Bound by Duty: Certain archetypes are bound by duty. This means they have strict observances in their outlook and training – this usually means a code of conduct and other limitations around them. The knowledge around their archetype is simply not given out to anyone. Such characters will not have a choice when their Patron or organizations come calling upon them – they may be forced to leave a party, align themselves against it, or report its doings to other powers.
The modern age is heavily defined by the clash of faiths in the “Affray of Darkness and Light” in which these types of characters play a significant part.
Generally, the biggest practitioners are Ducateon, Dwarven, and Human societies.
Umbak: Umbak has the automata institute wherein ideas based on mechanical, material, and civil engineering are studied.
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Other Groups/Institutions options may be available at GM discretion.
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Those who range are part of the network of World Watchers and Laws of the Land in their role as Ranger. They serve to stand vigil in the far places against the evil and darkness that threatens all, but have been known to side against the citizens to the realms for their own reasons. All rangers will venerate the powers of nature either officially and formally through the Green Church and its priests or more through the natural the powers of the Wyld Faith and the Druids and Order of Davros. In the case of the later, the dual aspects of the Gaia (female; land) and Darupet (male; beast) or the great archetypes. They also have a special insight into the perceived violent nature of the Elemental Dualities of Helca, and many maintain their shrines in out of the way places. Characters are either servants to the High King (“true Rangers”), part of the bonded orders (“watchers of the realms”) or one of the Great Protectors of the beasts (animal archetypes) is service to the druids. Moonlit Weapons are created and used by Rangers. Their nature makes them far less impressive than normal ones, and so they are typically used by their more specialized followers.
Affray of Darkness and Light Role: The Curious Way-Farer and Beacon of Warning; Primary foe of unbalanced forces and those seeking unbalanced dominion over nature.
The Numinous Mundi of Helca offer succor and health to those of who have taken the “Green Passage” (such as Druids and Rangers), and the World Watcher presence in the Steel Realms.
The GREAT PROTECTOR Beast Masters are militant, wild and ferocious in the defense of their sacred animal and its places, answering only to the Druids (and sometimes not even to them). They bond themselves to a specific Numinous Fauna (great animal spirits) of the Wyld Faith and always respect Darupet – their connection to him is what givens them their bond to the beast powers they possess. This is typically done as a pledge to protect the animal they represent, and its ideals over all else. These rangers seek to promote awareness of the place of their sacred animal, protect it and the lands it lives in – the ranger is a champion and spokesman for the animal. As part of their bond, they are required to obey the Order of Davros in any request as it pertains to their mission around their sacred animal, and druids in general.
Animal Calling: Rangers bare themselves to elements for 24 hours, taking 1 measure of Exhaustion until they have a Long Rest. During this ritual, they are fasting, singing, engaging in primal growling, shouting and dancing like a wild beast. To call forth the spirit of the associated animal if it dies takes only 8 hours. There is no cost to any of this.
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Archfey | Celestial | Fiend | Genie | Olde One | Undead | Undying |
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Darupet – Father of The Wyld Ezrilus – The Maiden of Spring Gaia – Mother of The Wyld Any of the Wylde Horde |
Celestine of Helca | Malek Mizras (Pact of the Blade only) The Unholy Trio’s Rite of the Dark Compact; The Pact of the Blade @5th level summons a weapon with Wormblat. |
Any of the Elemental Consorts of the Wyld | The Eyefona’ri | The Lich Lords | Mog Creoch |
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Other Group/Institution options may be available at GM discretion.
PC characters are more loners. Darupet is their sacred Force, though any character who may have had an extreme positive interaction with a specific beast which transcends their normal experience may also follow the path of the barbarian though it will be tied to a specific Great Spirit of the animal archetypes. There are pine tribesmen, freelanders in the north, the hill people ilbarsi, the nomads of the South and woodsmen everywhere that prefer to live life fettered as little as possible.
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Other Group/Institution options may be available at GM discretion.
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