We will begin play in the great bastion city of the South, Silverhold. Located within the safety of the Divine Pillar of Order, Silverhold is predominantly a human metropolis. The city is built surrounding the Divine Pillar and is structured with defensive walls in concentric rings with the most wealthy and influential at the center and the poorest further from the center. The walls get stronger, sturdier, and more expensive the further in you get. The outer most wall is essentially a tall wall of wood, while the inner most is nearly 10 yards thick and almost entirely comprised of interlocking stone, a true marvel of engineering. Because the area is so far south the surrounding area is a taiga forest.
The Divine Pillar of Order houses the Halls of Order, the dungeon of Satkuthan, that goddess of Civilization, Order, Law, and Trade.
We will begin play as the stars of our generation.
A newly assembled group of adventurers with bright futures, hand picked by the recruiters of the Alethian Pride Guild to be the next face of Alethian Pride.
Your characters can be from any of the primary races, plucked out of your home cities as hot shot adventurers and brought together to form a party by the will of the guild who pays the expense of having you brought from all corners of the world.
The coat of arms for Alethian Pride
Duty of an Adventurer -20 points
(Adventurer, 15 or less; Extremely Hazardous)
Adventurers are considered always on duty and are expected to spend as much time as they’re able seeing to the business of monster extermination, and dungeon explorations. They may also be called upon to aid with dire threats whenever they emerge.
Status of an Adventurer 0 points
Become an Adventurer 5 points
You are an Adventurer, a group that most of society holds in high regard. Anyone that knows and cares that you are an Adventurer receives a +1 on all reaction rolls when dealing with you.
To be an advantage, this must be obvious to anyone who meets you. You are treated well because of what you are, not because of who you are. Think of it as “privilege by association.”
Respected: You receive polite and obsequious deference, much as if you had high Status, regardless of your actual Status. Social interactions other than combat usually go smoothly for you – but there may be times when the kow-towing gets in the way.
A giant multinational organization. 30 points
The Adventurers guild is a multinational organization that serves adventurers in a number of ways:
They function as a source of information for monster and adventurer related topics
They aid adventurers to connect with local buyers and sellers of services and gear
They help regulate prices of certain objects and consumables
They can help adventurers find training and mentors
They can advise adventurers on local customs, politics, and laws
They can offer information about local geography and sites of interest
They function as legal representation for adventurers
They post and manage job procurement, validation, and payment
However they are also the regulatory force that is responsible for policing adventurers and holding them to account.
Frequency of Appearance
The Adventurers guild mostly allows their members to operate on an ‘at will’ basis. As a result they rarely give directions to their members, however when there’s an emergency and they need people, saying no isn’t really an option.
Special Enhancements
Special Abilities: The guild doesn’t supply their members with much by way of equipment, however they do a lot of work in aiding adventurers connect with local buyers and sellers of services and gear, even going so far as to create auctions and members only markets.
Powers of an Adventurer 5 points
As an adventurer you may be called upon to act as law enforcement in less metropolis areas that lack formal policing, city guards, or the like. Or in situations that require the specialized assistance adventurers can offer to an especially difficult or dangerous situation.
When you are called upon to assist local law enforcement, you may act as a form of law enforcement with the accompanying powers and restrictions.
You have jurisdiction in areas under the purview of the adventurers guild within the scope of adventurer contracts, the ability to arrest suspected criminals, and the power to perform searches with appropriate cause.
Your individual ability to take these actions is given a certain degree of freedom so long as your judgement isn’t called into question for misusing it.
Adventurer’s Immunity 5 points
You are exempt from some or all of the laws of the societies you find yourself in.
Instead you are classified as an adventurer and any legal issues, should they arise, are directed through the guild.
However, as an adventurer you are required to follow the strictures of the adventurers guild and while many of the laws are different or supersede those of individual cities, regions, or kingdoms, they are also strict and breaking them can hold very serious consequences.
Guild Members Code of Honor -5
Members of the Alethian Pride Guild are expected to behave in certain ways while in public so as to maintain the image the Guild strives to maintain. They're not super strict with this and only really care if something a guild member does becomes public knowledge.
Duty of a Guild Member -15 points
(Guild Member, 9 or less; Extremely Hazardous, Involuntary)
Membership in the guild comes with the occasional ask from those who provide for you. On occasion the guild will request you take on specific quests, join with other groups to achieve more challenging goals, and other tasks. This isn't super common, mostly they want you to be a visible exemplary adventurers and to give the guild a good name. However when a request is made it is expected that it will be accepted, refused requests come with various forms of punishment.
Alethian Pride hates Outworlders. -5 points
One of the core principles of the Alethian Pride Guild is that Adventurers from their world are capable of taking care of their own problems, they view those brought into the world to solve it's problems as interlopers and a waste of resources and time. They are biased against them and work to oppose them whenever the opportunity arises.
While your character may not care either way, but the rest of the membership and especially the leadership really do. So unless you plan to push against this you have to at least pretend to be Intolerant in the presence of anyone from the guild.
A giant multinational organization. 15 points
The Alethian Pride guild is a multinational organization that serves their members in a number of ways:
They function as a source of information for monster and adventurer related topics
They aid their membership with by providing deals with local buyers and sellers of services and gear
They can help adventurers find training and mentors
They can advise adventurers on local customs, politics, and laws
They can offer information about local geography and sites of interest
They function as legal representation for adventurers
They post and manage job procurement, validation, and payment
Frequency of Appearance
The Alethian Pride guild mostly allows their members to operate on an ‘at will’ basis. As a result they rarely give directions to their members, however when the guild leadership makes a decision those involved often find they lose some of their autonomy.
With what the guild provides and pays you are considered wealthy. 20 points.
Wealthy: Your starting wealth is five times average; you live very well indeed.
Most native Alethian races are born with the magical potency of an Iron rank creature. During puberty (at whatever age is appropriate for their race) they advance to Bronze rank. Very few ever make the jump to Silver rank. Those that do are primarily adventureres of the highest caliber and royalty who use the wealth and resources of their lands to fund the ritual. Navives that reach gold rank fall into the realm of myth and legend.
All characters begin play at bronze rank which costs a total of 46 pts. and comes with the following advantages:
Rank Damage Potency: 12 pts.
At Bronze Rank you add +2 to any damage roll you make against any target for any reason.
This Damage Bonus is applied during normal damage calculations before any DR applies to the attack.
Rank Damage Tolerance: 12 pts.
At Bronze Rank your Damage Resilience is 4.
Damage Resilience is applied at the end of normal damage calculations reducing damage after all other additions, subtractions, multiplications, and divisions. Damage Resilience cannot reduce damage that penetrates your Damage Reduction (Your normal armour) to 0 or prevent follow-up damage or effects like poison (though it will reduce the damage the poison deals)
Hard to Kill: 4pts.
At Bronze Rank you have 2 levels of Hard to Kill
Hard to Kill give characters a bonus to Health rolls made to remain alive while at negative HP
Acute Senses 8 pts.
All your senses gain a bonus equal to 1/2 your Rank Modifier
At Bronze Rank this advantage gives characters a +1 bonus on all sense rolls.
Regeneration (Slow): 10 pts.
Recover 1 Hp every 12 hours
Increased Stat Advancement Maximums:
HP +50%, Basic Speed +3.0, MP +50%, FP +50%
* Note that this is slightly different from the standard rank advancement bonuses applied to Essence users.
In addition to these benefits many Native Alethian's receIve Additional Advantages during puberty from the following list:
Catfall - 10 pts
Combat Reflexes - 15 pts
Daredevil - 15 pts
Fit - 5 pts
High Pain Threshold - 10 pts
Perfect Balance - 15 pts
Sensitive Touch - 10 pts
Voice - 10 pts
Some of these may be purchased outside of rank up's with enough training; such as catfall, fit, and combat reflexes.
When a creature or character reaches a certain level of magical potency they may perform a ritual to advance from Bronze rank to Silver rank, but the ritual is expensive, requiring a considerable expenditure of material resources and a high cost in Advancement Points.
The transformation ritual used to reach Silver Rank Costs 150 pts. in addition to any extra points spent on Additional Advantages and the buying off of any Disadvantages the character may wish to purchase.
Upon reaching Silver Rank apply the following changes to your character:
Silver Rank Stat Bonus:
+2 ST, +1 DX, +1 IQ, +2 HT
Rank Damage Potency:
At Silver Rank you add +4 to any physical or magical attacks you make against any target.
Rank Damage Tolerance:
At Silver Rank your Injury Tolerance is 8.
Hard to Kill:
At Silver Rank you have 4 levels of Hard to Kill
Acute Senses:
At Silver Rank your Rank bonus to All Senses becomes +2
Regeneration (Regular):
Recover 1 Hp every hour
Extend Lifespan:
400% lifespan (Applied to your remaining lifespan at the time the rank up ritual is performed)
Language Talent
Injury Tolerance:
No Vitals
Metabolism Control:
No more toilets
Increased Stat Advancement Maximums:
HP +70%, Basic Speed +4.0, MP +70%, FP +70%
Danger Sense - 15 pts
Discriminatory Hearing - 15 pts
Discriminatory Smell - 15 pts
Discriminatory Taste - 10 pts
Doesn’t Breath - 20 pts
Double-Jointed - 10 pts (Requires Flexibility)
Eidetic Memory - 5 pts
Flexibility - 5 pts
Pressure Support 1 - 5 pts
Recovery - 10 pts
Unfazeable - 15 pts
Very Fit - 10 pts (Requires Fit)