The Dark Ages of Camelot
Of the Isles and It's people
Below is the Description of the People of Britannia, varied as they may be.
(*Note to the Special Abilities. These are on top of the Racial Abilties Granted to the Races.)
A varied people of seasons, colours, elements. The Fae are many and hide as spirits of the woodland realms, and seas. They are ancient and old, forever bounded to the land and sky. They wander the forests and unite together only in the greatest needs or on special festivals.
Seelie Court Immunity to the Effects of Old age, and No Spell or effect may age you.
Blessed Realm Having been from the Blessed realm of Annwn, you feel a call to forever return to it. This realm is a realm without suffering, deep into the west. None know who come from or go to how they actually get there, but this otherworldly place grants great boons to it’s inheritances. You may cheat death once, in order to restore the use of this ability you must return to Annwn, a perilous journey to which few fae return from.
The Unseelie Rebellion The Unseelie Court has long caused war with the Fae. As a result, you are less likely to be tricked by them. You are gifted to reroll any will save to see through an illusion.
The Folk beneath the mountain are mighty indeed. Isolated, these ancient folk are known by many for their skilled craft and filling brews but not for being seen. A single dwarven blade is worth a kings fortune, and yet the dwarves refuse to trade their sacred crafts as they find it to be sacrilege. The Mighty folk under the mountain though do wander out eventually, beyond their halls of stone. When they do, it’s usually a grim task and the dwarves tend not to enjoy it.
Cleric (Save for Dwarf-Specific)
Paladin (Save for Stonelord)
Many Pillared Halls of Stone The Dwarves are renown for their Metalcraft yet no humans have seen the ancient glorious halls of the Dwarven Ancestors. These Halls and Ramparts have withstood all, even dragons fire as if the dwarves are infused with their magic to the things they touch and craft. As a result, whatever a dwarf touches, becomes as hard as adamantine, and their weapons never break in Battle.
Great Mystery Not even I know the origins of the dwarves, nor do the gods have any gods. Where did these dwarves come from, and what is their purpose? Their mysteries and stature are foreign, and they seem to have an aura about them that drives anything to fear. +3 Intimidation and Intimidation is always a Class Skill for Dwarves.
Dwarves of the Iron Mountain Dwarven Steel is said to be unbreakable, and once the Emperor Hadrian tried besieging the Dwarven Citidel under the Iron Mountains to claim it. He failed miserably as nothing the Romans tried could break the gate. The Emperor soon found out, once the dwarves sallied out, what sort of creatures they were, as Roman Steel broke against dwarven helm, and the thick skin of their bodies seemed to be made of the very metal of their Axes. This confers a +1 AC Bonus.
What we call as Briton are the tribe of Conquered peoples who lived under roman rule, worked under the Romans, and later threw off their rule and arose under the banner of King Utter Pendragon, and later his son, King Arthur. Raised under the Cross, and later, an adapter of many blends of religions, King Arthur took his people and founded Camelot, the Middle Realm of Justice and Virtue. To Uphold his law, which he calls the Laws of Mercy, he created the Knights of the Realm and Made it known that all men, under his law and the law of Britannia, are equal and therefore must strive together. Having fought off the saxon invasion and united the realm King Arthur died by a kinslaying from his son, mordred. The Britons now are a lost people, shattered as camelot burns, by dark forces. His soldiers turned to banditry and nothing remains of the glorious realm of the Silver Banners. The Round table broken and the grail smashed nothing remains of the dream of Arthur but ash and smote.
Dreams of Silver and of Equality (+3 Diplomacy with All humans save for Saxons and Jutes.) Knowledge (History) Is always a Class Skill and you gain 2 ranks in it.
Arthurian Legends Immune to Non-magical fear effects, as the stories of Arthur and his realm give you hope, even in the most desperate of times.
Drank from the Grail The Grail, a Psudomythological artifact was not tied to the Cross, in fact it is an ancient artefact predating the Roman Empire. Said to remove disease and grievous wounds, the Holy Grail was used in many rituals, including your Blessing. This confers a great destiny to you. As a result, you may reroll any Fortitude save that you failed that would result in your death.
Those Romans who survived the Fall remember only sadness. Still together in the Ancient Forts and Walls of the Roman Ruins, the followers of Aquila and the Ancient Emperors, the Dreams of Law and the Flight of Eagle still remain. Though Few remain uncorrupted by the Bleeding Gods influence, those far-flung fortresses, ill-prepared and ill-reinforced during the fall were spared from the corruption of Rome. They are now grimmed face and taught the ancient ways of warfare from their parents.
Aquila The Eagle was the Sign of the Romans, often sent by Jupiter as Omens to good fortunes. Now that Rome has fallen, the Aquila flies no longer. The Ancient dream of Rome however, keeps the eagle strong in their hearts. Once Per Day, and praying in the morning to Jove, you can call upon the Aquila to Grant you Power in Battle for 1 minute. This confers a +2 Strength, +2 Dex bonus as well as gives you a +1 Insight bonus to AC for every other roman around you.
Pax Romana The Dream that Rome will one day expand across the Realm and resettle Britannia and take back Rome from the Barbarians which now inhabit it is strong within you. If you have not fought for a day, you gain +2 to Diplomacy and Sense motive checks, if you have fought in combat for the next 24 hours, you gain +1 to Intimidate and +1 Survival.
Laws of Rome Memorizing Rhetoric and learning the history of rome as a young child, you always had sense of knowledge about you. Knowledge (History) is always a class skill and the Latin Language is automatically gained.
Falkyrite (SPECIAL RACE)
There are those which dwell in the North said to be gods amongst men. Tall, proud and stern, these creatures venerate the Old ways of the Norse. Wodan, and Thorr they call the gods Odin and Thor. They Strive into battle, covered in the Fur of the white wolf, and axes made of Ice. They are powerful beings, mighty and ancient. Whisperers to the wind and Ritual bearers who summoned the moon. They are the haunt of children and wild stories are told of their Shaman witches.
Snow Raider Those of the North that call themselves Falkyrite are powerful men of the snow, In blizzards and other harsh weather, they can seem invisible. This confers to them a +3 bonus to Stealth and Hiding and they get no restriction to perception checks.
Icy Touch Their flesh as cold as ice. Their attacks are always considered lethal and if striking unarmed, they do an additional 1d6 per level cold damage.
Hellrime Once per day, a Falkyrite can fully heal in combat by breaking their flesh apart and releasing their icy spirit to exposed air. This however, is a double-edge blade, as soon as combat ends and their heart-rate goes down… (Meaning, when they are out of danger, or it looks safe and they can start looting/whatever..) They receive the damage they took back. This can bring them to negative HP, but it does not kill them and they automatically stabilize. They however, can be coup d’graced or easily killed by dealing some damage to them.
Chaotic Neutral/True Neutral
Monstrous Humanoid –
Medium Size Creature, Though large frame. Can wield Large Weapons and requires Large Armors.
Darkvision 60 ft.
Weakness To Fire
+1 Natural AC
When Fallen to 0 HP or Less HP, they can continue to fight, though they must roll to stabilize. (Same as Ferocity)
Sunlight Weakness – For every hour exposed to sunlight, they take 1 Constitution Damage. This damage heals entirely the minute the sun goes down.
Humans had not originally sailed to the Homeland of the Unseelie courts due to the dangers imposed by the Sidhe Fey there… but those whom sympathized with winter, and who were hardy enough to survive the lands made a name for themselves on the Emerald Isle. The rolling gentle hills and the dark woods provided an excellent land for the Hiberians to live, and when the Unseelie granted these people their lands, they bonded with winter. For better or for worse, the humans who live on this island are now slave-soldiers to the Unseelie, and fight in their wars, and strive to raise their own prestige in the court of winter.
The Friends of the Unseelie The friends of the court of winter have learned tricks from the fae and hunt like predators in the dark of the forest. They gain +2 to Stealth and Hiding and this is always a class skill.
Forever, once upon a time… Stories and Folklore recorded here have given these people moral and practical guidance. +2 to Survival and Knowledge (Nature) Is always a class skill.
Unseen by the Seelie Acting as Spies and Traitors to mankind, these men don’t have any problem with betraying a fellow man, or dealing in the dark. This has caused them a very efficient with the underhandedness of their tasks. When attacking an enemy of the Unseelie or furthering the goal of the Unseelie, Sneak attack damage increases +1D6.
The Highlands of Lothian are a wild place, harsh and cold. Rain falls continuously and soaks rock and plows great rivers from the high to the lowlands. This is a terrible realm, a realm of the Picts in the Roman Era. As the Romans drove the Humans and other creatures north, other creatures drove the picts south. Now this realm has no humans. It is a dark place, filled with trolls, ogres and dragons. Those who dwell here are rangers and druids. People who live off the woods and failure means death.
Trollkin It is said that the trolls mated with the Picts in ancient rituals, producing the Loth-Lothians. If it is true, none really know. Once per day, for 1 minute a Loth-Lothian can regenerate all wounds, even a lost limb, at the rate of 3 HP / Round. (Regeneration 3) This ability can be used even if their head is removed, though the head will have to be reattached to the body via a comrade, as the body cannot move. This regeneration stops in fire or acid.
Knowledge of the Land The Loth-Lothian can live on the land… and Knowledge (Nature) Is always a class skill. In addition, when moving through woods, they gain +5 to Stealth and Hiding, but in the city they get -2 to Stealth and Hiding due to their odd demeanor which brings attention to themselves.
Hunger of the Wilds Loth-Lothian can eat anything, it’s true… Eating Tree limbs, sticks, leaves, and twigs as well as corpses too rotted for anyone else to enjoy, the Loth-Lothian can survive, though it’s not very filling. They can stave off death though the body will get weaker without a real meal. Every day after the first week without food, surviving off this diet, they lose 1 strength, and 1 constitution. They continue to lose this until they eat a filling meal.
Elves of the Ivory Tower, Guardians of Magic. The Elves of the Ivory tower are secluded, yet well learned. Within their massive tower, they observe the world and recall all they see and all they learn in the great library within the tower. The isle of avalon, located between Hibernia and Britannia is a fortified fortress, with a tall spire in the middle. Here the elves study in the quiet. Pleasure gardens and fountains mark the landscape. It is paradise here, and it is said that standing in the middle of the garden is the closest any man will get to Heaven.
Since the Elves of the Tower are trained into two classes, they have 4 abilities. One for Magically inclined, one for those trained in the art of defenses.
The Ivory Tower Knowledge held within the Ivory tower is vast, and as a result, the elves within start with 2 additional languages, and Knowledge (History) is always a class skill.
The Guardians of The Spire (Choose 1) The ability to use Dexterity with both Damage and Attack with the Elven Curved Blade.
Masters of Magic (Choose 1) Elves from the Tower gain 1 additional spell slot at every spell level they achieve.
Crafts of the Eldar Having seen the greatest constructions in the world, the Elves of the Ivory tower are skilled at constructing new glorious things. Whenever an Elf Crafts, it takes them 3/4th the Material (25% Less Gold) to create an item.
The Invaders from across the coast. These people are germanic, from the black forests and beyond. Fierce and powerful, these behemoths dominate a fight, however their unruly nature and individualistic fighting style had them fail against the roman discipline, they are unmatched in single combat. The Saxons lost to the knights of the Round table on the recent battles outside Camelot. With the Death of King Arthur, the Saxons are back, raping and pillaging. However, not all are evil or turned to dark deeds, as some with good intention have arrived and founded cities, to both escape the Fall of Rome and the Rise of the Bleeding God, and to protect the Britons. This may prove to be the British downfall, but none yet know.
Sons of Odin Due to blessings of odin and your fate as a (PC) Destined Person. Odin has special interest in you. His watchful gaze is upon you and his ravens never seem to be far away. +2 to Intimidate and Intimidate is always a class skill. If a Barbarian, 1 extra rage use a day.
Warrior or Animal If brought to negative HP, and killed… They can expend their life to become like an Animal… Turning permanently into an animal at full health. Nothing but a limited wish or true resurrection can restore the original form however. The Animal is roughly the same level, and strength as the Saxon who died. This new form is intelligent, however, and is willing to aid the allies in combat.
Power of the Gods that will overcome the odds When sacrificing a creature and reading their entrails, the character can ask the gods 1 Question on a holy day.
The Sea Reavers of Jutland are a Mighty People of the oceans. Venerating Aegir the god of the Sea and Thor, the peoples god of thunder, the vikings raid in their name. punishing, raping and pillaging the sign of the cross and cleansing the land of those they consider weak, they sail up and down the coast, looking for challenge. The Kingdom of Jutland are assailed by the agents of the Blood God, and though the Sea Reavers are strong, they seem to be taking more and more to the sea. Some living on the isles of Orkney
Oceanic Pride The Pride of the Ocean is deep within the blue eyes of the Jutes. The Sea Reavers of the North. This causes them to resist charms outright, and they get +2 to sense motive checks to determine manipulation.
The Gangs all here Once a month, when near an ocean, upon wings of a raven you can send word for assistance. From the mist arise a Viking ship that carries 1d20 vikings who are 2-3 Levels weaker then you… These vikings are willing to trade goods on their ship, or assist in raiding, or provide transportation, for a cost.
Vikingur When wielding an One-Handed Axe and have a shield in hand, you gain +1 attack bonus.
The Welsh live in the forest and the hills in two cities of Dyfed and Pentdragon. The Cities, standing for all time, against the Romans, and those who invaded before. Specializing in Hit-and-Run tactics, the Welsh Rangers are renowned Worldwide for their skill with the bow, and the dedication to their lands. Arthur used the Castle at Pent as a Fortress in his later life, and when the last battle for Camelot raged those Britons who were too old and weak to participate fled to the castle on the hills, and watched in horror as the light burned red on the horizon.
The Woodland call is Strong The Welsh Rangers are renown and many special armours are developed for the forest., when wearing medium or light armour, incur no dex penalties. While in the Forest, you leave no tracks.
The Power of The Dragon When wielding a Long Bow you apply your dex bonus to both Damage and Attack. Rangers do not gain two weapon fighting.
Surrounded by the Forest leaves, there is no right or wrong. The Power of the forest reinvigorates you. You do not get tired when fighting in the forest, and fatigue does not wear down on you. If attacking anyone in the woods, wild animals will not attack you.
The realm of Mercia is a fairly recent creation. As camelot burned not all the Knights were slain. Those who still held hope for the land and it’s people gathered what they could and headed North. After securing a camp, they founded the realm of Mercia on the ruins of Camelots northern boundaries. It is here where the ideas of virtue are preserved, and the dreams of many are saved. The realm is not stable however, besieged on all side by the wicked, and plagued by primitive infrastructure and undeveloped farmlands, the new realm is vulnerable. The Horseback Knights of the Realm are the only things keeping them from being extinguished entirely.
Equestrian When on horseback or when assaulting an “Evil Character” (Bandits, Highwaymen, Brigands, Trolls, Ogres, Ect.) You gain +1 to attack, and damage. This ability is lost forever, if used on the innocent willingly.
Knight of the Realm Having swore an Oath, you are a Celtic Rider, Last of the Ideas of Arthur and of Merlin. Blessed be thy cause. Having not touched the blood of the Bleeding God, or suffered from the Grails loss, you still hold the Holy Power of the Lady of the Lake Within you… A fragment of the Power of Excalibur, you can imbue your blade with Holy light once per day for one minute, causing it to burn like a white light for 30 ft. This also causes 1d6 damage to Demons, and undead. The Holy Aura goes away after the minute, but the light may remain indefinitely until submerged into water or willed away by it’s owner.
Holy Crusade “Though Spells and Incantation are against us, no evil shall stop us. Though Corruption and greed assail our people, we shall not rest until all is clean.” – The Knights Code
Once per day, you can call upon the lady of the lake to guard your spirit against a single spell like ability.
The Peoples between the Mercians and the Loth-Lothians are known as the Umbrians, a haughty, ancient folk, related to the britons, but not conquered or romanized. Refusing to give up their identity and fighting the long fight against the Romans. They have been decimated over the years, reduced continuously during the centuries and fragmented down constantly. This has produced a hardy people, independent and unwilling to give up on the ideas their fathers cling to.
The New Barbarians Barbarianism is strong within the Umbrians, and the tribes of the Older peoples. Every time you kill a person of equal strength, you gain +1 Attack bonus, and +1 AC for 24 hours.
Totems of the Spirits Calling upon your ancestors you can attack ghost, as if they were corporeal, and command lesser undead to return to peaceful death.
Cries of the Wolves Preparing for 12 hours, and preforming a ritual with a sacrifice of good measure, you may summon a pack of 6 wolves who will obey simple commands, and fight with you. Though they will be unfriendly to allies, they will not outright attack anyone unless you will it.