Falchion

Kin Table

Kin refers to the species of humanoid that the drifter belongs to.

Draw 2 cards and compare each to the table below, then decide between the two in order to determine the drifter's kin:

KIN TABLE
Card Kin
2-7 Human
8-9 Elph
10-Jack Dvorf
Queen-Ace Other - Draw Again & See Below

If a Jack, Queen, King, or Ace were drawn and you drew another card, compare that card tot he following table:

CARD KIN
2-4 Drekling
5-6 Folkalba
7-8 Khe-Rhack
9-Jack Nyxren
Queen-King Velmirian Ritter
Ace Choose Any Kin

Descriptions of each kin are listed below.

Kin Descriptions

Human

HD: d8
Size: Medium
Stats: -1 to 4 Stats of choice, +2 to 1 other Stat
Kin Ability - Versatile: Use any stat of choice when making a check.

Elph

HD: d8
Size: Medium
Stats: -2 to WIT & SPR, +2 to STA
Kin Ability - Wanderer: Pass any check concerning travel or navigation.

Drekling

Dreklings are small in stature, standing between 3' and 4' tall. They appear like a hybrid gecko/lizard humanoid, with leather skin and thin, sinewy frames built for agility and speed, and large, colorful eyes that rarely blink. Their scales can range in color form deep green and umber, to ochre and slate. These allow them to blend in to their surroundings in their natural habitats and lairs. Their tails are long and narrow, allowing them the ability to counterbalance when needed.

Often found in bayous and marshes, Drekling settlements can also be found in nearly all other climates and biomes as well. Rarely are they large settlements, as they prefer to live in smaller communities with a more rural way of life. This tends to give most the impression that Drekling might be simpler or less educated, however, that couldn't be further from the truth.

Drekling society revolves around oaths, honor, and chivalry. Once an oath is sworn, it can never be broken and must be seen through to the end. Those that do break an oath are subject to dire consequences up to an including banishment. Most Drekling, with the weight of their dishonor heavy upon their hearts, will opt for voluntary self-exile, while others may be sentenced to some form of blood payment or sacrifice.

Society dictates that all Drekling have mercy for the weak, stand up and defy tyranny in any form, and demands unwavering loyalty to one's own kin. Many travel The Known World of Goan as wandering ritters or sworn protectors, standing up to the most fearsome of challenges even in the face of insurmountable odds. Besides this, Drekling are also known as poets, philosophers, and keepers of ancient tales. To a Drekling, a well told story spoken by the light of lightning bugs is as important as might as a well sharpened blade, as what would a warrior be without a legend?

HD: d6
Size: Small
Stats: -2 to AGI & SPR, +2 to MGT
Leathery Skin: d2 Natural Armor
Kin Ability - Nimble: Completely avoid an incoming attack.

Dvorf

Dvorfs are stout humanoids that on average stand around 4' tall. Their skin is rough and pitted, resembling stone or rough leather, and come in shades of light gray to near black. Their eyes glitter like rare gemstones above a bulbous or sometimes long, pointed noise, with short ears that taper.

Dvorfs are often more preoccupied with the work that they are currently engaged in, or the work that they soon will be engaged in, rather than what is currently happening around them. Due to this, they can come across as gruff or unfriendly, however that couldn't be farther form the truth. If a Dvorf considers another a friend, then that bond is as thick and hearty as a mountain.

These sturdy humanoids are known for their amazing craftmanship in stone, metal, and aethteka. It is not uncommon for someone to seek out a Dvarvic stronghold when enquiring about some ancient piece of technology. Many times, even if they do not know precisely how it works or what its original purpose was intended to be, Dvorf tinkerers can get the device functioning again.

Dvorfs tell tales of how eons ago, there were powerful dvorvic kingdoms spread all across The Known World of Goan, but due to some ancient cataclysm, the source of which has been lost to memory, all that remains of these great civilizations are ruins and machinations that few, if any, know how to fully utilize.

HD: d8
Size: Medium
Stats: -2 to MGT & STA, +2 to EMP Kin Ability - Expert Craftsmen: Gain advantage on any check when crafting an item or repairing Aethteka.

Folkalba

The Folkalba are a warrior people who, legend has it, descended from a race of giants eons ago. They hail from the far northern territories, across the massive iron bridge that spans the northern straight that connects the inner and outer seas. Around 4'-6' taller than an average human, Folkalba are known by their distinct ashy skin, regardless of their skin tone. Their hair color typically comes in the same range as humans, but their eyes are an unnatural piercing hue, no matter what their color.

From almost the moment a Folkalban child is born they are trained in the art of combat. At an early age they are taught how to track, hunt, and use weaponry. Every day there are lessons to be learned on how best to survive and how best to fell your foe. Once a year in the fall, before the harsh winter of the north, a seven day war is had, called the Thaegorikos. Each clan of Folkalba mark themselves in ritual war paint to symbolize their clan's ancestry.

The clan war lasts for exactly 7 days, no more and no less. Villages are spared, as well as any non-combatants. At the end of 7 days, the clan that has managed to subdue the others is declared victor, and is allowed to rule over all other clans for the next year.

All the clans gather at an ancient, massive open air temple, said to have been built by their giant ancestors, to crown the victorious clan's leader the Vaelthrane. Young Folkalba that fought in their first Thaegorikos are branded with their clan's crest, signifying their rise to adulthood. The ruling clan also brand themselves as leaders for the next year. A 7 day long feast is had, full of drink and merriment, where stories and songs are song of battles and wars fought and won of long ago.

Some common names to refer to the Folkalba across Kaletaria are "Northkin", "Shieldbrothers/Swordsisters", and as an insult (though Folkalba may take it as a compliment) "Warspawn".

HD: d8
Size: Medium
Stats: -2 to MGT & SPR, +2 to EMP
Kin Ability - Bred for War: Gain advantage on an attack, block, or dodge check.

Khe-Rhack

The Khe-Rhack are a species of massive bison humanoids with large heads covered in curly hair in which two horns are prominently displayed. They are a nomadic people, known for their kindness to strangers. It is said that if you make a friend of a Khe-Rhack, you have made a friend for life. Common names for them in Trade Speak are "Plainsfolk", "Steppe-Treaders", or the more derogatory "Shagbacks".

Their capital, Uldzahara is a large tower citadel surrounded by tents and other light fortifications in the Plains of Nar-Shaddah in the central Kaletarian region. When hunting grows scarce and crops no longer grow well in the surrounding soil, the High Khesh, leader of the Khe-Rhack, declares the "Zur-Khal", the Great Exodus.

The fortress citadel, Gorr-Ulun (Great Iron Beast) is actually built atop colossal aeth-teka machine of ancient and unknown origins. It is capable of rising and moving on titanic wheels and steel-plated arachnid-like legs. There are entire rooms within the citadel that house ancient machinations that the Khe-Rhack have no understanding of. Their legend states that their home was gifted to them eons ago, but the original owner of the citadel is disputed.

There is a religious sect within the capital known as Rhujin-Khesh or "Treadwalkers". They refer to Gorr-Ulun as "Khal-Rujin", the "God-Treader". Their believe is that the citadel is actually a massive god of iron, steam, and gears, and that they can hear it "whisper" to them. These whispers help the high priests guide the city to where the next great migration will head, which is the only reason why the High Khesh has tolerated them.

The outer city is packed up and hauled behind the citadel in a massive caravan by huge beasts of burden called Huargorrs. These hairy beasts that cross the plains on 6 legs with the horn of a rhino and the trunk of a mammoth are the Khe-Rhackian mount of choice due to their size and strength.

HD: d10
Size: Large
Stats: -2 to MGT & STA, +2 to AGI
Bison Horns: 1 x 1d4 Pierce, charge 15' or more for double damage
Kin Ability - Determined: Rre-roll any failed check.

Nyxren

Nyxren are a short kin of humanoids that stand around 3' tall. Their bodies and hands look similar to those of a racoon, with a tufted tail and legs resembling a jumping field mouse. Their faces are very feline in nature, with two large oversized ears that twitch at the slightest sound, and large, ever alert, eyes that dilate at the slightest shift in light, letting them see in the darkness.

Nyxren find their niche in two ways: trading merchandise and procuring said merchandise in sometimes underhanded ways. They are lithe and quick, with their dexterous hands able, making them wonderful burglars and spies. However, they also have a knack for reading others, making them a true friend when in need.

One ancient tradition that is still held among many Nyxren, is that of the "Hazy Wake". It is no surprise to anyone that the narcotic of choice amongst the Nyxren is "Nepetamint", also known as "The Nip", "Granny Dust", "Snout Sniffens'", "Nose Weed", and "Mourner's Fortune", amongst others. For Nyxren, this narcotic increases their senses, allowing them to stay alert. However, too much can lead to a state full of ecstasy and paranoia, possibly leaving the imbiber in a coma until the effects wear off.

The Hazy Wake involves a soon to be deceased Nyxren. In their final moments, they hide a precious item of theirs, or possibly lock it in the safe. As soon as they pass away, the mourners begin to imbibe in copious amounts of Nepetamint, sending them in the throws of trace-like state. During this state, it is said the the recently deceased can commune with them, letting one of them know where their precious item is located. If found, that Nyxren then becomes the official Heir to their fortune. Not all is good and well though, as there have been cases where Nyxren have been found literally scared to death during the wake. Legend has it that this is when the recently deceased can enact their final revenge upon those that wronged them in life.

HD: d6
Size: Small
Stats: -2 to AGI & EMP, +2 to STA
Claws: 2 x 1d4 Slash
Alert: 1-in-6 chance of surprise due to their acute sense of hearing.
Kin Ability - Nocturnal: When attempting a check to hide or move silently in dim or complete darkness, automatically succeed, even if the die has already been cast.

Velmirian Ritter

Velmirian Ritters, known within The Thirteenfold Covenant by their official title, "Excrath Velmira" are living suits of armor wrapped around skeletons of ironwood and flesh of leather with glowing eyes and raspy, hollow voices. They are the militant rank and file of The Covenent, though some do achieve higher ranks guarding priests, searching out relics, and weeding out heresy.

They are created through mysterious rituals secret to all but the Ecclesia. There are those who say that the souls of the damned drawn forth and bound to the armor, broken down, and made to serve the church for all of eternity. Some Velmirian Ritters have been known go into a seizure, screaming about places, people, and memories that they could know possiblely know. Due to this, some will suddenly go rogue, disappearing into the frontier. The Covenant will hunt these wayward sentinals down until they are dead or long gone.

The common folk of Kaletaria live uneasy when a Velmirian Ritter comes around. Common terms for them are "The Empty Men", "Holy Husks", "Ritter-Haints", and "Sainted Sentinels".

HD: d8
Size: Medium
Stats: -2 to STA & 1 other stat of choice, +2 to SPR
Armored Body: Draw 1 card, comparing it to the following table to determine what armor makes up the Valmirian Ritter's outer shell:

CARD ARMOR DAMAGE REDUCTION
2-3 Supple Leather & Polished Mask None
4-8 Leather w/ Chain & Polished Mask d2
9-Queen Chain & Breastplate w/ Helmet & Aventail d4
King-Ace Full Plate & Helmet d6

Kin Ability - Unstoppable: When KO’ed, get back up, recovering d6 HP. This does not affect critical injuries.