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Katapesh, the Golden City (Legacy of Fire campaing)
By : LeonDelgado
North of Sethra, close to the border with the Dite empire,
sprawling across a valley of blazing-hot sand, is one of the most incredible
and wondrous cities in all of Arcadia: the great desert metropolis of Katapesh.
Within its sandstone walls, anything one wishes can be bought, sold, or traded—for
the right price. Katapesh is a city of organized chaos where cash is king and
commerce is the highest god.
Through all of the trials and tribulations Katapesh has
weathered, from its beginnings as the “Golden City” to the bustling metropolis of
today, it has retained its mercantile importance no matter who or what has
occupied it. Some believe that it is Katapesh’s divine purpose to one day
become the greatest center of commerce in all of Arcadia .
The city holds more than 200,000 souls, and each one wants
to sell you something. At first glance it appears there are more businesses
than residences in Katapesh, because so many merchants sleep in their shops, as
they are there most hours of the day anyway, and it provides a deterrent to
thieves.
Thievery isn’t as big a problem as one might expect in Katapesh.
Crammed full of stores, stalls, tents, warehouses, hawkers, and purchasers as
it is, the teeming city seems a thieves’ paradise. The edicts of the
Pactmasters, however, make it clear that anyone interfering with trade in the
city faces death—or worse. While the occasional petty theft is to be expected,
organized or chronic crime threatens to disrupt a merchant’s everyday business.
The Pactmasters come down hard on those who endanger the city’s economy (sometimes
using constructs powered by the souls of slaves, called aluum, when necessary),
and ignore everyone else.
While the Pactmasters maintain control over the city, day-to-day
business and governance is left to Pactbroker Hashim ibn Sayyid. Ibn Sayyid has a reputation for upholding the
Pactmasters’ judgments and enacting their laws, whatever his personal feelings.
Some suspect ibn Sayyid has a personal agenda that will someday come to light,
but for now he enjoys a stable and respected position. Ibn Sayyid also presides
over the merchant council, which makes decisions about Katapesh’s trade
policies and ensures the market remains free. In practice, the merchant council
rarely interferes in citizens’ daily lives; their attitude is laissez-faire, if
not downright apathetic. The Nightstalls garner the most attention in Katapesh.
The bazaars there sell items that are more than unusual— they’re immoral,
addictive, or ephemeral. The Nightstalls is where one can buy a dragon’s
tongue, feathers from a couatl’s wing, drugs and poisons of all kinds, or a
devil’s regret.
Crime and Punishment in Katapesh
Before
considering breaking any of the laws of Katapesh, one should be familiar with
the penalties. Of course, with the right attitude and a handful of coins, the
Zephyr Guard may just let the offending party off with a warning.
Murder of guild member, Zephyr Guard,
or government official: Execution
Murder of unaffiliated person: 6 months imprisonment, 100 gp fine,
and official warning
Assault of guild member, Zephyr
Guard, or government official: 1 year imprisonment
Assault of unaffiliated person: 1 gp
Destruction of Property: Fine equal to the value of the property,
or slavery (time varies)
Tax Evasion: Fine equal to the unpaid taxes and 6
months imprisonment
Theft: Loss of a hand, branding, and 25 gp
fine, or death (second offense)
Unsanctioned sale prices: Fine equal to the value of the item,
official warning, and/or loss of guild membership
Disorderly conduct: 5 gp
Recent rumors of Katapesh
- During a
clear and cold night, many people witnessed a star falling from the
sky and landing in the nearby desert.
- The nearby
tombs of the city have been looted by Grave Robbers. Family members
of the deceased are asking for help to stop them.
- The water
in a well in the slum district have turned blood red.
- The people
of the northern mountains have been peaceful towards the caravan traders for a
long time. Recently however, they have blocked the mountain pass. Now the
traders have to travel through new and dangerous parts of the wastelands to
find a new route to the west.
- Some
children and young boys had gone missing in the slums, close to the old house
of a fallen merchant.
- Some claim
that a new group of criminals (theft and assassins) are forming under the old
tunnels below the city, and their leader is called "the red cloak".
The region of Masir, introduction to the campaign Legacy of Fire
By : LeonDelgado
Were Sethra as bleak and barren as tales of its trackless
plains and vast deserts suggest, there would be little opportunity for
adventurous spirits to take up arms and seek fame amid such merciless wilds. As
any Solku guardsman or Sethra trader can relate, such is not the case. Gnolls,
rocs, and beasts of legend from the Brazen
Peaks prey upon the
unwitting residents of the central veldt, and in the cities stalk beings from
ancient lore and countless strange lands. Sethra is a land of mystery and
menace, yet there is no end to the number of brave souls who rise to confront
such dangers.
The Region of Masir is one of the eastern region of Sethra,
close to the frontier with the kingdom
of Elsmore and next to the Baridatan Sea .
The central of commerce and culture of Masir is the cityt of
Katapesh - the bronze city, that in the old legendary times were the capital of
all the region. In the present many cities in Masir are independent states, but
the bronze city remains as the biggest city, under the control of the mysterious
Packlords, after those take control of the city from the Dragon caliph Hurzett.
- Disclaimer-
This is the adaptation of the Pathfinder Adventure Path: Legacy
of Fire, that I plan to run in the following months, this amazing adventure is
being adapted here or "localize" to the world of Arcadia, so some
changes and names will be made but I will try to keep the original spirit
intact and at the same time make this campaing my "own".
L. Delgado.
The People of Sethra
The Land
of Fate is a true melting
pot, peopled by men in all shapes, sizes, and colors (and both genders, too).
Here the generalized “men” refers not only to humans—the most common race—but
also to elves, half-elves, dwarves, Visgan, Gnomeran, Mutawas, and even ogres.
For the most part, Sethra lacks the racial prejudice and segregation of less
civilized realms. For instance, the concept of a separate “elven” society is
foreign here. While there are indeed a few areas where elves outnumber humans,
the elves don’t consider themselves a separate nation or people. Nor do humans
view the elves that way. Not even ogres are shunned in Sethra. Although some
ogres are brutes, as surly and crude as their foreign counterparts, Sethrans do
not allow the rough-tempered minority to color their opinions of the entire
group.
Lifestyle—not race—tends to separate Sethrans. In the Land of Fate , people fall into one of two broad
groups: those who are nomads and those who are not. The nomads, or Al-Badia (ahl-BAH-dee-ya),
dwell in the most hostile areas of Sethra, where men are as near to the gods as
they are to death. They are driven by
the search for simple necessities: water, food, and grazing land to sustain
their herds. As a result, the nomads are a sinewy breed with keen senses. Sloth
and obesity are virtually unknown to them; many subsist on a little more than
few dates and a flask of sour milk each day. With so little food, and only a
goat’s-hair tent to provide shelter, the Al-Badia are more impoverished than
many can imagine. Yet they consider themselves to be the richest of all Sethrans.
Their wealth lies not in possessions. Nomads do not value gaudy clothing, a warm
house, or a mass of personal fortune. They value their independence.
Although nomadic life is fairly insular, the necessity of
trade brings the Al-Badia into contact with the “other half”, of Sethra’s
culture: the Al-Hadhar (ahl- HAH-dar), whose lifestyles are stationary.
Artisans, merchants, craftsmen—all are Al-Hadhar. Even the wandering tinker
belongs to this group, because his life is inexorably linked to the village or
city bazaar, and therefore to the trappings of settled men.
Virtually all Al-Hadhar know more creature comforts than the
nomads. Only a few, however, are truly flush with silver, belonging to the
Al-Hadhar’s upper class. Such wealthy men and women usually dwell in cities,
though many own land in far-flung towns. The sweat and labor of the lower
classes makes their existence possible.
For the most part, the Al-Hadhar are poor. Their homes are
small and simple, made of mud brick or thatch, huddled around an oasis or a
single well. Some are laborers. Others are farmers, residing on land that
belongs to another, tending dates, wheat, and other paltry crops in exchange
for a small share of the harvest. Their plots are small. In comparison to the
farmers of other realms, most are little more than gardeners. But from a tiny
patch of desert, they can create a paradise.
The Al-Badia and the Al-Hadhar tend to view one another with
pity if not with a touch of disdain. Even the poorest villagers believe
themselves to be more culture and more civilized than the nomads. Through the
eyes of the Al-Hadhar, the nomads “madly” choose an austere existence, while
the Al-Hadhar dwell in luxury. (Certainly most villagers can boast a roof over
their heads, fresh water, and a full stomach, as well as a regular bath.)
Further, the Al-Hadhar worship their gods in impressive mosques, with the
benefit of “educated” priests to guide them. Hence, the settled Sethrans
believe themselves to be more pious than the Al-Badia, and therefore closer to
the gods.
The nomads, of course, maintain the opposite opinion. After
all, what could be holier than living beneath the expanse of the heavens and
placing oneself directly at the mercy of the gods? The Al-Badia pity the
Al-Hadhar for their softness, which results from their ardent pursuit of
material comforts. Moreover, the nomads pity the Al-Hadhar for their lack of
freedom and their inequality.
The nomads bow down to no one but the gods, while the
Al-Hadhar, say the nomads, must kneel to other men. All nomads believe
themselves equal before the gods and before Fate. The same cannot be said for
the Al-Hadhar. Though some disparities in nomadic wealth exist, they are small
compared to that of city dwellers, and a sheikh who is not generous with his
tribe does not retain his position.
Nomadic women also know greater freedom than their settled
counterparts. The family cannot survive without every nomad’s work; in turn,
the women share equally in the rewards. In contrast, many city-dwelling women
live like prisoners or slaves. The fact that they are “pampered” slaves only
brings further pity or disdain from the nomads.
Despite these differences in lifestyle, the Al-Badia and
Al-Hadhar coexist in peace. Ultimately, both the nomads and the city dwellers
believe that a man and a woman should be judged on their own merit—not by the construction
of their house. At least in principle, a person’s ability and strength of
character outweigh any other distinction.
Races
One of Sethra’s greatest wonders is the size and exotic nature
of its incredible markets. Yet for all of the treasures up for sale, it’s the
diversity of people and merging of cultures from across Arcadia that make the
cities of Sethra and the lands beyond true wonders.
Traditional Standard races of Arcadia (those found in the Legend of Arcadia
book) are present all over Sethra, being the humans one of the most common.
Classes
With demand comes opportunity, drawing peoples of all walks
to the wild frontiers and bustling cities of Sethra. Whether as sojourners
seeking to tame the rugged wilds, or as opportunists chasing fame and fortune,
in this land of riches and wonders, anyone with skill and tenacity might become
a legend.
Barbarians
For all of Sethra’s endless markets and gold-lined streets, many
of the country’s natives still live their lives simply, adhering to ancient
traditions and the whims of nature. Sethrans nomads travel the country’s
central deserts and plains, journeying from oasis to oasis, ever on the
defensive against the deadly creatures of those bleak wilds. For centuries the
nomads have defended their territories against interlopers and each other—the
varied clans holding tightly to an elaborate hierarchy of grudges and
alliances— becoming skilled in the art of battle. Several tribes claim fertile
lands and bountiful oases as theirs, and woe to the unwary who would
unwittingly steal from these proud people. Aside from the nomads of Sethra’s
interior, the gnolls of the Brazen
Peaks and wild elves from
the Mwangi Expanse both occasionally wander among the country’s more civilized
peoples, bringing with them skills and savagery unknown to everyday guards and
mercenaries.
Minstrels (Bards)
Sethra has a long tradition of skilled entertainers. From incredible
storytellers capable of bringing ancient fantasies to life, to the veiled
dancers of incense-filled courts, the exotic and entrancing ways of the Sethrans
marvel audiences the world over.. Storytelling holds a vaunted place among the
region’s art forms, with accomplished tale tellers winning respect and great
honor, especially among the country’s native peoples. Lords, sailors, and wide-eyed
wanderers venture into steamy dens to watch the silk-shrouded gyrations of
ecdysiasts and listen to the philosophizing orators. Musicians hone their
craft, mastering age-old melodies on stringed ouds, recorderlike zurnas, finely
decorated qanuns, or simple zills. Entertainers of all types find high demand
throughout the country, with the best enjoying incredible luxuries among the
entourages of wealthy nobles and merchant lords. The most exceptional of these
are the elven minstrels who abilities are almost magical, and are blessed by
the goddess Atma.
Clerics
Few can ignore the priests of Mitra as they move through the
crowded streets, their robes like woven silver and their turbans adorned with
gems. Easily the most spread religion in the east, the Mitrans work to assure
that trade continues smoothly and fairly, while their Silver-domed temple-banks
attract hordes of adherents and merchants on a daily basis. In the east, Ra’s
following holds greater sway, all natives knowing to fear and respect the power
of the scorching sun. The Sethrans view the Supreme king as a more demanding god
than most, praying for her mercy and aid, yet wisely not expecting her
intervention. From Solku, the church
of Heres attracts the faith of those who
face the dangers of the Brazen
Peaks and other wilds.
Faira and Anubis find significant followings throughout the country, as
worshipers seek to unlock secrets of both the mind and body through ancient art
forms and drugenhanced meditations.
Druids
Although arid deserts and featureless veldts typify the nation’s
interior, Sethra is far from a barren land. From the rugged coasts to the sheer
mountains, the cracked uplands to verdant desert oases, strange beasts and
exotic plants form a harshly beautiful ecology, one stoically guarded by the
nation’s few druids. Committed to protecting their homelands, members of Sethra’s
nomadic tribes occasionally leave their people to “stare the lion in the eyes,”
a journey into the wilderness that proves both literal and figurative as the traveller
confronts the region’s deadliest beasts. Those who survive often form bonds
with the animals of the land, claiming whole territories or prides of beasts as
being under their protection. Water druids hold the respect of those in Sethra’s
most parched environs, valued for their skill in sustaining those creatures and
respectful peoples who struggle to make the deserts their home.
Fighters
Capable warriors never lack for work in Sethra. In the
cities, wary merchants hire trustworthy watchmen while fearful nobles employ
mercenary armies to serve as their personal guards. Bands of thieves and
brigands take on muscle for all manner of capers, and in the dens below the
bustle of city streets, pit fighters and brawlers of all sorts spar in brutal
blood sports. Outside of Sethra’s city walls, the nomads of the barrens hone
lethal skills, whirling scimitars with deadly expertise, while on the trade
roads caravans place their fortunes in the hands of guards who are often more
daring than skilled. Farther east, the rural communities and frontier villages
endlessly want for skilled hunters, soldiers, and protectors to fend off the
hordes of gnolls and even deadlier beasts.
Paladins
To combat the decadence of a country steeped in vices, the
holy warriors of numerous faiths maintain dutiful vigil over their deities’
interests in Sethra. As the patron of cities and trade, Mitra sends Silver-armored
soldiers to Sethra to guard his temple-banks, encourage commerce, and weed out
corruption. Ra supports an especially active knighthood in the region, though
her warriors are more altruistic, seeking to aid those who settle in dangerous
lands and keeping the roads safe from ravening beasts. Of special note are the
crusaders of Solku’s Dawn Vigil, who serve the God Ra in fighting back bands of
gnolls and other deadly creatures on Sethra’s western frontiers. Perhaps most
famous are Here’s paladins, who in recent years turned back the gnoll siege of
Solku at the Battle of Red Hail, and remain heroes throughout the realm.
Psion and Psionic Warriors
Masters of the mind, for most creatures on Sethra, becoming
a psion is not a destiny, but a discovery. Some psions, it is true, showed
their first signs of mental powers from the age of a few years old, and a
greater number began to manifest their psionic powers in puberty. But many
psions, if not most, lack the time, inclination, tutelage, or will to develop
their latent power. Most first-level psions do not consider themselves
psionicists at all, but bearers of a freak psionic “gift” or “knack” that may
come in handy, but is hardly the focus of their lives.
When Psion develop their powers become powerful rulers and
conquerors, sometime being also advisors of great Sultans or traveler
adventurers. Many Wizards learn how to face this estrange
"spellcasters" in the cities of Sethra.
Some Psion develop a more physical power, where their mind
bend their bodies and realities, learning how to fight and survive, this being
a common in the Psion's that live in the poor streets of Sethra and never find
a tutor that help them to develop their powers in a more structure way, thus
becoming Psionic warriors or in some cases Wilders.
Mechanics
Mechanics thrive in Sethra, their machines are well
appreciated by the people of the cities and in some cases the caravans of
merchants that could use better transportations means on the hard desert.
Only one guild of Mechanics exist in Sethra and that is the
Copper hats on the city of Katapesh ,
but some mechanics learn their trade from tutors or family members.
Rangers
Hunters of beasts and men find easy work in Sethra. In the
west, the deadly monsters and savage humanoids of the Brazen Peaks
place skilled rangers in high demand, and some travel from village to village
selling their abilities and the fabulous pelts of their more exotic kills. In
the east, within the city of Katapesh and its ever-changing crowds, those able
to track people and find lost souls command high prices, freeing kidnapped
slaves, hunting thieves, and dealing with creatures like undead and vermin that
infest populous communities. There are also those distrustful of Sethra’s more
exotic visitors, remembering tales of fiery wars and fiendish incursions; such
hunters stand ready to defend their country from outsiders and elementals.
Rogues
Those with deft tongues, light fingers, and quick feet find
endless opportunities in the cities of Sethra and beyond. Whether as solo
pickpockets and confidence men or among organized guilds of thieves, the
criminals of the city of Katapesh
are legion, and in some markets—like the Nightstalls—there’s little difference
between the merchants and the crooks. Yet not all sharp-witted Katapeshi are
criminals. Wealthy newcomers to the city pay high prices for the talents of guides
who know the local ins and outs, and even lifelong residents hire personal
buyers and bargainers who know where to procure anything. Outside the city,
skilled spies and scouts keep tabs on dangerous savages and search for new
opportunities in the metal-rich mountains and plains fertile enough to raise
pesh or other valuable crops.
Sorcerers
Although rare, genies and their power over the elements feature
prominently in the legends and folklore of Sethra. Thus, it is no surprise that
many sorcerers claim to have genie blood. Where in many countries such
assertions would sound like foolish boasting, in Sethra there’s a chance it’s
true. While sorcerers might be found throughout the country, native sorcerers
usually rise from the west, typically among rural communities and nomads—many
of whom claim to be ancestors of great heroes from magical lands. Traders from
far and wide bring their own arcane heritages to the cities, from fiend-blooded
tieflings to the naga-kin of Vudra and the sea-speakers of the distant south.
Sorcery is pervasive in Sethra, but never common.
Wizards
The magic of Sethra borrows much from the arcane traditions
of its neighbors. Mystical scholars delve deep into the cultic lore of ancient Celestial empire , attempting to tap into secrets lost to
the deserts long ago. The arcane societies of the south influence the studies
of native wizards, with bombastic Elsmore transmuters and stoic Ditian
necromancers trading their secrets for veiled arcana. Sethra -born wizards have
their own traditions, with control over weather, taming of the elements, and
creation of supplies especially vaunted. The greatest Sethra wizards are the
genie-binders—summoners possessing their nation’s talent for haggling—who
ensnare powerful genies and can remake the world through the wishes of their
elemental slaves.
Reinos de Arcadia: Los clanes de Asgard
By : LeonDelgadoEl Reino de Asgard esta dividido en 16 territorios, de los cuales 15 de ellos están controlados por los 10 clanes sobrevivientes de los 13 clanes fundados por las Valkirias tras derrotar a Fenris. Cada clan tiene una filosofía que le diferencia en adición de un beneficio y defecto que marca un individuo del clan.
Un
jugador nacido en Asgard debe de elegir un clan al que su personaje pertenece
(sin importar la raza). El jugado puede elegir si adquiere o no los beneficios
que el clan le otorga (si acepta el beneficio debe de aceptar obligatoriamente
el defecto). Sin embargo algunos miembros del clan no son tan marcados por las
tradiciones, por lo que aceptar el beneficio y defecto no es obligatorio.
A continuación
puedes ver los clanes, con una pequeña información del clan y su Jarl actual
(en el año 11245 DC).

El Reino de Asgard esta dividido en 16 territorios, de los cuales 15 de ellos están controlados por los 10 clanes sobrevivientes de los 13 clanes fundados por las Valkirias tras derrotar a Fenris. Cada clan tiene una filosofía que le diferencia en adición de un beneficio y defecto que marca un individuo del clan.
Un jugador nacido en Asgard debe de elegir un clan al
que su personaje pertenece (sin importar la raza). El jugado puede elegir si
adquiere o no los beneficios que el clan le otorga (si acepta el beneficio debe
de aceptar obligatoriamente el defecto). Sin embargo algunos miembros del clan
no son tan marcados por las tradiciones, por lo que aceptar el beneficio y
defecto no es obligatorio.
A continuación puedes ver los clanes, con una pequeña
información del clan y su Jarl actual (en el año 11245 Después del Caos, o como
dicen en Asgard, Después del Racknarock).
-------------------------------------------------------------
La informacion de Cada clan se ve en el siguiente
formato
Jarl : Este es el supremo líder
del clan, titulo similar a un Rey.
Clan Aliado: El clan en el que confían
mas.
Clan enemistado: El clan con quien
poseen una larga enemistad, una historia llena de conflictos y traiciones.
Clase favorecida
por tu clan: Tu
clan puede otorgarte una clase favorecida adicional a la de tu raza. Recuerda
que la primera vez que tomes un nivel en cualquiera de tus clases favorecidas,
esta se convierte en tu única clase favorecida.
Algunos clanes pueden dar acceso a nuevas clases, que
no están en el manual básico de Arcadia.
Clase de
Prestigio del Clan: Algunas clases de prestigio son exclusivas de estos clanes, para
acceder a ellas debes de ser miembro del clan o al menos tener su favor (una
alta reputación).
Territorios: Las tierras que el clan
gobierna.
Beneficios: Tu clan te dará un
entrenamiento que concede benéficos como bonificadores a habilidades o talentos
únicos.
Desventajas: Cada clan tiene una falla, ya
sea orgullo o crueldad, y lastimosamente vivir tanto con estas personas te ha
otorgado esta característica, la cual entorpecerá tu vida en algún momento.
-------------------------------------------------------------
Oso
Jarl : Halfdan
Clan Aliado: Linnorn
Clan enemistado: Mamut
Clase favorecida
por tu clan: Druida
Clase de
Prestigio del Clan: Bearseker (clase de prestigi, Deities & Demigods), Demon
Slayer (Knigth of the Calice- Complete Warrior).
Territorios: los bosques de Hor (en disputa
con el clan Mammut), las tierras de Haf y las llanuras de Skiringssal.
Los Oso es uno de los clanes mas afines a la
naturaleza. Este poderoso clan es uno de los más antiguos de Asgard. Los
miembros del clan Oso tienden a ser violentos y toscos, sin embargo son famosos
por su lealtad y valor. Los osos tienen una misión jurada: proteger Asgard de
los Demonios de Arkan. Ellos creen que el deber esta por encima de la vida
misma y siempre están listos para la batalla.
Beneficios: Elije entre Religión,
Detectar intenciones o Sanar, tienes +1 a esa habilidad y hace parte de
tus Habilidades de Clase. Adicionalmente ganas la proeza Agarre mejorado.
Desventajas: Los miembros del clan
oso son celebres por su crueldad y brutalidad en la batalla, cuando están a 30
pies de un enemigo que este muriendo o indefenso, siente el impulso de asegurar
su muerte. Tienes una penalización de -2 a tus ataques contra enemigos si un
adversario esta a 30 pies de ti y esta muriendo o indefenso.
Crines Doradas
Jarl : Romaro, el Bendito.
Clan Aliado: Trueno
Clan enemistado: Cuervo.
Clase favorecida
por tu clan: Paladín.
Clase de
Prestigio del Clan: Hoegyr (Cavalier – Complete Warrior)
Territorios: Llanuras de Ran y
bosques de Tiu
Amos de los caballos, los crines doradas son los
mejores jinetes de Asgard. Hábiles con la espada y el arco, los maestros de las
llanuras de Nabila son capaces de viajar grandes distancias a lomos de sus
monturas. El clan es famoso por su guardia montada, los Hoegyr.
Beneficios: Cabalgar hace parte de
tus habilidades de Clase y tienes +1 a esta habilidad. Adicionalmente
tienes +1 cualquier maniobra de combate o ataque que realices mientras estés en
el lomo de un caballo.
Desventajas: Los Crines doradas tienden
a ser distraídos, tienes -1 a Percepción y Buscar.
Los crines doradas son orgullosos, cuando alguien te
amenaza, acusa o desafía tienes -2 a diplomacia y detectar
intenciones que involucren a esa persona hasta que ella si disculpe.
Lobo
Jarl: Whalen, la mano negra.
Clan Aliado: Mamut y Tigre invernal.
Clan enemistado: Colmillo de Hierro.
Clase favorecida
por tu clan: Explorador
Clase de
Prestigio del Clan: Veirdriblak (Dark hunter -Complete Warrior), Freiveir
(Darkwood Stalker- Complete Warrior/ Change Orc nemesis with Werewolf)
Territorios: Valle Got y las
llanuras de Birka.
Los miembros del clan lobo son un clan misterioso y
preclusivo. Los miembros de este clan son sigilosos y acostumbran a cubrir sus
rostros con una mascara de plata la cual han forjado por ellos mismos (parte de
su ritual de adultos).
Acostumbran a patrullar las llanuras frías del valle
del hielo eterno, donde han logrado domesticar a los lobos terribles del valle
y los usan como monturas para mantener la vigilia eterna en el martillo de
Dagda, una reliquia de tiempos antiguos.
Beneficios: Tienes a los Hamhleypa
(Hombres lobo) como enemigo predilecto (Ver habilidad de Ranger), Si
tomas niveles en una clase que te otorgue enemigo predilecto (hombre lobo) el
bonus se incremente en +1. Adicionalmente tienes +1 a cabalgar y Tratar
con animales siempre que sea con un lobo terrible.
Desventajas: Un Lobo de plata jamás
debe de revelar su rostro, si una persona ve su rostro este debe de matar a esa
persona, casarse con ella, cometer suicidio o abandonar el clan.
Tigre invernal (Winter Tiger)
Jarl: Faas, la garra de
hielo.
Clan Aliado: Lobo.
Clan enemistado: Linnorn.
Clase favorecida
por tu clan: Guerreros
Psionicos, Psion.
Clase de
Prestigio del Clan: Elocater.
Territorios: El valle de Upplat
Los Tigres invernales son respetados y temidos en todo
Asgard. Bendecidos con extraños poderes y magias que muy pocos comprenden. Por
lo general son recibidos con recelo por los demás clanes, los miembros del clan
poseen una gran gracia, son calmados y calculadores.
Beneficios: Elije entre Psionics,
Concentración o Acrobacias, tienes +1 a esa habilidad y hace parte de tus
Habilidades de Clase. Adicionalmente si eres un humano nacido dentro de este
clan tienes +1 PP.
Desventajas: Los Tigre invernal nunca
logran confiar plenamente en la gente de otros clanes, - 1 a la
defensa cuando combates a 5 ft de un aliado que no sea de tu clan.
Cuervos negros
Jarl: Kadem, el señor de los
susurros.
Clan Aliado: Oso.
Clan enemistado: Crines Doradas
Clase favorecida
por tu clan: Pícaro.
Clase de
Prestigio del Clan: Mordvig (Asesino), Dralokai (Arcane Trickster), Andlifol (Master
of Masks- Complete Scoundrel).
Territorios: Las tierras de Jem
Los miembros del Clan cuervo son los manipuladores de
Asgard, maestros de los secretos y las mentiras. Todo miembro del clan se
arrancan el ojo izquierdo en una ceremonia ritual, lo cual en lugar de ser una
desventaja les da extrañas habilidades sobrenaturales. Maestros del sigilo y
los venenos, los cuervo son temidos y respetados en Asgard.
Beneficios: Ganas Blindsight (25-ft
radius). Adicionalmente elije entre engañar y sigilo, tienes +1 en esa
habilidad y hace parte de tus Habilidades de Clase.
Desventajas: Nadie confía plenamente
en los cuervos, y es mutuo. Cuando combates adyacente con un aliado (sea de tu
clan o no) o recibes la acción "ayudar a otro" tu y dichos aliados
tienen -1 a la Defensa.
Mamut
Jarl: Maiara, la que todo lo
ve.
Clan Aliado: Lobo
Clan enemistado: Oso
Clase favorecida
por tu clan: Barbaro.
Clase de
Prestigio del Clan: Brumridary (Mammut raider – Pathfinder: paths of Prestige)
Territorios: Las llanuras heladas de
Nid, la tundra de Har y luchan constantemente con el clan oso por los bosques
de Hor.
Resistentes y furiosos, los miembros del clan mamut
tienden a formar tribus nómadas que viajan por las estepas heladas del norte de
Asgard. Especializados en enfrentar criaturas colosales estos poderosos
guerreros son respetados por los Asgardianos. Son los defensores del norte y
luchan constantemente contra los caminantes sombríos.
Beneficios: Elije entre
Supervivencia o Cabalgar, tienes +1 a ese skill y hace parte de tus
Habilidades de Clase. Adicionalmente tienes +1 a la fortaleza para
resistir cualquier ataque de frió o para chequeos de exposición al frió.
Desventajas: Los miembros del Clan
Mamut no son buenos negociadores, tienes -1 a Diplomacia.
Linnorn
Jarl: Tane, el iluminado.
Clan Aliado: ojos de fuego
Clan enemistado: Tigre Invernal
Clase favorecida
por tu clan: Psion,
Magos y Señores de los Nombres (Truenamer).
Clase de
Prestigio del Clan: Bregomal (Time Mage), Bregorond (Arcane Shield).
Territorios del
clan: Los
bosques de Lapland
Los miembros del Clan Linnorn tienden a ser
carismáticos y lideres natos. Poseedores de una gran sabiduría este clan es uno
de los pocos que tiene un gran número de magos y escribas. Los miembros de este
clan tienden a ser preclusivos, devotos a explorar los secretos del mundo.
Tienden a guardar su nombre verdadero en acertijos y solo miembros revelan su
verdadero nombre a otro miembro del clan.
Beneficios: Como un Linnorn sabes
inspirar lo mejor de los demás. Como una acción Standard puedes decir palabras
de coraje que dan +1 bonus de Moral a un aliado a 30 pies de ti que pueda verte
y escucharte. Este aliado puede usar el +1 en cualquier cheque de su elección
antes del comienzo de tu próximo turno. No puedes darte este bonus a ti mismo o
a un aliado que lo haya recibido en las ultimas 24 horas.
Desventajas: Los Linnorn son
testarudos. Siempre que seas testigo de una acción o escuches un argumento que
contradiga tu alineamiento, debes de intentar de corregir o detener dicha
acción o argumento. Si no lo haces o fallas en el intento (a discreción del
GM), quedas estremecido (Shaken) por una hora.
Ojos de fuego
Jarl: Obasi, la espada de
fuego.
Clan Aliado: Linnorn
Clan enemistado: Trueno.
Clase favorecida
por tu clan: Portadores
(Wilder) y Hechiceros.
Clase de
Prestigio del Clan: Bregova (Arcane Sword).
Territorios del
clan: Los
bosques y valles de Kvenland
Los ojos de fuego poseen una característica poco común
en los humanos: sus ojos brillan en la oscuridad. Este es un clan donde es
común la magia. Cuando un ojo de fuego tiene talentos mágicos (o psionicos) y
los usa sus ojos despiden una luz similar al fuego.
Todos los miembros del clan que son aceptados reciben
la bendición del Jarl, la cual les permite beber de una urna mágica la cual es
custodiada por la hermandad de las hijas de Bada Yaga. Quien bebe de esta
sangre se convierte en parte del clan, sin embargo si una persona bebe sin la
bendición del Jarl muere de forma horrible (como narra la saga de Omora).
Beneficios: Como un Ojos de fuego
sabes leer a los demás y manipular con las palabras. Elije entre Detectar
intenciones, Engañar o Diplomacia, tienes +1 a esa habilidad y hace parte
de tus Habilidades de Clase. Adicionalmente tu nivel de lanzador de conjuros o
manifestador se incrementa en +1 (humanos femeninos nacidos en el clan suman +2
en vez de +1).
Desventajas: Siempre que lances un
conjuro o manifiestes un poder tus ojos lanzan luz como si llamas emergieran de
ellos, la gente tiende a asustarse contigo. Tienes -1 a diplomacia
cuando tratas con personas que no lancen conjuros o manifiesten poderes.
Trueno
Jarl: Pascoe, la roca.
Clan Aliado: Crines Doradas,
Valkyrias
Clan enemistado: ojos de Fuego.
Clase favorecida
por tu clan: Brumdiforull
(Mecanico), solo miembros de este clan o aliados cercanos pueden tomar esta
clase.
Clase de
Prestigio del Clan: Bregobrundi (Arcane Mechanic).
Territorios del
Clan: el
valle de Bjarmaland
El clan trueno es uno de los clanes mas pequeños de
Asgard, sin embargo este clan tiene la ventaja y desventaja que esta en la boca
del Hellheim. Gracias a esto el clan comercia mucho con Enanos, los cuales les
han enseñado a algunos miembros del clan los secretos del polvo arcano y la
mecánica.
Los miembros del clan tienden a ser alegres y
extrovertidos, les gusta comerciar y viajar por barco a otros pueblos para
cambiar artesanías y productos.
Beneficios: Como un miembro del
clan trueno sabes ser carismático. Ganas +1 cuando usas la habilidad engañar o
diplomacia en un personaje que es (o podría estar) sexualmente atraído por ti,
y la dificultad de cualquier conjuro que dependa del lenguaje que lances en un
personaje que cumpla este criterio aumenta en +1.
Desventajas: como muchos otros
miembros de tu clan, tiendes a ser ingenuo. Tienes -2 a la defensa
durante un turno sorpresa, contra armas improvisadas y -1 contra maniobras de
combate.
Colmillos de hierro
Jarl : Svard ofir “el
inquebrantable”
Clan Aliado: Ojos de Fuego, Linnorn.
Clan enemistado: Lobo
Clase favorecida
por tu clan: Draeriss
(Cavalier-Pathfinder advance players guide)
Clase de
Prestigio del Clan: Drengriss (Knigth Protector).
Territorios del
clan: los
bosques de Oerne
Los colmillo de hierro poseen una fuerza de voluntad
inquebrantable, conocidos por ser capaces de domar los feroces jabalíes
terribles del bosque Perennes son bien conocidos por todo Asgard por su
conexión con los dioses y sus habilidades con el hacha de batalla.
Beneficios: Como muchos de los
colmillos de hierro eres duro de matar. Siempre te estabilizas de forma automática
cuando tus puntos de vida están por debajo de 0, adicionalmente tienes +1 a cabalgar
y Tratar con animales siempre que sea con un Jabalí terrible
Desventajas: La maldición de la
codicia esta presente en el clan. Tienes -2 de penalización en voluntad contra
efectos de encantamiento y compulsión si la criatura que crea el efecto promete
poder y riquezas. También tienes -1 en Diplomacia y detectar intenciones cuando
te prometen lo mismo.
Enanos
Jarl : Alfohaer manopiedra
Clan Aliado: Todos.
Clan
enemistado: -
Territorios del
clan: Fortalezas
en el Hellhaim.
Los Clanes enanos forman un gran grupo que los
habitantes de Asgard llaman los Clanes Enanos. Estos clanes son reconocidos
como miembros de los Clanes aunque existen de forma independiente en las
enormes cavernas que existen bajo Asgard, llamadas colectivamente como el
Hellhaim.
El Hellhaim es un lugar hostil, lleno de criaturas que
aborrecen la luz del día, sin embargo los Enanos han logrado crear fortalezas subterráneas
en estas cavernas donde explotan vastas minas de gemas y otros metales que
luego comercian con los Clanes de la superficie.
En Asgard es común encontrar clanes de Asgrim y Daegars
que existen en estas fortalezas subterráneas, mientras que los Trias forman
pequeñas fortalezas o pueblos en las superficie sirviendo de punto de comercio
entre los clanes enanos y los demás clanes de Asgard. Por lo general se
encuentra una ciudad Enana o fortaleza en cada uno de los territorios de los
Clanes asgardianos, siendo este lugar un punto de comercio y refugio en caso de
adversidad.
Beneficios: -
Desventajas:-
Elfos Invernales
Jarl : Anarzee Urileth
Clan Aliado: Todos.
Clan
enemistado: -
Territorios del
clan: Las
tundras heladas del norte de Asgard.
Los Clanes Elficos forman un gran grupo que los
habitantes de Asgard llaman los elfos invernales. Portadores todos de Anillos rúnicos
especialmente marcados al igual que un tatuaje en su hombro derecho de la runa
de Variel (la líder elficá que guió la rebelión contra el imperio de Tassilion)
estos elfos son considerados miembros de los clanes y aceptados por todos en
Asgard.
Los Elfos invernales están compuestos principalmente
de Elfos Derkan, Silmar, en raras ocasiones Avalar y elfos Silvary. Sus
comunidades están escondidas con poderosos conjuros de ilusión en las inhóspitas
tundras del norte, donde ningún miembro del clan ha regresado desde la caída de
Tassilion.
Beneficios: -
Desventajas:-
Valkirias
Jarl : Alais la valiente.
Clan Aliado: Todos.
Clan
enemistado: -
Territorios del
clan: La
fortaleza de Helvorn
Las valkirias forman un clan especial dentro de la
sociedad Asgardiana. Los miembros de este clan estan compuestos de valientes doncellas
guerreras de toda raza y origen, la mayoria han crecido dentro de la fortaleza
de Helvorn donde han sido instruidas en diferentes caminos y habilidades que
les permitiera convertirse en Valkiries, las legendarias guardianes de Asgard.
Una Valkiria es un miembro de la Orden de
las Valkirias que ha completado su entrenamiento. Como una Valkiria y
miembro completa de la Orden, estas reciben usualmente tareas o misiones
del Consejo de las Valkirias o de la Jarl del Clan, esforzándose para encontrar
la paz y el mantenimiento de los clanes de Asgard.
Beneficios: -
Desventajas:-