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Ix · The Adventurer

Pregenerated Characters

The eight characters in this chapter are complete and ready for play. Each demonstrates a different approach to Ix: a different relationship to the planes, to violence, to the gods, to knowledge, to the people on the other side of a table. They can be used as written, modified to suit your concept, or borrowed from when building your own character.

The roster covers the roles a working party needs. Sera Kavan reads rifts and Naelith Duneshaper negotiates with what lives near them. Aldric Thane and Brek Brakond hold the front, one with a god behind him and one with thirty years of boarding actions. Elariel Voss carries the books. Zurgan Dakrim takes the shot from somewhere nobody was watching. Tessolina De Ravollo opens what is locked. Karrun Truce-Holder is the reason the party is still welcome in town.

Each character was built using the creation rules in Chapter Three: 110 XP (or the species starting XP), one free Tier 1 talent, no skill above rank 2. Every XP figure is accounted for. Unspent XP is banked for early advancement.

How to Use This Chapter

Pick the character whose role appeals to you, read their personal history, and hand the page to a player. The Suggested Advancement note at the end of each entry tells you where to spend your first few sessions' worth of XP.

Build Notation

marks profession skills; skills from Background or Career that cost less XP to advance.

[Free] marks skill ranks granted at no XP cost by species or other sources.

Derived values use the formulas from Chapter Three. Resistance = half Might (rounded up) + armor bonus (+ species modifiers). Wound Points = species base + Might. Strain Points = species base + Willpower.


Sera Kavan, Human Rift Scout: practical field kit, scar visible on left palm, the confidence of someone who turned fear into information.
Sera Kavan — The Rift Scout

Human Planar Scout from the Irna borderlands, born three days' ride from the Kessani Rift.

She has a scar across her left palm from the first rift she read wrong. She does not hide it. A scar you can see is a scar that taught you something.

Sera grew up in a settlement that treated planar instability the way other communities treat flood season; a fact of life, not a catastrophe, as long as you paid attention. By the time she was sixteen she could identify three common rift-types by smell and vibration alone. By twenty-two she was taking contracts to escort merchants through unstable rift corridors that professional guides refused. She is not fearless. She is simply good at turning fear into information.

She operates alone by preference and in teams when the contract demands it. She does not explain her methods. She does get people through.


Species: Human    Background: Planar-Adjacent    Career: Planar Scout

Patron Deity: None


2 3 2 2 2 1

 

Characteristics: Human base (all 2s). Free swap: AGI +1, CHA −1.

Derived Value Calculation Total
Wound Points 10 + Might (2) 12
Strain Points 10 + Willpower (2) 12
Resistance ⌈2 ÷ 2⌉ = 1 + leather armor (+0) 1
Melee Defense 0 + leather armor (+1) 1
Ranged Defense 0 0
Initiative (On Watch) Savvy 2 + Perception 2 2 Mastery Dice
Initiative (Surprised) Willpower 2 + Readiness 1 2 dice, 1 Mastery

Skills

Skill Rank Type
Rifts 2 ★ Profession
Stealth 2 Out-of-profession
Perception 2 ★ Profession
Survival 1 ★ Profession
Readiness 1 ★ Profession
Planar Lore 1 ★ Profession
Athletics 1 Out-of-profession

Human free skill ranks (no XP): Rifts 1, Stealth 1.

Talents

  • Specialist (Rifts (reading rift destinations) [Free Starting Talent, Tier 1]) Once per scene on a Rifts check to identify destination or stability, upgrade one Ability Die to a Mastery Die (or add 1 Boon if none available).
  • Wayfarer [Tier 1, 5 XP]; Remove 1 Bane Die from Survival checks involving travel, shelter, food, water, or route-finding in natural terrain.
  • Cool Head [Tier 1, 5 XP]; Remove 1 Bane Die from Readiness checks to resist panic, surprise, fear, or being caught off guard.

Equipment

Item Profile
Dagger Dmg 3, Crit 3, Engaged, Accurate 1
Leather armor +1 Melee Defense
Survival kit Rope (hemp, 50 ft), tinder box, trail rations (3 days)
Bedroll Enc 2
Starting funds 2d10 gold flargons

XP Accounting

Purchase XP
Rifts rank 2 (profession, from rank 1 free) 10
Stealth rank 2 (out-of-profession, from rank 1 free) 15
Perception rank 1 (profession) 5
Perception rank 2 (profession) 10
Survival rank 1 (profession) 5
Readiness rank 1 (profession) 5
Planar Lore rank 1 (profession) 5
Athletics rank 1 (out-of-profession) 10
Wayfarer (Tier 1 talent) 5
Cool Head (Tier 1 talent) 5
Total Spent 75 XP
Banked 35 XP

Suggested Advancement

  • Rift-Walker rank 1 (5 XP): Rift Sense, Once per scene, sense whether a natural rift is present within Medium range. Remove 1 Bane from Rifts checks to identify destination or stability. This is your defining capability.
  • Secret Lore rank 1 (5 XP, profession): The esoteric knowledge of what lives on the other side of common rift-types. Pairs naturally with your Rifts skill.
  • Stealth rank 3 (15 XP, out-of-profession) after play: The ability to move through dangerous spaces unseen is what keeps you alive when a rift drops you somewhere unexpected.

Aldric Thane, Human Temple Guard of Themela: chain armor, shield, the soldier with convictions.
Aldric Thane — The Theocratic Knight

Human Temple Guard from Irna's urban diocese, sworn to Themela, goddess of evidence and right judgment.

He has a habit of watching both exits before he sits down anywhere. Old training. He also has a habit of saying exactly what he thinks is true, which costs him more than the exits ever did.

Aldric was raised in a military family with strong temple ties; his mother commanded the Temple Guard at The Crown's garrison for twenty years, and Aldric followed her in. He took Themela as his patron not out of family tradition but out of a genuine personal investment in the question of what actually happened. He has seen enough conflicts settled on bad evidence to find that question urgent.

He is a front-line fighter who channels divine power. At creation he is a capable combatant with early access to the faith talent tree. He will eventually become something formidable. Right now he is a soldier with convictions.


Species: Human    Background: Religious    Career: Temple Guard

Patron Deity: Themela (Positive alignment)


3 2 1 2 2 2

 

Characteristics: Human base (all 2s). Free swap: MIG +1, INT −1.

Derived Value Calculation Total
Wound Points 10 + Might (3) + Hardy (+2) 15
Strain Points 10 + Willpower (2) 12
Resistance ⌈3 ÷ 2⌉ = 2 + chain hauberk (+2) 4
Melee Defense 0 + chain hauberk (+1) + standard shield (+2) 3
Ranged Defense 0 0
Initiative (On Watch) Savvy 2 + Perception 1 2 dice, 1 Mastery
Initiative (Surprised) Willpower 2 + Readiness 1 2 dice, 1 Mastery

Skills

Skill Rank Type
Light Melee 2 ★ Profession
Divine 2 ★ Profession
Fortitude 2 ★ Profession
Readiness 1 ★ Profession
Perception 1 ★ Profession
Lore 1 ★ Profession

Human free skill ranks (no XP): Light Melee 1, Fortitude 1.

Talents

  • Sacred Ward [Free Starting Talent, Tier 1, Positive faith (requires Divine 1+)] Once per scene, when assisting or healing an ally, add 1 Boon Die to the check.
  • Weight of Evidence [Deity-specific, Themela (requires Divine 1+)] Once per scene, when you have observed testimony, evidence, or a claim, you may declare that you have identified a specific contradiction. The GM confirms whether a contradiction exists. If one does, the speaker suffers 1 Bane Die on their next Deception or Negotiation check. (Purchased for 5 XP; see note below.)

Talent Note. Aldric's free starting talent is Sacred Ward. The other three (Weight of Evidence, Hardy, Guarded) are purchased with XP. He has 4 Tier 1 talents total. The Tier 2 threshold (Voice of Comfort requires 2 Tier 1 talents of any kind) is already met.

  • Hardy [Tier 1, 5 XP]; +2 Wound Points (total Wound Points: 15).
  • Guarded [Tier 1, 5 XP]; As a Maneuver, take a defensive posture; one Trial Die in attacks against you upgrades to a Crisis Die until your next turn.

Equipment

Item Profile
Short sword Dmg 4, Crit 3, Engaged
Standard shield Melee Defense +2
Chain hauberk +2 Resistance, +1 Melee Defense
Temple Guard insignia Institutional credential
Bedroll Enc 2
Trail rations (3 days) Enc 1
Tinder box Fire-starting without it needs a Survival check
Starting funds 2d10 gold flargons

XP Accounting

Purchase XP
Divine rank 1 (profession) 5
Divine rank 2 (profession) 10
Light Melee rank 2 (profession, from rank 1 free) 10
Fortitude rank 2 (profession, from rank 1 free) 10
Readiness rank 1 (profession) 5
Perception rank 1 (profession) 5
Lore rank 1 (profession) 5
Hardy (Tier 1 talent) 5
Guarded (Tier 1 talent) 5
Weight of Evidence (Tier 1 deity talent) 5
Total Spent 65 XP
Banked 45 XP

Suggested Advancement

  • Heavy Melee rank 1 (10 XP, out-of-profession): A temple guard who picks up a longsword is a knight. This is the most significant identity shift available early.
  • Voice of Comfort rank 1 (Tier 2 faith talent, 10 XP; requires 2 Tier 1 talents, already met): Once per scene, one ally within Short range recovers 2 Strain. Aldric starts earning the support role his faith suggests.
  • Divine rank 3 (15 XP, profession, after play): The casting pool grows; more powerful faith workings become viable. Patience here is rewarded.

Elariel Voss, High Elf Arcane Scholar: arcane amulet at collar, field-worn research gear, precise and curious.
Elariel Voss — The Arcane Scholar

High Elf Academy Researcher from Irna's Arcanum Conclave, on extended field assignment.

She has been in the field for six years. The Conclave thinks she is cataloguing rift-adjacent magical phenomena. She is. She is also testing theory against what actually happens when you put a working in front of a live rift, and the two activities are not always compatible.

The Arcanum Conclave of Irna is the oldest continuously operating magical academy in the northern hemisphere, and Elariel has been on its research rolls for forty years; a junior posting by elven standards, a formidable tenure by anyone else's. She was assigned to field work after a laboratory experiment produced results the Conclave found difficult to classify. They sent her out to gather more data. She has been gathering it ever since.

She is precise, curious, and often underestimated by people who mistake careful speech for slow thinking. She carries an arcane amulet worn at her collar and a portable notation kit. She is also a genuine magical talent; Arcana 2 at creation means she can cast structured workings. She is not a front-line fighter.


Species: High Elf (Aelvar-Mir)    Background: Academic    Career: Academy Researcher

Patron Deity: None

High Elf special abilities: Keen Senses (remove 1 Bane Die from all Perception and Readiness checks; never Surprised unless attacker succeeded at a Stealth check first); Long Memory (once per session, free Lore check on any topic within elven experience; additional uses cost 2 Strain); Arcane Attunement (add 1 Boon to Lore checks involving arcane history, spell identification, or magical theory; once per session, identify the source or likely effect of any magical phenomenon observed as if succeeding on an Average Lore check).


2 2 4 2 2 2

 

Characteristics: High Elf base (MIG 2, AGI 2, INT 3, SAV 2, WIL 2, CHA 3). Free swap: INT +1 → 4, CHA −1 → 2.

Derived Value Calculation Total
Wound Points 10 + Might (2) 12
Strain Points 10 + Willpower (2) + Steadfast (+2) 14
Resistance ⌈2 ÷ 2⌉ = 1 + padded coat (+1) 2
Melee Defense 0 0
Ranged Defense 0 0
Initiative (On Watch) Savvy 2 + Perception 1 2 dice, 1 Mastery
Initiative (Surprised) Willpower 2 + Readiness 0 2 Ability Dice

Note: Keen Senses means Elariel is never Surprised unless an attacker specifically beat a Stealth check against her.


Skills

Skill Rank Type
Arcana 2 ★ Profession
Lore 2 ★ Profession
Secret Lore 1 ★ Profession
Perception 1 Out-of-profession
Natural Philosophy 1 ★ Profession
Planar Lore 1 ★ Profession

High Elf free skill rank (no XP): Lore 1.

Talents

  • Specialist (Arcana (casting structured workings) [Free Starting Talent, Tier 1]) Once per scene on a casting check for a structured Arcana working, upgrade one Ability Die to a Mastery Die (or add 1 Boon if none available).
  • Keen Eye [Tier 1, 5 XP]; Once per scene, remove 1 Bane Die from a Perception check caused by poor visibility, distance, or concealment.
  • Steadfast [Tier 1, 5 XP]; +2 Strain Points (total Strain Points: 14).
  • Boon Reader [Tier 2, 10 XP (requires 2 XP-purchased Tier 1 talents; Keen Eye + Steadfast]) When you generate 2+ Boons on a knowledge or awareness check, spend 2 Boons to ask the GM one yes/no question about the scene or subject.

Equipment

Item Profile
Dagger Dmg 3, Crit 3, Engaged, Accurate 1
Padded coat +1 Resistance
Arcane amulet Arcane focus; +1 Boon Die to Arcana casting checks
Writing kit Quills, ink, folded paper
Bedroll Enc 2
Trail rations (3 days) Enc 1
Tinder box Fire-starting without it needs a Survival check
Starting funds 2d10 gold flargons

XP Accounting

Purchase XP
Arcana rank 1 (profession) 5
Arcana rank 2 (profession) 10
Lore rank 2 (profession, from rank 1 free) 10
Secret Lore rank 1 (profession) 5
Perception rank 1 (out-of-profession) 10
Natural Philosophy rank 1 (profession) 5
Planar Lore rank 1 (profession) 5
Keen Eye (Tier 1 talent) 5
Steadfast (Tier 1 talent) 5
Boon Reader (Tier 2 talent) 10
Total Spent 70 XP
Banked 20 XP

Suggested Advancement

  • Secret Lore rank 2 (10 XP, profession): The gap between what the Conclave teaches and what actually happens near live rifts is exactly where Secret Lore lives. Elariel's field notes are filling that gap.
  • Arcana rank 3 (15 XP, profession, after play): The next meaningful threshold for casting power. This is what early sessions of XP accumulation are building toward.
  • Lore rank 3 (15 XP, profession, after play): Seven centuries of institutional memory is a resource. Start drawing on it at a level that shows.

Brek Brakond, Surface Dwarf Marine: ship-weathered, heavy build, the seventeen-ships-fourteen-came-back expression.
Brek Brakond — The Ship's Muscle

Surface Dwarf Marine veteran turned flying-ship crew, out of the Khazarum holds by way of the Irna aerial fleets.

He has been on seventeen ships. Fourteen of them made it back. He does not find this discouraging. He finds it informative.

Brek left the mountain holds at sixty, young by Khazarum standards, after the clan elders told him that his approach to disagreements was "not constructive." He enlisted in Irna's naval marine corps, spent thirty years fighting from ship decks, and eventually made the transition to aerial vessels when the flying ship trade routes opened. He knows how crews work, how ships fail, and where to stand when someone else's bad decision is about to become everyone's problem.

He is a physical presence: high Wound Points, good Resistance, strong in a melee. He is not subtle. He is the character who goes through the thing that is in the way, and he is very good at it.


Species: Surface Dwarf (Khazarum)    Background: Rural    Career: Marine

Patron Deity: None

Surface Dwarf special abilities: Stone-Sense (remove 1 Bane Die from Perception and Readiness checks in dim or torch-lit conditions); Tough Frame (+1 Resistance, stacks with armor); Craft-Debt (once per session, on a crafting/engineering/repair success treat result as though 1 additional Boon generated; add 1 Boon to checks identifying worked stone or metal); Oath-Bound (when a specific goal is declared aloud before a witness, spend 2 Strain to add 2 Boon Dice to one check directly toward completing it; once per oath).


4 2 2 2 3 1

 

Characteristics: Surface Dwarf base (MIG 3, AGI 2, INT 2, SAV 2, WIL 3, CHA 2). Free swap: MIG +1 → 4, CHA −1 → 1.

Derived Value Calculation Total
Wound Points 12 + Might (4) + Hardy (+2) 18
Strain Points 10 + Willpower (3) 13
Resistance ⌈4÷2⌉=2 + Tough Frame (+1) + chain hauberk (+2) 5
Melee Defense 0 + chain hauberk (+1) 1
Ranged Defense 0 0
Initiative (On Watch) Savvy 2 + Perception 1 2 dice, 1 Mastery
Initiative (Surprised) Willpower 3 + Readiness 0 3 Ability Dice

Skills

Skill Rank Type
Heavy Melee 2 ★ Profession
Athletics 2 ★ Profession
Fortitude 2 ★ Profession
Operate 1 ★ Profession
Perception 1 ★ Profession
Intimidation 1 Out-of-profession

Surface Dwarf free skill rank (no XP): Fortitude 1.

Talents

  • Crew Sense [Free Starting Talent, Tier 1, Flying Ship Crew rank 1 (requires Operate 1+ or Piloting 1+)] Once per scene, ask the GM one question about the structural or operational state of a vessel you are aboard. Remove 1 Bane Die from Piloting or Operate checks made to diagnose a ship problem or gauge its remaining capability.
  • Hardy [Tier 1, 5 XP]; +2 Wound Points (total Wound Points: 18).
  • Guarded [Tier 1, 5 XP]; As a Maneuver, take a defensive posture; one Trial Die in attacks against you upgrades to a Crisis Die until your next turn.

Equipment

Item Profile
Warhammer Dmg 7, Crit 4, Engaged, Pierce 2, Inaccurate 1
Chain hauberk +2 Resistance, +1 Melee Defense
Dagger (kept rigged on a lanyard) Dmg 3, Crit 3, Engaged, Accurate 1
Crew toolkit Rope (hemp, 50 ft), marlinspike, tar kit
Bedroll Enc 2
Trail rations (3 days) Enc 1
Tinder box Fire-starting without it needs a Survival check
Starting funds 2d10 gold flargons

XP Accounting

Purchase XP
Operate rank 1 (profession, enables Crew Sense) 5
Heavy Melee rank 1 (profession) 5
Heavy Melee rank 2 (profession) 10
Athletics rank 1 (profession) 5
Athletics rank 2 (profession) 10
Fortitude rank 2 (profession, from rank 1 free) 10
Perception rank 1 (profession) 5
Intimidation rank 1 (out-of-profession) 10
Hardy (Tier 1 talent) 5
Guarded (Tier 1 talent) 5
Total Spent 70 XP
Banked 20 XP

Suggested Advancement

  • Flying Ship Crew rank 2; Hard Turn (10 XP): Once per encounter while piloting, execute an aggressive evasive maneuver as your Action; the next attack against the ship adds 1 Bane Die. Brek does not just fight on ships. He shapes what ships do.
  • Fortitude rank 3 (15 XP, profession, after play): The body has taken a lot. It keeps taking it.
  • Unshaken (Tier 2 universal talent, 10 XP; requires 2 Tier 1 talents, already met): Remove 1 Bane Die when resisting fear, intimidation, despair, or supernatural dread. A dwarf who has watched fourteen ships come back is not easy to frighten.

Naelith Duneshaper, Sand Elf Primal Caster: desert-adapted wilderness gear, the negotiator who finds terms that hold.
Naelith Duneshaper — The Primal Caster (Building Toward Shamanism)

Sand Elf expedition guide and spirit-negotiator from the Jazirah interior, now ranging north.

She casts Primal spells, not in the Arcanum sense of technique and grammar, but as a conversation with things older than formal tradition. She explains her intentions to them, and they decide whether to help. She has an excellent track record with rivers and a complicated history with two particular mountains. Shamanism, the combined Divine-Primal tradition, is where she is heading; she has the prerequisites and the philosophy. She does not have the talent yet. That is the first thing she will spend XP on.

Naelith has been outside the Jazirah for eleven years, following the planar disturbance north in the way that a healer follows a disease, not to study it, but to do something about its effects on the people caught in it. She is not a military figure. She is not formally religious, though she acknowledges Kraut with the first food of any meal and is careful about rivers. She negotiates with the elemental and spiritual presences that most travelers either ignore or fear, and she has a talent for finding terms that hold.

She is mobile, perceptive, and cast in both the Primal and (at rank 1) the Divine tradition; the foundation for Shamanism, the combined tradition that will define her at higher levels. Right now she is a skilled wilderness operator with unusual capabilities and a SAV 4 that makes her very hard to surprise.


Species: Sand Elf (Aelvar-Dunar)    Background: Wilderness    Career: Expedition Member

Patron Deity: Kraut (Positive alignment); required because she holds Divine 1+

Sand Elf special abilities: Keen Senses (remove 1 Bane Die from all Perception and Readiness checks; never Surprised unless attacker beat a Stealth check first); Long Memory (once per session, free Lore check on any topic within elven experience; additional uses cost 2 Strain); Desert-Adapted (no strain or penalties from heat exhaustion, dehydration, or arid conditions; remove 2 Bane Dice from Survival and navigation checks in desert or arid terrain); Eye Membrane (remove all Bane Dice added by bright light, glare, airborne dust, or visual impediments to Perception checks).


2 2 2 4 3 1

 

Characteristics: Sand Elf base (MIG 2, AGI 2, INT 2, SAV 3, WIL 3, CHA 2). Free swap: SAV +1 → 4, CHA −1 → 1.

Derived Value Calculation Total
Wound Points 10 + Might (2) 12
Strain Points 11 + Willpower (3) 14
Resistance ⌈2 ÷ 2⌉ = 1 + leather armor (+0) 1
Melee Defense 0 + leather armor (+1) 1
Ranged Defense 0 0
Initiative (On Watch) Savvy 4 + Perception 1 4 dice, 1 Mastery
Initiative (Surprised) Willpower 3 + Readiness 1 3 dice, 1 Mastery

Note: Keen Senses means Naelith is never Surprised unless an attacker specifically beat a Stealth check against her first.


Skills

Skill Rank Type
Primal 2 ★ Profession
Survival 2 ★ Profession
Divine 1 Out-of-profession
Perception 1 ★ Profession
Readiness 1 ★ Profession
Light Melee 1 Out-of-profession

Sand Elf free skill rank (no XP): Survival 1.

Talents

  • Specialist (Primal (drawing on elemental sources) [Free Starting Talent, Tier 1]) Once per scene on a Primal casting check involving an elemental or natural source, upgrade one Ability Die to a Mastery Die (or add 1 Boon if none available).
  • Wayfarer [Tier 1, 5 XP]; Remove 1 Bane Die from Survival checks involving travel, shelter, food, water, or route-finding in natural terrain.
  • Cool Head [Tier 1, 5 XP]; Remove 1 Bane Die from Readiness checks to resist panic, surprise, fear, or being caught off guard.

Equipment

Item Profile
Dagger Dmg 3, Crit 3, Engaged, Accurate 1
Leather armor +1 Melee Defense
Elementalist's focus Primal focus (natural materials, spirit tokens); +1 Boon Die to Primal casting checks
Survival kit Rope (hemp, 50 ft), tinder box, trail rations (3 days)
Bedroll Enc 2
Trail rations (3 days) Enc 1
Waterskin Required for sustained travel
Starting funds 2d10 gold flargons

XP Accounting

Purchase XP
Primal rank 1 (profession) 5
Primal rank 2 (profession) 10
Divine rank 1 (out-of-profession) 10
Survival rank 2 (profession, from rank 1 free) 10
Perception rank 1 (profession) 5
Readiness rank 1 (profession) 5
Light Melee rank 1 (out-of-profession) 10
Wayfarer (Tier 1 talent) 5
Cool Head (Tier 1 talent) 5
Total Spent 65 XP
Banked 25 XP

Suggested Advancement

  • Divine rank 2 (15 XP, out-of-profession): Buy this first. The Shaman talent only needs Divine 1, but every Shamanism spell requires at least Divine 2 and Primal 2, so the talent does nothing for Naelith until Divine reaches 2. This purchase also lifts her Shamanism casting rank from 1 to 2 (floor of the average of Primal 2 and Divine 2).
  • Shaman rank 1; Initiate (5 XP): Buy this second, once Divine is at 2. Naelith can then learn and cast Scout Spirit and Spirit Drum immediately. Together with Divine 2 this spends 20 of her 25 banked XP and makes her a working shaman from her first session of advancement.
  • Adventuring Lore rank 1 (5 XP, profession): The last 5 XP in the bank. It is the only other prerequisite standing between her and Wild Tongue, the Shamanism spell that lets her speak with beasts and spirits of the wild.
  • Survival rank 3 (15 XP, profession, after play): The wilderness expertise that everything else hangs on. No one who does what Naelith does should have a Survival rank below 4 by mid-campaign.

Zurgan Dakrim — The Shot Nobody Saw

Dakrim clan orc out of the Antaean frontier, hired north into Irna as a contract skirmisher and route-watcher.

He carries the bow unstrung until he intends to use it. The Grakkan call this hesitation. The Dakrim call it arriving before the battle does, which is the whole of their doctrine and the reason other clans find them difficult to fight and worse to be near.

Zurgan took his Urgnak at sixteen in an Antaean border camp and spent the following nine years doing the work his clan is known for: walking ahead of the warband, leaving signs where they would be found, and putting one arrow into the one person whose death would make a fight unnecessary. The Greyfang tradition regards Dakrim methods as adjacent to cowardice and hires them anyway, which Zurgan understands as the same arrangement every orc outside Grakkan doctrine eventually learns to live inside.

He came north on a route-watching contract for a Frosthaven shipping factor and stayed because the frontier here is stranger and pays better. He is not talkative. He is not gentle. He does answer questions honestly when asked directly, which surprises people who have decided what an orc is before he has spoken.


Species: Orc (Dakrim clan)    Background: Wilderness    Career: Archer

Patron Deity: None

Orc special abilities: Relentless (reduce Critical Injury results by 10, minimum 1; once per encounter, when reduced to 0 Wounds, spend 2 Strain to remain at 1 Wound); Warrior's Rush (move toward and attack an enemy in the same turn to add +1 damage and the Knockdown quality; first attack only); Tusked (+1 damage on Unarmed checks; add 1 Boon Die to Intimidation checks involving visible physical presence). Dakrim clan: free Stealth rank in place of Intimidation, and The Fear Arrives First (add 1 Boon Die to Intimidation checks against any target who has not yet seen you fight this encounter).


3 3 2 2 3 1

 

Characteristics: Orc base (MIG 3, AGI 2, INT 2, SAV 2, WIL 3, CHA 2). Free swap: AGI +1 → 3, CHA −1 → 1.

Derived Value Calculation Total
Wound Points 12 + Might (3) 15
Strain Points 10 + Willpower (3) 13
Resistance ⌈3 ÷ 2⌉ = 2 + leather armor (+0) 2
Melee Defense 0 + leather armor (+1) 1
Ranged Defense 0 0
Initiative (On Watch) Savvy 2 + Perception 2 2 Mastery Dice
Initiative (Surprised) Willpower 3 + Readiness 1 3 dice, 1 Mastery

Skills

Skill Rank Type
Light Ranged 2 ★ Profession
Perception 2 ★ Profession
Stealth 2 ★ Profession
Survival 1 ★ Profession
Readiness 1 ★ Profession
Athletics 1 ★ Profession

Dakrim clan free skill rank (no XP): Stealth 1.

Talents

  • Steady Aim [Free Starting Talent, Marksman rank 1 (requires Light Ranged 1+)] The Boon Die granted by the Aim Maneuver is not lost when you spend your second Maneuver on something other than moving. Remove 1 Bane Die imposed by intervening allies, partial cover, or a moving platform.
  • Keen Eye [Tier 1, 5 XP]; Once per scene, remove 1 Bane Die from a Perception check caused by poor visibility, distance, or concealment.
  • Fast Hands [Tier 1, 5 XP]; Once per turn, draw, stow, or retrieve one accessible item as a Quick Action. Zurgan uses this to reach the broadhead quiver without giving up his Aim.

Equipment

Item Profile
Longbow Dmg 5, Crit 3, Long range, Enc 2
Arrows (quiver, 20) Standard war arrows; about half recoverable after a fight
Broadhead arrows (quiver, 20) +1 damage; not recoverable
Hand axe Dmg 4, Crit 3, Engaged, Vicious 1
Leather armor +1 Melee Defense
Backpack Increases carry threshold by 4 while worn
Bedroll Enc 2
Trail rations (1 week) Enc 2
Waterskin Required for sustained travel
Tinder box Fire-starting without it needs a Survival check
Starting funds 2d10 gold flargons

Gear is the Wanderer package from Chapter Eight with the shortbow traded up to a longbow, the equivalent-package substitution that chapter permits with GM approval. The broadhead quiver comes out of starting funds at 4 gold flargons.

XP Accounting

Purchase XP
Light Ranged rank 1 (profession) 5
Light Ranged rank 2 (profession) 10
Stealth rank 2 (profession, from rank 1 free) 10
Perception rank 1 (profession) 5
Perception rank 2 (profession) 10
Survival rank 1 (profession) 5
Readiness rank 1 (profession) 5
Athletics rank 1 (profession) 5
Keen Eye (Tier 1 talent) 5
Fast Hands (Tier 1 talent) 5
Total Spent 65 XP
Banked 20 XP

Orc starting XP is 85.

Suggested Advancement

  • Marksman rank 2; Practiced Reload (10 XP; requires Marksman rank 1, already held): Reduce the Slow-Firing rating of any ranged weapon by 1, and clear the Out of Ammo condition with a Maneuver instead of an Action. Buy this first. It is what turns a good shot into a shooter who never stops shooting.
  • Precise Strike (Tier 2 universal, 10 XP; requires 2 XP-purchased Tier 1 talents, Keen Eye and Fast Hands, already met): Add 1 Boon Die and reduce the weapon's Crit rating by 1 against a target who is unaware of you or engaged elsewhere. This is Dakrim doctrine written as a talent.
  • Light Ranged rank 3 (15 XP, profession, after play): The next real threshold for the bow. Everything Zurgan does is downstream of this number.

Tessolina De Ravollo — The Lockwise

Unaffiliated gnome out of Passhall, expelled from the Tinkerer Guild at ninety-one, working The Crown ever since.

The guild taught her that a mechanism which works without being elegant has failed at the most interesting part. She agrees. She has simply extended the principle to locks that other people own.

The De Ravollos have held warehouse leases on Passhall's third quay since the Rhodars were still counting their first fortune, and Tessolina was apprenticed into a Tinkerer Guild lockwright's shop at forty because that is what a coastal trading family does with a child who takes the cabinet hinges apart. She was expelled fifty-one years later for opening a master's demonstration piece in front of witnesses without being invited to, which the guild recorded as theft of technique and which Tessolina still describes as a review.

She is in The Crown because The Crown has the highest concentration of things worth opening and the highest density of surveillance on the continent, and she finds the second fact more interesting than the first. She takes contracts. She does not take contracts that involve killing anyone, not on principle, but because a body changes how hard people look for you afterward.


Species: Gnome (Unaffiliated)    Background: Criminal    Career: Thief

Patron Deity: None

Gnome special abilities: Fine Motor Mastery (add 1 Boon Die to all checks involving delicate manipulation, instrument use, lockwork, mechanism repair, or any action where quality of touch matters more than force); Guild Expertise (once per session, a free Average Lore or Craft check on a topic inside the guild's domain; further uses cost 2 Strain); Insatiable Curiosity (once per scene, spend a Quick Action to observe a mechanism, creature, or situation for one round and ask the GM one specific question about how it functions or where it is weak).


2 3 3 3 2 2

 

Characteristics: Gnome base (MIG 2, AGI 2, INT 2, SAV 2, WIL 3, CHA 3). Free swap: AGI +1 → 3, CHA −1 → 2.

Derived Value Calculation Total
Wound Points 8 + Might (2) 10
Strain Points 10 + Willpower (2) 12
Resistance ⌈2 ÷ 2⌉ = 1 + leather armor (+0) 1
Melee Defense 0 + leather armor (+1) + rapier Defensive 1 (+1) 2
Ranged Defense 0 0
Initiative (On Watch) Savvy 3 + Perception 1 3 dice, 1 Mastery
Initiative (Surprised) Willpower 2 + Readiness 1 2 dice, 1 Mastery

Note: Fine Motor Mastery adds a Boon Die to every Subterfuge check against a lock or a mechanical trap, on top of Lockwise. Tessolina's lockwork is the best in most parties by a wide margin.


Skills

Skill Rank Type
Subterfuge 2 ★ Profession
Stealth 2 ★ Profession
Streetwise 2 ★ Profession
Perception 1 ★ Profession
Readiness 1 ★ Profession
Deception 1 ★ Profession
Athletics 1 ★ Profession

Gnome free skill rank (no XP): Streetwise 1, granted for Unaffiliated standing.

Talents

  • Lockwise [Free Starting Talent, Rogue rank 1 (requires Subterfuge 1+)] Remove 1 Bane Die from Subterfuge checks to open locks, disarm mechanical traps, or bypass physical security. Improvised tools add 1 Bane Die to such checks instead of the usual two.
  • Fast Hands [Tier 1, 5 XP]; Once per turn, draw, stow, or retrieve one accessible item as a Quick Action.
  • Keen Eye [Tier 1, 5 XP]; Once per scene, remove 1 Bane Die from a Perception check caused by poor visibility, distance, or concealment.

Equipment

Item Profile
Rapier Dmg 4, Crit 2, Engaged, Accurate 1, Defensive 1
Dagger (×2) Dmg 3, Crit 3, Engaged, Accurate 1
Leather armor +1 Melee Defense
Lockpick tools Required for Subterfuge checks on mechanical locks
Rope (silk, 50 ft) +1 Boon Die to climbing checks
Grappling hook Enc 1; requires rope to function
Disguise kit Required for sustained disguise; +1 Boon Die to Deception for appearance
Trail rations (1 week) Enc 2
Waterskin Required for sustained travel
Torch (bundle of 6) Burns 1 hour each; illuminates Short range
Starting funds 2d10 gold flargons

Gear is the Rogue package from Chapter Eight, taken as written.

XP Accounting

Purchase XP
Subterfuge rank 1 (profession) 5
Subterfuge rank 2 (profession) 10
Stealth rank 1 (profession) 5
Stealth rank 2 (profession) 10
Streetwise rank 2 (profession, from rank 1 free) 10
Perception rank 1 (profession) 5
Readiness rank 1 (profession) 5
Deception rank 1 (profession) 5
Athletics rank 1 (profession) 5
Fast Hands (Tier 1 talent) 5
Keen Eye (Tier 1 talent) 5
Total Spent 70 XP
Banked 15 XP

Gnome starting XP is 85.

Suggested Advancement

  • Rogue rank 2; Trapwise (10 XP; requires Rogue rank 1, already held): Once per scene, ask the GM whether a mechanical trap, alarm, or triggered ward is present within Short range. Buy this first. It is the difference between a thief who opens things and a thief the party survives following.
  • Low Profile (Tier 2 universal, 10 XP; requires 2 XP-purchased Tier 1 talents, Fast Hands and Keen Eye, already met): Remove 1 Bane Die from Stealth or Subterfuge checks to avoid attention in crowds or busy public areas. The Crown is crowds.
  • Craft rank 1 (10 XP, out-of-profession, after play): The half of the lockwright apprenticeship the guild ended early. Fine Motor Mastery is already adding a Boon Die to the check; the rank is what lets her build the thing instead of only opening it.

Karrun Truce-Holder — The Envoy

Goliath from the high plateau north of Frosthaven, carrying credentials from a highland compact that most of The Crown has never heard of.

His deed name records a three-day negotiation between two herding communities who had been killing each other over a water course for eleven years. Eight witnesses. No one died during the talks, which is the part the name is actually about.

Karrun earned his adult name at nineteen and has spent the twenty-two years since doing the same work in progressively larger rooms: first between plateau communities, then between the plateau and Frosthaven's regional court, and now in The Crown, where the highland compact keeps a small office and no reputation at all. He is the office. The credentials he carries are genuine and almost worthless, and he has learned that a real letter from a small power opens roughly as many doors as an obvious forgery from a large one.

He does not perform warmth. He asks who actually holds authority in a room and then talks to that person, which unsettles people accustomed to being flattered first. He is also eight feet of blue-green density with Might 3 and sixteen Wound Points, and every table he sits at has quietly noticed.


Species: Goliath    Background: Rural    Career: Diplomat

Patron Deity: None

Goliath special abilities: Mountain-Born (no penalties from altitude, thin air, cold, or highland hazards; mountain terrain is not difficult terrain); Dense Frame (+1 Resistance, stacks with armor; upgrade the difficulty of any check to grapple, push, knock down, or reposition him once); Deed-Name Drive (once per session, on an action that could plausibly be deed-worthy, including a high-stakes negotiation, spend 2 Strain before rolling to treat one net Failure as a Success); Tactical Positioning (a free Easy Perception check on entering a location to find the strongest position, and 1 Boon Die to combat checks from a position held a full round); Large Frame (1 Bane Die in genuinely confined spaces; dwarven and gnomish interiors are effectively closed to him).


3 2 2 3 2 3

 

Characteristics: Goliath base (MIG 4, AGI 2, INT 2, SAV 3, WIL 2, CHA 2). Free swap: CHA +1 → 3, MIG −1 → 3.

Derived Value Calculation Total
Wound Points 13 + Might (3) 16
Strain Points 10 + Willpower (2) + Steadfast (+2) 14
Resistance ⌈3 ÷ 2⌉ = 2 + Dense Frame (+1) + padded coat (+1) 4
Melee Defense 0 0
Ranged Defense 0 0
Initiative (On Watch) Savvy 3 + Perception 1 3 dice, 1 Mastery
Initiative (Surprised) Willpower 2 + Readiness 0 2 Ability Dice

Note: Deed-Name Drive is the reason Karrun has 14 Strain rather than 12. Turning a failed negotiation into a success costs 2 Strain, and he expects to pay it.


Skills

Skill Rank Type
Charm 2 ★ Profession
Negotiation 2 ★ Profession
Deception 1 ★ Profession
Leadership 1 ★ Profession
Lore 1 ★ Profession
Perception 1 ★ Profession
Athletics 1 ★ Profession

Goliath free skill rank (no XP): Athletics 1.

Talents

  • Read the Room [Free Starting Talent, Envoy rank 1 (requires Charm 1+ or Negotiation 1+)] Once per scene, on entering a social situation, ask the GM one of these about one person present: who actually holds authority here, who is afraid, or who wants something from us. You receive an honest answer about that one person.
  • Helpful [Tier 1, 5 XP]; When you assist, your help counts as two dice instead of one (+2 Boon, or +1 Boon and +1 Ability if your relevant skill is higher).
  • Steadfast [Tier 1, 5 XP]; +2 Strain Points (total Strain Points: 14).

Equipment

Item Profile
Short sword Dmg 4, Crit 3, Engaged
Padded coat +1 Resistance
Envoy's seal and letters of credence Institutional credential
Writing kit Quills, ink, folded paper
Backpack Increases carry threshold by 4 while worn
Bedroll Enc 2
Trail rations (1 week) Enc 2
Waterskin Required for sustained travel
Starting funds 2d10 gold flargons

Chapter Eight has no diplomat package. This is a GM-approved equivalent kit built from the Scholar package's non-arcane half, and the short sword and padded coat are bought from starting funds at 10 gold flargons.

XP Accounting

Purchase XP
Charm rank 1 (profession) 5
Charm rank 2 (profession) 10
Negotiation rank 1 (profession) 5
Negotiation rank 2 (profession) 10
Deception rank 1 (profession) 5
Leadership rank 1 (profession) 5
Lore rank 1 (profession) 5
Perception rank 1 (profession) 5
Helpful (Tier 1 talent) 5
Steadfast (Tier 1 talent) 5
Total Spent 60 XP
Banked 10 XP

Goliath starting XP is 70, the smallest budget in this chapter. The species package is worth the difference.

Suggested Advancement

  • Envoy rank 2; Right Words, Right Person (10 XP; requires Envoy rank 1, already held): Spend a Maneuver to address one named NPC, and the next Charm, Negotiation, or Leadership check against them this scene, yours or a named ally's, adds 1 Boon Die. This spends the whole bank and is worth it.
  • Convincing (Tier 2 universal, 10 XP; requires 2 XP-purchased Tier 1 talents, Helpful and Steadfast, already met): Add 1 Boon Die to Charm, Deception, or Negotiation when you have a plausible argument, a credible disguise, or a fair offer. Karrun almost always has a fair offer.
  • Leadership rank 2 (10 XP, profession, after play): Speaking for a compact is one job. Directing the party when the talking has failed is a different one, and Charisma 3 makes him the best candidate at the table.