The Followers of The Church of Golthon believe in lending aid to all who need it. Whether that is a desire to aid community or only aid themselves, the game encourages you to create any dogma that fits your needs for your character. Surrounded by countless satellite settlements that consider themselves part of the greater whole, Telver’s Hearth has many of the trappings of business and industry, along with a hall for every Guild and room for festivals.Ī characters Dogma is their motivation. Telver’s Hearth is situated deeper down where lava bubbles in pools and hot springs well. Built into soft earth and woven roots, the settlement turns away from traditional power structures and relies on the inhabitants working together when rodents of unusual size break through the soft earthen walls. Mud town is a place where the aesthetic suits the name. Ancestral Chlzyl, whatever their current genetic disposition, can be identified by the large, round pale eyes of cave creatures. They value temperance and moderation to survive the times of scarcity. Once mostly human, their population has diversified following the Great Descent. These provide a place to call home with all the connections that go along with communal life and influence your starting skills.Īn Indigenous population, widespread throughout the World Below, Chlzyl hold peace and cooperation in high regard. Your next choice is your Community/Settlement. Makiru are rat humanoids who rally around their children, both of lineage and any they adopt along the way, putting the success of the next generation before all else. Humans are creative and resourceful, eager to help those in danger, and more likely to live the nomadic lifestyle than others. Hobgobs are recently self-emancipated and fond of trinkets and tricks. Of those available in the ashcan edition, there are:Įntissa are cold blooded, egg laying humanoids that value stability and static, safe settlements, and seek to make firm friends of others. Your Ancestry is your cultural background born of either genetics or adoption into a found family. There are four categories that make up your Dawn: Ancestry, Settlement, Dogma, and Guild. Your Dawn is not just a single selection, you have more than a single thread to weave your backstory. Your Calling what you do and what you hope to do. Your Dialetic what you are and how you see the world, and how it sees you. You’ll begin with three paths that have led your character to the beginning of their journey through the Below. And the deeper they went, the more awful and more awesome the riches they found became. The deeper they went, the richer the environment became with Kaos, an aether like source of wonder and sustenance closely and jealously guarded by those who wield it. Following a flight from the surface to the dark places beneath the earth, waves of refugees found that not only were humanoids already living there, but the places that offered relative sanctuary were thriving settlements, sprawling civilisations, and rich trade routes.
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