Latest Posts | Greternesh: Key Lore for Quest-Setting CC
oman1666 Jun '15
Welcome to the Greternesh forum! Below you will find all the information you need to make a character, the key lore you may need to know and the rules for playing the game.
Character Creation
If you have a character from any other Greternesh campaign (apart from 'The Heist') you may play as that character with all their xp and other items, you will however be required to change one of your traits to the relevant racial traits below. When creating a character DO NOT join the game until you have spoken to the GM and outlined your character. There is a lot of lore to the world of Greternesh that your character must be compatible with. Because of this lore, it may not be possible for you to create the character you'd like to play, but by communicating your intent clearly to the GM they will be able to help you create a very similar character. There is no definitive source for this lore, so just talk to the GM, they are their to help you! Please also be aware of the fabletop rules (See the how to play guide here: fabletop.com/help/introduction ) As we will be sticking to these rules in game with one or two minor changes. As per normal fabletop, base stats add up to 7 and power and life adds up to 8. You begin with two traits – A racial trait and a custom trait (you cannot use the built in fabletop traits) and may add a flaw trait if you wish to. All characters must have the following three things in their notes, please see the guide below or talk to the GM about them. Race: Culture: Alignment:
===Playable Races===
General note: Half races are acceptable, but only if they are two sub-races of the same race. E.g. you can be a half breed of two different types of human or Green-Skin but cannot be half Nordreen and Half Orc. Talk to the GM if you make one of these for information on your racial trait(s). The following four races are HUMANS. Humanity are a species created by the goddess of life, Levia'an. They are the most commonly seen race in Greternesh. The Men of Nordruth (The Nordreen) Appearance: Essentially Caucasian humans. Light of skin, commonly with blond or brown hair and green, blue or brown eyes. Reference Image: i25.photobucket.com/albums/c63/saxviknorm/svni33.j... History: The Men of Nordruth originate from the northern, icy continent of Halla where they were ruled over by the Pyrotaur Nordruth and the other dragons. Several thousand years ago, an amulet containing the sentience of Shadious (the god of shadow) found its way to Halla, and the Nordreen were tempted to and given the opportunity to slay Nordruth. They did so, and fled south to the content of Birdmeet on ships with dragons pursuing them. Later, Shinious and a group of Elves found out about Shadious' dark influence and led a crusade against him. The then leader of the Nordreen and owner of the amulet (the Last Lord of Landing) was slain in a battle at the Greatmarsh. Dragons from the south took the amulet away from human hands (for a few centuries) and Shinious led the Nordreen to a hill on which he allowed them to build a new settlement. This was the origin of Crow City, and the Empire of Crowdor (now called the DCC). Trait: Nordreen: 1 - Speech bonus, begin with two custom traits. The Men of Sondrun (The Sondrek) Appearance: Essentially Negroid humans, racially similar to earthlings from Egypt or the Middle-East. They are dark of skin, with black, white-blond or rosewood coloured hair and typically have grey or brown eyes. Reference Image: upload.wikimedia.org/wikipedia/commons/3/3c/Gleyre... History: The Men of Sondrun are native to the southern desert most commonly referred to as 'Dragoncroft'. The full extent of this desert has not been measured or mapped, but is believed to be at least twice the size of Birdmeet, with the human dwellings in the northern most sections. They lived in this environment under Draconic rule for millennia until the Dragon Wars began. As the Nordreen settled to the north, tensions grew between the the Pyrotaur Sondrun and the Nordreen. The former saw the possibility of being slain the latter the possibility of being enslaved again. Eventually war broke out for several hundred years between the two sides, as Sondrun armed the Sondrek to help in the fight. Eventually the Nordreen won. As the Sondrek had no history of governing themselves, the Nordreen quickly put themselves in command of Dragoncroft, and it became a colony of their empire, with the people highly taxed to help pay for the war damages. This arrangement was not one the Sondrek were in favour of, and there is a history of rebellion against the Nordreen. Trait: Sondrek: 1 - Heat resistance, begin with two custom traits. The Men of Herrox (The Herrox) Appearance: Very similar to the Men of Nordruth, but significantly taller (usually between six and seven foot), more muscular and more hairy. They usually have black, brown or red hair and green or brown eyes. Reference Image: cdn.obsidianportal.com/assets/225758/barbarian_wit... History: The Men of Herrox trace their origin back to Herrox, the god of war, and a human female whose name is forgotten to history (commonly refereed to as 'The Mother'). The Mother was stolen by demons from Halla and taken to The Rift where Herrox slew her captors. As a god often associated with lust, Herrox laid with The Mother, and she gave birth to twins – a male and a female, who some say are the ancestors of all the Men of Herrox. Others say that Herrox had multiple human partners, each of which found the same forest and added to the gene pool. Either way, it is not doubted that the blood of god runs in this strong, brutish people. Trait: Herrox: 1 - Strength, intimidation, resist fear. The Men of Purity (The Druids) Appearance: Practically identical to the Men of Nordruth, but for dietary reasons they are often shorter and thinner. They also live longer and reproduce less, leading to a population with a higher average age. They typically have blue, green, brown, white or gold coloured eyes and white, silver or brown hair. Reference Image: fc00.deviantart.net/fs71/f/2014/077/9/a/elder_drui... History: When the Men of Nordruth were given lands by Shinious, a select few rejected the offer, and begged instead to follow and serve Shinious. Eventually this entourage found its way to Hope, and settled down their to help and heal the Ents, Centaurs, Fauns and animals that are their family. They have led a sheltered existence of peace and love, but are very in touch with nature. At the end of the Second Vorlidian War, Shinious asked Hope to open its borders and now many of the Men of Purity walk amongst their Nordreen cousins again. Trait: Druid: 1 - Plant and animal related knowledge, healing. * The following ten races are GREEN-SKINS. Green-Skins were once Elves, but were transformed into the ugly creatures they today by Vorlord (The Shadow Lord). When Vorlord was defeated in the First Vorlidian War, the Green-Skins were forced to scatter as mankind began to hunt and slay them. They soon formed smaller groups and sub-races. Green-Skins live much shorter lives than humans (with 2 being fully mature and 30 being considered 'old age'). Green-Skins are also androgynous (they have only one gender, and breed amongst that gender) Orc Appearance: Green-Skinned and ugly, greasy black hair and red eyes. Athletic build. Reference Image: th03.deviantart.net/fs70/PRE/f/2013/107/a/5/orc_kn... History: At the end of the First Vorlidian war, when Vorlord disappeared and the Greenskins forced to scatter, some stayed in Vorlidia, honed their military skills, fought to keep humans out their lands, and loyally awaited for the return of their master. This was a path appealing to the loyal, determined and skilled combatants amongst the Greenskins, and these traits quickly bred in the sub-race. Naturally, they were the first to return to Vorlord's side during the Second Vorlidian War, and many still view the Crowdorians as the enemy! Trait: Orc: 1 - Melee combat, discipline, organisation, tactics. Goblin Appearance: Similar to an Orc, but smaller and scrawnier. Reference Image: 3.bp.blogspot.com/-nMb6s9nKjz8/Uz1E3po2v3I/AAAAACL... History: At the end of the First Vorlidian war, when Vorlord disappeared and the Greenskins forced to scatter, several thousand Greenskins were taken captive by Crowdor or surrendered. Mostly, they were put to work in the mines of the empire, where they would be out of public sight. They became a slave race, and were selectively bred to be smaller, more timid and afraid of humanity and often fire or sunlight so that they would be able to navigate smaller mine-shafts and not want to leave to go to the surface. During the second Vorlidian war, many were freed, and others stayed captive. Some are still slaves or servants to this day, a minority object to this, whilst the majority have been bred to accept rule and submission. Trait: Goblin: 1 – Small, nimble Ogre Appearance: Much larger than an Orc (around eight feet tall) and flabby. Reference Image: tai-segel.com/wp-content/uploads/Ogre.jpg History: When the Green-Skins scattered, some fled West to the Ash Wastes, a cold, desolate landscape. Only the toughest warriors survived that first year to establish a new society. Only those who could find enough to eat, and insulate themselves properly, survived the colds of winter. They settled in small tribes and camps in the ash, and raided the other Ash-Hamlets for food. The environment has made the Ogres tough. They are brutishly strong and unforgiving in combat though, typically, they are not the most intelligent breed. Trait: Ogre: 1 - Large in size, strength, intimidation, stamina Troll Appearance: Similar to an ogre, but often hairier with skin that is a paler shade of green. Reference Image: digital-art-gallery.com/oid/6/r169_457x256_2410_Ca... History: When the Green-Skins scattered, some fled west, all the way to the Arm of Ri. They settled in the mountains, where people would be less likely to hunt them, there they found the Yeti, a similarly large race, though more simple and peaceful, whom they chose to live amongst. The Yeti taught the Trolls how to survive the mountain climate, and the Trolls taught the Yeti the art of war. The two races are still on good terms. Troll: 1 - Large in size, strength, intimidation, cold resistance, mountain climbing Shaman Appearance: a slimmer build that most Green-Skins, often robed. Reference Image: fc05.deviantart.net/fs71/i/2012/146/1/9/orc_shaman... History: Vorlord himself learnt the dark arts in a secret location in the Greatmarsh. When fleeing Green-Skins found this place, the secret location also revealed itself. Here they found the lost tools of the mages who trained their lord (and were destroyed by him) and the magical artefacts they'd left behind. They took up the tradition anew, living in the swamp, and became the Shamans. The Shamans know a lot about the plants and animals of their swamps and how to heal, and also practise the magics of shadow and death. The Shamans are a magical order with many traditions, including a naming tradition. Every Shaman drops the last syllable or two syllables of their name when they begin their magical training, and the rest of the name is followed by 'Lyte' (for Acolyte) 'Vice' (for Novice) 'Earl', 'Lord' (the rank Vorlord rose to), 'Elder' or 'Master' ( of which there is only one at a time). Player characters should usually be of the first three ranks. Trait: Shaman: 1 - Plant knowledge, swamp knowledge, herbal healing, black magic Gremlin Appearance: Shorter and lankier than an orc – built for speed, not strength! Reference Image: forums.wesnoth.org/download/file.php?id=38995 History: When the Green-Skins scattered, many chose to hide in plain site, in the woods and abandoned settlements of Crowdor. Some were little more than common criminals, others saw the war as on-going and did all they could to disrupt trading routes and kidnap nobles. 'Gremlin' became the general term for a Green-Skinned thief, as these bands were seen as more of a mischievous nuisance than an actual threat. This was a misjudgement. During the Second Vorlidian War, they played a vital roll, causing chaos and manipulating down-trodden groups into action against the king! Trait: Gremlin: 1 - Speed, mobility, stealth, social manipulation Wanderer Appearance: Much darker (but still green) skin, rarely seen from under their cloaks Reference Image: s-media-cache-ak0.pinimg.com/236x/51/7f/3a/517f3ad... History: The desert dress of the most southern parts of Dragoncroft covers the entire body to shield it from the sun... and makes for an excellent disguise. The Sondrek are more sympathetic to the Green-Skins than the Nordreen as well, so many Green-Skins chose simply to wander the deserts, often living and working in disguise amongst its people. They quickly learnt the secrets of the desert, how to disguise oneself, and how to flee when necessary! Trait: Wanderer: 1 - Heat resistance, stealth, disguise skills, desert knowledge Savage Appearance: Large and muscular Green-Skins, often with beards, loose, wild hair, tattoos and piercings. Reference Image: s-media-cache-ak0.pinimg.com/736x/eb/0b/7c/eb0b7ce... History: When the Green-Skins scattered, some headed to the forest of Darkwood as this was a place where the Crowdorians seldom went. To begin with, the Men of Herrox were reluctant to accept these new comers, but soon grew to respect their skill in battle. This respect turned to admiration and acceptance as the Green-Skins used their natural bond with wolves to tame the giant Great Wolves of Darkwood. The Herrox's most fearsome predator soon became their mounts. Trait: Savage: 1 - Melee combat, bravery, interaction with wolves. Greenbeard Appearance: Very similar to Orcs, usually dressed in pirate clothing. Often missing a limb or an eye, renown for having the yellowed skin, missing teeth and sunken eyes of scurvy (though this is not technically a biological trait) Reference Image: img12.deviantart.net/e276/i/2014/036/c/2/pirate_or... History: When the Green-Skins scattered, a few were able to scramble aboard Vorlidian naval vessels and escape the sea. Many ships were lost to the enemy, but those who broke through the Crowdorian Fleet found themselves relatively safe at sea. These crews soon found their way to Redrum, and began lives of piracy and smuggling. It was soon discovered that scurvy is not as likely to kill or incapacitate a Green-Skin; they can continue working even with the disease, this has made them a very efficient people to crew your ships with. Some ships have only Greenbeards aboard, whilst other ships are ran by humans and employ Greenbeards in their crew. Greenbeards are named for a single Green-Skin, who managed to navigate the largest of the fleeing ships through the enemy blockades. Upon reaching Redrum, he did not speak a word of common tongue to express what his name was, so the sailors and pirates of the isle took to calling him 'Greenbeard' due to his skin colour, scraggly beard with chunks of mouldy food in it and in parody of famous Greterneshian pirate Captain Barnabas 'Red Beard' Crum. Trait: Greenbeard: 1 - Sailing skills, knowledge of seas and ports, disease resistance. White-Skin Appearance: varies greatly. Alike any of the previously mentioned races of Green-Skin, but with skin that is a brilliant pure white, glowing with holy lights. Reference Image: s-media-cache-ak0.pinimg.com/236x/f9/a7/75/f9a775d... History: After the Second Vorlidian War, Shinious (the god of purity) himself did what he could to reverse the corruption that had changed elves into Green-Skins. By laying his godly hands onto the Green-Skins, he was able to somewhat reverse the effect, turning the skin from green to a pure white, and filling their blood with holy magics. They are still far from the perfect race the Elves were, but Shinious sees it as a start. Many Green-Skins agreed to allow Shinious to convert them, but most others, who either worshipped gods opposed to Shinious or were scared of the 1 in 12 fatality rate of the conversion did not. By laying their hands onto a wound, low level purity magics pass from the White-Skin to the injury, healing it slightly. Trait: Whiteskin: 1 - Healing, dark magic resistance, Shinian magic, low light vision. * The following four races are unique, they have no sub-races and their own differing pasts. Dwarf Appearance: A short (average height 4”8'), bearded race, with more muscles than humans (in proportion to their size), their life expectancy is slightly longer than a human (living to about 120). Dwarf women have facial hair to a lesser extent, like that of a human teenager, some choose to shave it off, others don't. Reference Image: orig10.deviantart.net/a8c2/f/2010/068/4/c/amfisben... History: Whilst Dragons were employed to keep humanity in check, Dwarves were physically separated from the Elves. It was decreed by Greter in the Edicts of the Lesser, that the Dwarves were free to do as they wished, but must only live underground. This was seen to by Ri, the god of Earth, who would always keep stone above them. The Dwarves therefore named themselves 'the People under Ri'. This got confused in later years, and was taken as religious instead of literal. Later Dwarves discovered this lost title, and began a new surge of worship for the God Ri, who they believed protected them with stone ceilings and had blessed them with all the treasured under the world! From the underground, the Dwarves were able to accomplish great feats of mining, smithing and even engineering and chemistry! When their race was first created, they lived off cave-dwelling creatures and fungi, but not eat entirely traded food bought to them by humans from the other side of the Arm of Ri. They have formed a mighty, singular nation that strongly believes in brotherhood and protecting each other, it is known as The Empire Under Ri, and boasts a population of four billion (larger than all the races of humanity combined.) the Empire has a complicated system of choosing a leader, where one must be related to one of the twelve ancient families (who are incredibly wealthy) but also be chosen in a sort of voting system where everyone gets a say, but the wealthy families and priests of Ri get more votes each than the common dwarf. At the end of the Second Vorlidian War, a new leader was selected in this manner (as there is an election every 30 years, or upon the death of the old leader) and the new Emperor declared that Dwarves would break the Edicts of the lesser, and go onto the surface to trade and interact with humans as, after all, humanity had broken their edicts thousands of years ago. Trait: Dwarf: 1 - Stamina, knowledge of and influence in the underground Dwarves settlements, dark vision Golem Appearance: Varies greatly. Any being made of stone, metal or clay that is vaguely humanoid shaped is called a 'Golem'. Some are very crudely made, whilst others made of elaborately carved precious metals. Reference Image: 3.bp.blogspot.com/-JYSnF9F8c10/Tchy7bQTt2I/AAAAAZg... History: The making of Golems is an ancient Dwarven secret, that involves the magics of both Ri and Levia'an to shape rocks and bring them to life. Some Golems are made to be tough but expendable warriors, others as house servants that don't need quarters or breaks and others for the mining of hazardous areas where a Dwarf cannot go (such as a room filled with poisonous gas). Some Golems are happy to work, whilst others are 'rogue' and rebellious, Weather Golems are a true life form or race is a matter of much debate amongst Dwarven philosophers. Trait: Golem: 1 - Strength, endurance, stamina, resistant to all status effects. Centaur Appearance: Horse from the waist down, beautiful and elf-like from the waist up. Their skin is always white, the hair on their head is always the same colour as the hair on their horse-body. Reference Image: fc09.deviantart.net/fs21/i/2007/277/e/c/Centaur_by... History: One of the earlier intelligent races created by Levia'an under Greter's instructions. In the early days of the world, trees were made for Elves to enjoy, and Ents made to look after the trees, but after The First War, Ents were left in a vulnerable position. Centaurs were created to guard the Ents and their forests, and do so to this day, even if the forests where Ents still dwell are few and far between. They are a stubborn and righteous race, just to a fault and very skilled archers. They were the first race to learn the secrets of fortune telling, and can look at the stars to see the future. Trait: Centaur: 1 - Sprinting, skill at archery, knowledge of the stars, half horse. Faun Appearance: Goat from the waist down, beautiful and elf like from the waist up. Their skin is always white and the hair on their head always the same colour as the hair on their goat body Reference Image: vignette2.wikia.nocookie.net/fantasyraces/images/c... History: The Fauns were created at around the same time as the Centaurs, but instead of being the guardians of the trees, they are their companions and healers. They use their goat-like agility to scale trees and apply necessary healing ointments, and also fill the forests with their music, which is of great relief to both Ents and trees and helps protect them and nurture their growth. Trait: Faun: 1 - Mobility, climbing, musical ability, half goat. Please log in to add a comment. |