmise that this impending fate is what causes Gnomes to live in such a fiery way. “Tomorrow we shall be as bone, so while you live today, be as fire.” encapsulates the Gnomish way of thinking. The Gnomish afterlife is a dreary place, where one walks the gray halls of the dead under the service of the Bone Lady, forever aiding in etching out her labyrinthian underworld with chisel and hammer. Those who please the Lady of Bone in life are granted better tools to perform these tasks, while those who earn her ire are granted dull implements instead. It is possible to escape the Underworld by chiseling a path back to the surface, however. The rare few that do so are praised for their ingenuity by the Bone Lady and are "reborn" as Undead. While others might recoil at such an eternity, Gnomes rarely stop to think about it. They have far too much to do.   

   

Homeland: San Rojas is dominated with dry scrublands and harsh deserts where an unforgiving sun blasts anyone unfortunate enough to be exposed to its cruel and blistering gaze. Towns here are colorfully decorated and often showcase motifs revolving around skulls and skeletons, all in reminder that the Bone Lady’s blank-socketed gaze is never far.   

  

Dialect: The frenetic, fast-paced language of the Gnomes is called Sombrio, and is regarded as the most elegant and romantic tongues to hear in practice.  

   

Birthrights   

The Weak: While their spirits are unmatched in temerity and fervor, Gnomes aren’t the most physically imposing, and their lack of muscle puts them at a severe disadvantage in a battle of bulk with non-Gnomes.   

   

-Raising a Gnome’s Vigor score above 2 costs twice the normal cost at character creation or via Experience Point expenditure.   

   

...The Small: Due to their short stature, Gnomes are harder to hit than most other folks, often using this to their advantage. A Gnome can also fit into areas much smaller than most could have any hope of sneaking into, making it far easier to get into trouble...   

   

-Gnomes begin play with the Stealth Skill at Novice for free at character creation. 

 

-Gnomes begin play with the Dodge! (Basic) Edge for free at character creation.  

   

...And the Feisty: While short in stature, Gnomes are known to have hot tempers and are exceedingly passionate. This can often bubble over into truly spectacular outbursts that few wish to be on the other side of.  

   

-Once per day, when a Gnome is reduced to half their full Energy Pool (round down) or less, they enter a hot-blooded rage for 3 turns. During this time, all their melee and ranged attack rolls gain Advantage. Lastly, the rampaging Gnome gains an Armor Rating of 3 for the duration. During this impassioned frenzy, a Gnome is immune to all mind controlling effects.

   

Opinions of others...   

Settlers: “To live a life confined to the borders of your ancestral land? *Spits*”   

Elves: “They keep to themselves enough. What treasures might they be hiding, I wonder?”   

Dwarves: “A people with stone in their heart can know no joy.”   

Orc: “A lively bunch. Make merry with them with one eye on your coin purse.”


Civilized, urbane, and disgustingly wealthy, the Dwarven way is one of brilliance and progress. They are cursed to push the boundaries of civility and technology further, and they are not shy about reminding others of that fact. Recent events have seen these accurate minds discover the secrets of electricity, bringing a wave of newfangled innovation and progress into being that summon awe (or horror) in those around them.    

   

Appearance: Squat and dense, Dwarves have short, wide builds and stand no taller than five feet. Like the mountains that they hail from, Dwarven skin comes in any shade of gray, and all Dwarves have natural gemstones that grow out of their skeletons and protrude from their flesh. Dwarf hair and eyes can come in any color. While it is often tempting for graverobbers to desecrate dwarven remains and pluck these gems free from their former hosts, horrible luck curses someone who performs such a heinous act. As such, the Dwarves take these riches with them to the very grave.   

   

Personality: Your average Dwarf is greatly educated, upper crust, and uses a great deal of large words that befuddle any non-Dwarves around them. While it is true that Dwarves can easily come off as arrogant and condescending due to their wealth and status, this ingrained haughtiness has its roots in a selfless wish to improve life for everyone around them. It is their very serious duty to encourage civility and push the boundaries of science and technology to make the world a less barbaric place. After all, if they don’t do it, who will?   

   

Religion: What poppycock! Dwarves have no interest in spiritual musings, preferring to stick to what can be proven, rather than what can be carved into a holy slate. To them, immortality comes in making a groundbreaking discovery or writing a magnum opus or creating art that keeps their illustrious name alive for all eternity. If Dwarves have a god, it is the twin deity of creation and discovery.   

   

Homeland: The Monarch Peaks is a majestic landscape of forested, snow-capped mountains that is equally as impressive as the Dwarven towns and cities tucked around them. About ten years ago, the Dwarves discovered the secrets of harnessing electricity, and their cities hum and buzz with this amazing firefly light, offering all manner of modern convenience. The most notable feature of the Monarch Peaks are the legendary gold veins that streak through the impressive and countless mountains. This is the source of the imposing wealth that any Dwarven family of note seems to possess. The greatest theaters, museums, and institutions of learning can all be found here.   

  

Dialect: The runic language of the Dwarves is called Peakspeak. Learning this intricate language proves to be a most complex affair, with many words wielding an excessive number of syllables. Settlers and those with Smarts score below 3 cannot learn this language under any circumstance.  

   

Birthrights   

Stuffy: your average Dwarf is accustomed to the trappings of civility, and they react poorly to anything that even slightly resembles “roughing it”. Riding the trail with any Dwarf is ripe with complaints about the meager accommodations, bland food, and lack of mental stimulation that is enough to drive just about anyone batty.   

   

-A Dwarf cannot spend Luck points for any reason when they are in a situation that is not at least moderately civilized. Examples include: Traversing harsh wilderness with scant supplies, being a guest in an Elf Tribe’s “charming” homeland, or spending time in a rowdy saloon in a lawless town.     

   

Wealth and Privilege: Dwarves struck gold in their forested mountains ages ago, and this inexhaustible wealth has continued to this very day. It is a very rare Dwarf who is not financially secure as a result. Those who are not born wealthy often become so by scientific discovery or artistic achievement.    

   

-Dwarves begin play with the Lifestyle (Basic) Edge for free at Character creation.   

   

-Dwarves are experts at appraising the worth of an item and can spot a forgery or lesser quality good within one minute of close personal inspection. After such a time, a Dwarf can tell if an item is a forgery, as well as its monetary value. 

   

Brainpower: To put it mildly, Dwarves are brilliant (just ask them), possessing articulate minds filled to the brim with facts and knowledge. They thrive in matters of letters, numbers, and technical learning, and take the motto of “Work smarter, not harder.” to nigh religious levels.   

   

-To play a Dwarf, you must have a Smarts Stat rating of at least 3.   

   

-All Dwarves begin play with the Bookworm and Technology skills at Novice rank.   

   

Opinions of others...   

Settlers: “Hire one if you can. Speak to one only if you must.”   

Elves: “Dismissible savages.”   

Gnomes: “I’ve no idea what drives them to be so troublesome. Nor do I care to find out.”   

Orcs: “Beware the honey-sweet words of the charlatan, but keep in mind that guileful cunning can lead to profitable business opportunities for those with flexible morals.”


Suave and easy-going, your average Orc is a consummate charmer with a flair for danger and a tendency towards less than wholesome pursuits. While it would be unfair to categorize all Orcs as scheming, cheating peddlers of vice, it would be accurate to say that your average Orc doesn’t mind dipping a green toe (or five) into morally murky waters...  

  

Appearance: All Orcs have skin in various shades of green, along with red, orange or yellow eyes (female Orcs sometimes have pink eyes.) Dull tusks jutting out of the sides of an Orc’s mouth are common, and they have muscular, athletic builds, with males and females standing between six and six and a half feet tall. Warts and similarly...interesting facial anomalies are common. Orc style is often flashy and fashionable, with hints of the morbid or curious trinket to spice up the look. It is not uncommon for Orcs to wear necklaces of shrunken heads or other oddities, offering them a savage sort of bent to their rather flamboyant fashion sense.  

   

Personality: Most Orcs are outwardly friendly and personable, believing that a friend is a future resource to be exploited--I mean, tapped, should the need arise. While most Orcs aren’t necessarily evil, they do have a moral code that is a bit murky when it comes to matters of telling the truth. Their consummate charm makes your average Orc an ideal con man or snake oil salesman, and they often have their manicured and clawed fingers in an impressive array of pies. Orcs love to win, and don’t care what it takes to achieve this end. Orcs revel in games of chance and are drawn to risk like papery moths to a blistering flame.   

  

Religion: Orcs revere a strange family of spirits known as Loa, offering up grim offerings and performing strange rituals to gain the favor of these capricious spirits. The Loa are often fickle with whom they grant their blessings, so Orcs always strike while the iron is hot, lest they lose the upper hand in any given situation. Orcs believe that their afterlife can be negotiated with the Loa upon death, and so, they practice all their lives to squeeze the most they can out of every single opportunity. A crafty Orc can even barter his way into becoming a Loa themself, should their words be honeyed enough! All Loa were once mortal Orcs who lived such interesting lives that even death could not hamper their mischievous essence. Due to their mortal origins, Loa are often referred to as "Middle Spirits" by the highly spiritual Elves, who see their own eternal, primordial nature and animal spirits to be far more powerful and superior to the distasteful beings the Orcs strive to become.  

  

Homeland: Shay Baroux is a hot, steamy, murky marshland filled with gray rivers and stalking crocodiles. This legendary swamp is known for its Riverboat casinos, where those aboard can enjoy all manner of sultry delights with no questions asked (for the right price, of course.) The homeland of the Orcs is renowned as a party destination without rival, and many have lost their personal fortune (as well as their dignity) on the streets of a rowdy Orc town.  

  

Dialect: The language of the Orcs is rife with slang and colorful sayings, swear words and bawdy exclamations. Their colorful tongue is called Ramblelaya. 

  

Birthrights  

Bad Reputation: Whether deserved or not, Orcs suffer from a general reputation as being untrustworthy and up to no good. While it is true that they can be quite...creative with their wording, an Orc finds that they are often the focus of suspicion (warranted or not) and must work twice as hard as a non-Orc to gain the trust of those around them.  

  

-At GM’s discretion, Orcs gain Disadvantage on most social rolls against non-Orcs until they prove themselves trustworthy. Most folks are willing to give an Orc the benefit of the doubt after a while, so this drawback doesn’t always apply...unless the player earns it, that is.  

  

Imposing: Orcs are physically strong and intimidating and are fully adept at showcasing this to others. They are physically sturdier and tougher than non-Orcs.  

  

-You must have a Vigor score of at least 3 to play an Orc.  

   

-Due to their thick skin, Orcs begin play with the Tough as Nails (Basic) Edge for free at Character creation.  

  

Rending Claws: Orcs have curved talons that they can use as weapons in a pinch. These brutal implements are just as useful for disemboweling a foe as a knife.  

  

-An Orc’s claws have a Damage Value of 2. An Orc is always considered to be armed.  

  

-Orc claws can also be used as natural lockpicks (Surprise, surprise) if the Orc in question has any rank of the Thievery Skill. An Orc never needs a lockpick to get someplace they shouldn’t be!  

  

Opinions of others...  

Settlers: “All work and no play makes you...one of them, apparently.”  

Elves: “They think their distant, uncaring Spirits so much mightier than our Loa, but I’d rather have an attentive devil on my shoulder than an indifferent angel in the clouds.”  

Gnomes: “Never be fooled by the barrel of dynamite dressed in the guise of a tiny firecracker, mon ami.”

Dwarves: “Well, right this way, Mister Rich Man...”