Clan of the mountainfolk
Some races build villages. Then they build walls around it to protect them from harm. Some races take advantage of the terrain to provide them with shelter against other races. Then there are the clansmen. The clansmen dug down, hid their cities inside a shelter of natural stone. Their cities are not limited by the city walls they build around them, and should they choose to expand, it only takes a few miners to dig new wings and branches to their mountain forts. These forts last for generations, cleverly concealed from outside threats. But some clans have dug too deep in folly, and connected to a vast network of underground tunnels, where nameless horrors lie. Now living between the hammer and the anvil, they endure hardship from every direction. They have grown distrustful of outsiders, but steadfast and loyal to their friends. They are a hardy folk, who can live their entire lives dedicated to a sole purpose.
- Race must be one of the following: Derro, Dwarf, Gnome
- Not a member of: Civilized city dwellers, Little people's league, Nomads of the wild, Slumdogs of czardom, Cult of the devourer, Hive
- It is located in the tunnels leading to Cenedoiss
Available racial abilities are:
beer goggles Cost: 1 between hammer and anvil Cost: 1 bullheaded Cost: 1 clan paragon Cost: 14 clan warmaster Cost: 1 crossbow virtuoso Cost: 1 deepcore adaptation Cost: 3 dense skin Cost: 2 earthforce Cost: 2 forgeheart Cost: 1 glory scars Cost: 2 good-brother-agreements Cost: 2 grudgebearer Cost: 2 hands that make flawless work Cost: 1 heavy metal smith Cost: 1 indomitable Cost: 2 ironsoul Cost: 1 master of arms Cost: 1 not amused by fancy trickery Cost: 1 panzerdwarf Cost: 3 power metal Cost: 2 short and stout Cost: 1 steadfast determination Cost: 1 stubborness Cost: 1 tunnel fighter Cost: 1 underground fashion - amulets Cost: 2 underground fashion - earrings Cost: 2 underground fashion - rings Cost: 2 warborn Cost: 1
Beer goggles: Cost: 1 Clan members hate a lot of races due to common history. With the power of alcohol this grudge can be extended to any living or non-living thing. Beer goggled clan members see every face around them as very punchable options regardless of race, gender, family ties or anything. They do not discriminate. Effects: While inebriated gives grudgebearer effects on all enemies not normally on the list of hated races.
Between hammer and anvil: Cost: 1 Cooperation in battle is key to survival in harsh underground condition for the clansmen. They have trained from childhood to aid each other in battle. When a clansman performs a surprise attack or flanks the enemy his fellow clan members know to immediately take advantage of this opportunity and attack, leaving the enemy between two deadly attacks. Effects: When flanking in a party and using combat maneuvers you have a chance to give your party members extra combat momentums or spell impulses.
Bullheaded: Cost: 1 Not budging an inch is not a character flaw. Unyielding will marks you as a person of great personal strength. When clansmen have contests of wills, neither back down. It is the pristine halls themselves that crumble to dust long before either one is willing to admit defeat. Sometimes pressing matters such as a war or invading ancient horrors do come up, but the contest will be continued as soon as possible after those have been resolved. Effects: Increases stun resistance and defiance.
Clan paragon: Cost: 14 It takes a long process to properly integrate the clan values into your own being. But everyone who has undergone it claims that it fills the inner void and gives meaning to their lives. This takes dedication and the right kind of mindset, but eventually you reach the proper level and embody everything that is your clan, both in body and soul! Effects: Gives extra 15 racial guild points to spend.
Clan warmaster: Cost: 1 Countless generation of battle tactics have figured out the optimal methods of bringing down ancient foes of the clan. Sometimes you are able to utilize these techniques with your maneuvers and gain superior advantage! Effects: Gives an ability to do extra physical damage on an enemy after using a combat maneuver in combat. Requires master of arms.
Crossbow virtuoso: Cost: 1 Your clan-fathers nurtured you from birth to use crossbows to defend your clan. Your whole childhood was spent mastering pinpoint accurate shots with them and you are known as a virtuoso with crossbows within your community. Effects: Gives a new critical ability for crossbows.
Deepcore adaptation: Cost: 3 Legends speak of miraculous clansmen who have run out of things to accomplish in their lives. They get overcome by wanderlust, or a rumour has it: A lust for precious metals, and vanish deep into the planet core, where soul-crushing pressure, infernal temperatures, poisonous gases and unnameable horrors await. Those who survive habitually come back every few centuries with samples of previously unknown ores, gemstones, as well as carrying large sacks made of unknown beasts' hides, laden with enough valuables to force the entire clan go 'Sagrid!' in unison, eyes wide in disbelief. Then these deepcore miners go on a self-destructive drinking binge, until they no longer own anything but whatever they happen to be wearing at the time. When they can no longer afford to drink, they go berserk and beat everyone unconscious with their bare hands, before choosing a random vector pointing somewhere below them and quickly burrow their way towards the deepcore again, their full-adamantium pick yet again atomizing both rock and lair-defending dragons alike, with no care in the world for decades to come. Young clansmen, inspired by these tales, furiously train their bodies to withstand the perils of the deepcore, so that they may eventually at the end of their lives join the legendary deepcore miners. Effects: Gives bonus fire, physical, poison and asphyxiation resistance and makes you better at seeing in darkness and worse at brightly lit areas..
Dense skin: Cost: 2 Constant toil and heavy physical labour is said to create calloused hands. Clansmen utilize their entire bodies when it comes to accomplishing feats of strength, and as such, have exposed themselves to countless bruises and cuts, which have provided them with a layer of hard skin throughout their body. Effects: Increases natural armour.
Earthforce: Cost: 2 Having lived their entire lives under a mountain, the clansmen hav e developed a special connection with the very earth itself. They hold the Earth element dear, but this special reveration does not often extend to necromantic side of the element. As such, warriors of faith among the clansmen are particularly adept at drawing power from the Earth. Effects: Gives +100 to earth bond max for Templars. Gives +10 to earth bond regen for templars. Boosts earth related spells of Earth priests.
Forgeheart: Cost: 1 The clansmen are renowned for being the best metal smiths in the entire known history. There is a great sense of purpose when it comes to molding and forging metals. A smith can spend an entire lifetime to perfect that one piece of work, and exposure to constant heats of the magma forge can infuse them with natural adaptation to great temperatures. Effects: Increases fire infusion and resistance.
Glory scars: Cost: 2 Battle wounds accumulate, personal stature grows. From skirmishes to a hero, from wars to a legend, from bloodfeuds to a myth. To recognize a great clansmen warrior, you only need to take a single look at them. You will know. A true warrior is a walking resumé, and sometimes great heroes have willingly lowered their formidable defences in battle to get wounded, so as to be recognized by their own folk as accomplished warriors, instead of having to walk in shame their entire lives due to their own superior martial ability enabling them to remain completely unscathed from all attacks. Effects: Clansman gain glory scars from taking heroic amounts of damage to hit slots. These glory scars increase your heroism and ascendancy.
Good-brother-agreements: Cost: 2 In a hostile world of strangers, you trust the few you can. Usually they are one of your kind. There is brotherhood in blood, and eventually if you backtrace the family lineage long enough, you will find a common ancestor, making you a part of the same glorious extended family. Who cares if it was as far removed as your great great great great great great great great great great great great great great great great great great great great great great great great great great great great great great great great great great great great great great great great great great great grandfather: His blood courses through you both still! Clansmen traders also have a keen eye for quality. They are able to notice flaws in perfection, and as such, negotiate better deals with shopkeepers by pointing out flaws in their wares. Sometimes this haggling technique may be perceived as subtly veiled threats and blackmail. Effects: Shopkeepers never reduce prices for you when you are selling.
Grudgebearer: Cost: 2 Clansmen keep an accurate record of all wrongdoings done to them and to their own. The insults are felt even after generations, and fuel up the weapon arms of countless clan warriors in times of war, or relative peace. Some clans hold a particularly numerous amount of grudges to bear by some races in the valley. For some reason, those races are not yet extinct, but if the clansman has anything to say about it, they will soon be! Effects: Suddenly recalling an unresolved grudge can sometimes fuel a clansman's weapon arm to land with greater accuracy and power, shattering defences and finding that weak spot it would have otherwise missed, or failed to exploit to its fullest.
Hands that make flawless work: Cost: 1 A clansman feels no greater insult than when producing a handcrafted item worse than his or her level of ability would suggest possible. As such, clansmen artisans have developed techniques that disallow themselves from producing inferior work! Effects: Gives you bonus to craftmanship for all skills. Also prevents fumbling with maintenance skills.
Heavy metal smith: Cost: 1 Nothing compares to the molding of metal. The clangs of the hammer against yielding matter. Through the power of your arms and the wisdom of your mind, you can make inanimate matter achieve true perfection. You know and employ several ages-perfected techniques that allow you to smith with incomparable dedication! Effects: Gives you hairier arms and longer beard. Also helps you with all smithing related things like resizing metal armours. Requires forgeheart.
Indomitable: Cost: 2 Being indomitable is not about avoiding damage. It is about getting back up, time and time again, after being struck down, with no worse for wear. Effects: Indomitable clansmen have a 50% chance of ignoring lethal damage.
Ironsoul: Cost: 1 Clansmen are made of iron, both body and soul. Some of them have steeled their essence as well against harmful magical energies, often wielded by their enemies. This gives them a natural resistance against magic. Effects: Gives magic resistance.
Master of arms: Cost: 1 Master of arms is a clansman responsible of taking care of the armaments of the clan and knowing how to use them effectively. It is his responsibility to show and teach younger clansmen how to wield them effectively, making him master of using them in combat and harnessing their special powers. Effects: Improves alacrity and prowess.
Not amused by fancy trickery: Cost: 1 Some of the most hardened clansmembers do not care about fancy magical trickery of their enemies. Their opponents helplessly flail their arms in the air trying to perform magical tricks while the clansmen just shrug off the magic energies and bury their axe deep in the caster's forehead. Effects: Gives you a natural ability to ignore offensive spells cast on you. Requires ironsoul.
Panzerdwarf: Cost: 3 Wearing armour is like second skin for the most veteran clan members. They sleep in it, they live in it, they make love in it and will never remove it under any circumstance. Possibly they cannot even remove it any more as years of wearing it has grown it on them. In any case they barely notice wearing the armour in combat or otherwise. Effects: Reduces armour penalties in combat.
Power metal: Cost: 2 To clansmen, metallic armours are like a second skin. Wearing armour made of metal provides them with great comfort and protection. Some other cultures might favour the finest silk, natural obesity, or hides and skins of various animals, beasts or whatever the warriors of the world manage to kill and process, but this clansman is different. Only metal that is true brings out the inner power of the clansman, ready to stand in line with their brothers in arms. Effects: Metal armours provide natural AC bonus. Armours that contain large amounts of non-metals in them do not offer the protection, therefore studded/ring mail/bezainted/augmented chain mail/brigandine armours do not offer the bonus.
Short and stout: Cost: 1 I'm a little crackpot, short and stout Here is my axe-handle , here is my stout When I get all steamed up, hear me shout Just tip me over and your guts will pour out! Effects: Lower damage from hits in the head and neck slots by 20%.
Steadfast determination: Cost: 1 To go through the grey rock itself. If you are as unyielding as the mountains themselves, there is nothing that you cannot accomplish when you set your mind into it. Effects: Further increases stun resistance and defiance. Requires stubborness.
Stubborness: Cost: 1 Stubborness is an armour. Willpower can mark the difference between going down and living another day. In times of battle, there is no time to spend seeing stars. Effects: Further increases stun resistance and defiance. Requires bullheaded
Tunnel fighter: Cost: 1 Fighting inside the mountains is a cramped business at best. The tunnels are narrow, and clansmen become adept at fighting side-to-side, a veritable wall of steel. When an opportunity presents itself, an attack made against the warrior next to him can just as well be parried, because should the line break, the forgotten unnameable horrors that crawl up from the depths of the earth can spell quick ruin to otherwise impregnable-from-the-outside mountain fortresses of the clan. Effects: Each party member in front row of the party increases your counter-attack skill by 33% and when counter-attacking you perform 2 attacks instead of 1.
Underground fashion - amulets: Cost: 2 Fashions of the underground are totally different than ones within above ground communities. While the surface dwellers prefer beautiful colourful clothing made of finest silks, the underground dwellers prefer something more substantial and valuable; jewelry made of metals ranging from gold to adamantium. Amulets are in this season in your clan and everyone are adorning themselves with outrageously expensive and powerful ones, even in their beards. Requirements: heavy metal smith Effects: Grants extra amulet slot in beard. Can have only one fashion ability.
Underground fashion - earrings: Cost: 2 Fashions of the underground are totally different than ones within above ground communities. While the surface dwellers prefer beautiful colourful clothing made of finest silks, the underground dwellers prefer something more substantial and valuable; jewelry made of metals ranging from gold to adamantium. Earrings are in this season in your clan and everyone are adorning themselves with outrageously expensive and powerful ones, even in their beards. Requirements: warborn Effects: Grants extra earring slot in beard. Can have only one fashion ability.
Underground fashion - rings: Cost: 2 Fashions of the underground are totally different than ones within above ground communities. While the surface dwellers prefer beautiful colourful clothing made of finest silks, the underground dwellers prefer something more substantial and valuable; jewelry made of metals ranging from gold to adamantium. Rings are in this season in your clan and everyone are adorning themselves with outrageously expensive and powerful ones, even in their beards. Requirements: clan warmaster Effects: Grants extra ring slot in beard. Can have only one fashion ability.
Warborn: Cost: 1 You were born in the battle and for the battle. Your pacifier the end of an axe handle and your toys were bones of your enemies. Fighting is your second nature and it barely has any drain on you. Effects: Reduces epdrain of combat maneuvers.