LETS READ: The Secrets of Zir'an (TTRPG Typography Terror!)

CHAPTER ONE: Overview New
Pronouns
He/Him
In the late 1990s, some White Wolf gave a small imprint a chance and funded the production of a TTRPG made by Paragon Games. They worked really hard and made a little game that held a lot of juice in it - a hefty, heaping, massive amount of delicious roleplaying game juices. A creative new setting, a quick and enjoyable task resolution system, thrilling combat, exciting magic, all sorts of awesome things!

...then the printer fucked up the printing and every single book looked like this.



They managed to creak out one additional book - a GM's guide with a hodge podge of some additional mechanics and lore - then the entire company fell apart and White Wolf went on to continue its roll down the hill in the early Oughts. But I've always been a big fan of The Secrets of Zir'an, and a lot of the internet discussions on the game are mostly around it being a heartbreaker and based on faint memories or passing thumb throughs, which ignores a lot of fun and interesting and slightly busted mechanics. Is the Secrets of Zir'an good? I say, yes! Is it great? Not quite. However, it is worth reading - both to inspire you, and to see a way that modern games can be designed.

So thus begins the FIRST EVER (as far as I know) LETS READ OF A TTRPG BOOK! We're gonna be reading the two core books, breaking down the setting and the mechanics. There will be examples! And, also, some 1990s Casual Racism! Which we can cringe at! And maybe headcanon to be less bad!

What FUN!

And without further aide...



...I was gonna do a novel instead of a TTRPG, but, uh, as the watermark shows, I own a PDF of the TTRPG and the novel I was thinking of doing does not have a kindle version, making quoting it incredibly annoying. Laziness for the w-win?

So, first, we open up with some art of a kids playing on a ruined tank. It's ghibli esque, from an era before that became quite so...grubby and monetized. Maybe it's my nostalgia speaking, but I still like it. The art in Zir'an ranges from quite good (i think the cover, in particular, absolutely fuckin' whips) to passable to kinda bad. You know, classic 1990s Heartbreaker. Also, I know the game came out in 2005, but...like...it's still a 90s Heartbreaker, it just has that feeling. We can say it came out in the 1990s, as a treat.

We get our credits list:

The Secrets of Zir'An said:
Created By: Chris Hockabout
Written By: Jason Armenta, Martin Caplan, Marcus
Flores, Aram Gutowski, and Chris Hockabout
Cover Artist: Cory Allemeier
Back Cover Artist: David Ryan Paul
Art Director: Chris Hockabout
Graphic Design & Layout: Michelle Prahler
Production: Martin Caplan
Publisher: White Wolf, Inc.

I'm bad at names, but, you guys may recognize them. I'm less interested in the background of the book's creation and development and which of the creators turned out to be neo-Nazis or something than I am in how the book actually turned out. But if you know and would like to break bad news, feel free to bring it up in the comments! Is this me being lazy and trying to get more comments, so it boots my ego?

Yes!

With that, we roll right into CHAPTER ONE: OVERVIEW

It begins with a diegetic bit of fiction - a series of journal entries from something called "The Madura Journal of the World."

SOZ said:
Day 1: Arrival. I tried to keep that in mind as I stepped
off the rickety Tramp Flyer, but the blast of furnace heat
leeched every sensible thought from my head. I knew of
the Periphery's reputation for killing heat, but until you've
experienced it for yourself the mind boggles to describe
it. Bidding the captain a sluggish farewell, I struggled
across the air-strip; nothing more, really, than a flat field
of sun-baked clay. When one of the natives, an old man
with canyon deep wrinkles and skin bronzed a deep brown
by the sun, approached with a wave, "hello, hello, you're
the tenth plane landing here." "Today?" I ask. "Ever." He
said with a grin.

Immediately, I appreciate this hook because I love airplanes! Airplanes are cool. Fantasy is cool. Airplanes in a fantasy setting is cool! It's the first hint that we're going to have a setting that isn't quite a classic fantasy setting - and the further we get in, the more clear it will be: Zir'an isn't D&D, nor is it steampunk. No, it's the infinitely cooler 1920s. There are radios! Movie theaters! Trains! Submachine guns! Prop planes, but they're GOOD prop planes, not just biplanes. I've always loved this era of adventure fiction ever since I saw The Mummy as a child. Then, later, I saw Indiana Jones and the Raiders of the Lost Arc or as I call it, the worse The Mummy.

Search your heart, you know it's true!

The rest of the opening fiction is very short (it's half a page's worth), but covers an explorer arriving in the sunblasted and baking Periphery, referencing how the islands that make it up were forced out of the sea by something called "The Endwar" - revealing ruins from some primordial history which, surely, will not contain ancient evils. Anyway, the final entry is "shit, we unearthed ancient evils...looks like I'm gonna have to deal with this!"

Basic? Cliched? Yes. Also, I love it. I love it when we unearth ancient evils then must put them down before the world is destroyed! It's my favorite gender.

The next page is a non-diegetic overview, telling us in general what we're gonna get! Zir'an is a world shaped by change, but the biggest change in recent(ish) history is that 3,000 years ago, the Endwar was so terrible and awful that it caused the Seven Gods to up and leave, they've jetted and the world now exists without their oversight.

SOZ said:
In the Modern Era, the world of Zir'An hangs in an uneasy
balance. It has survived countless hardships yet remains
plagued by dark powers bent on plunging the world back
into the mire of war and the annhilation of a new dark age.
Ageless tyrants of godlike power, the Fane, stand as a grim
reminder of the evils still loose in the world. Their fanatical
empires dream of the conquest and the degradation of their
enemies. But against them stand an alliance of powerful
Treaty Nations, who's massed might are the only proven
match against the threat of Fane domination.

So, we got missing gods, we have alliance of good against godlike evil, so far, so good. Like, again, this all seems pretty cliched in the overview, but the specifics are where it starts to get more fun - not just in how it is implemented but in how you directly interact with it. The next page gives us a Timeline and...here's where we have to come to one of the downsides of Zir'an.

Like most fantasy fiction written by people who mostly read fantasy fiction, this timeline...is fucking whack. It's not as whack as some settings (looking at YOU, MASS EFFECT), but there are still centuries that feel like decades in this thing. But the basic timeline goes: -2 PD (post deity), the Endwar kicks off and is so horrifyingly bad that the Seven Gods peace out of the world. This shatters the minds and spirits of the people and causes the war to sputter into nothingness. The next century was a post apocalyptic hellscape as people migrated to better lands, fought over the scraps, and generally were miserable. Then for five centuries (100 to 600 PD), things get rebuilt, empires reform, Fallout: New Vegas presumably happens as those empires go to war with one another, and, finally, everything consolidates from 600 PD to 1000 PD in a golden age of peace and prosperity.

(this does make me wonder how you transition from empires conquering everything to peace and prosperity ...I assume it's kinda like Europe's Belle Epoque, where a lot of the costs are offloaded and the Empires just don't fight because they'd kill one another. But, like...that timescale is fucky, in the real world Europe managed about a century before things blew up...)

Then in 1001-1050 PD, something new comes to Zir'an: The Fane! Seemingly normal people who are suddenly endowed with incredible, godlike power which starts to almost immediately drive them mad, as if they're inflicted with some kind of curse, a curse so great that these exalted Fane begin to carve the world up into a realm ruled by this exalted Fane Tyrants.

(White Wolf published this hmm you don't say...)

From 1050-1517 PD, the Fane ruled the world after carving it up, each Fane taking a chunk of the world and ruling it as they saw fit, waging war on one another, and generally being all nasty. Then, a fane named Kah emerged. He was the one Fane who wasn't evil and led a big liberation that, after about a century of fighting, killed most of the Fane and banished the survivors to the edge of the world. Kah then formed the Treaty Nations to serve as a bulwark against the surviving Fane, then said: "I have to go now. My planet needs me." And left.

Now, for the silliest part of the timeline!

...THE GAME'S START DATE IS 3020 PD.

THREE

THOUSAND.

TWENTY

POST

DIETY

Fuck offfffff! Fuck OFF, that's fifteen centuries. The Treaty Nations and the Tillerian Hegemony have been in a perpetual cold war for FIFTEEN CENTURIES. Like, later on, we're going to get sickrad descriptions of cool shit going on between the two superpowers, with loads of plot hooks and action-adventure ideas, and that's all great except IT'S BEEN GOING ON FOR ROUGHLY AS LONG AS THE ORTHDOX/CATHOLIC SPLIT! The Roman Empire could rise and fall in the time that this place has been in the 1920s, it's re-god-damn-dicilous. Like, Zir'an has this really cool flavor of being in interwar Europe, caught between what if Hitler was an cloud of pure evil that twists teh flesh of unwilling mortals into monsters and what if Stalin was also a Dracula...but you can't have interwar Europe when the "interwar" period if FIFTEEN CENTURIES.

Like, as I said, fuck off. The timeline was actually okay until then. I was like, "Wow, why did this timeline annoy me so much?" when I was scribbling the above, and then I got to the end there. Kah's balls, man.

The final bit of the chapter though, covers one of my favorite parts of the Zir'an setting and rules: The Chosen of Fate

Basically, Lyiss, the goddess of fate, is gone. But the mechanism of fate that she created still keep working, and thus, people are sometimes Chosen. Chosen are the normal people who stumble on the conspiracy at the last second and rush to tell the king, or the people who get onto the airship that just happens to get shot down by ancient orders of assassins. They're...like, they're the PCs. The concept of small bands of oddball adventurers who stumble dick first into world shattering plotlines isn't just accepted as a thing in the Zir'an universe, it's measurable.

There's a magical spell that can go, "Ding, yup, you're Chosen all right!"

The police department will accept, "We're Chosen, ma'am" as an excuse for why you're in the graveyard at midnight with a bunch of stakes.

Hotels will probably charge you extra, though. For the cleaning bill.

It's...both absurd and kind of genius, and I love it so much. It takes a ton of weight off the GM's shoulders because you can bend probability as much as you want and the players, the world, and the characters all sort of expect it!

And that covers the first chapter.

The next chapter we get into the nitty gritty of how the game actually works with The FInesse System.

Which, btw, is going to be what most people are going to want to steal shit from because it's fire.
 
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The rest of the opening fiction is very short (it's half a page's worth), but covers an explorer arriving in the sunblasted and baking Periphery, referencing how the islands that make it up were forced out of the sea by something called "The Endwar" - revealing ruins from some primordial history which, surely, will not contain ancient evils. Anyway, the final entry is "shit, we unearthed ancient evils...looks like I'm gonna have to deal with this!"

Now, for the silliest part of the timeline!

...THE GAME'S START DATE IS 3020 PD.

God the dumb timeline even undermines the cool stuff from the opener; the primordial ruins exposed by the Endwar have just hanging out unexplored for 3000 years? Surely the ancient evils have either already escaped/been discovered or are stuck pretty damn well at this point?!?

Also, if we're offering potential revisions to the timeline, you could probably excise Kah pretty well and just have the Fane's empires being destabilized by a big WW1-style conflict. Maybe all the cool 1920's military technology finally made Fane killable by mortals, first on the battlefields of Evil WW1, then at home as the various revolts that would become the Treaty Nations kicked off. I feel like that would sell the interwar vibe a bit better.
 
God the dumb timeline even undermines the cool stuff from the opener; the primordial ruins exposed by the Endwar have just hanging out unexplored for 3000 years? Surely the ancient evils have either already escaped/been discovered or are stuck pretty damn well at this point?!?

Also, if we're offering potential revisions to the timeline, you could probably excise Kah pretty well and just have the Fane's empires being destabilized by a big WW1-style conflict. Maybe all the cool 1920's military technology finally made Fane killable by mortals, first on the battlefields of Evil WW1, then at home as the various revolts that would become the Treaty Nations kicked off. I feel like that would sell the interwar vibe a bit better.

I think keeping Kah is fine, just have him leave, like...10 years ago or something.

God, though, I always forget how insane that time jump is, it's like they genuinely didn't know what else to write but had already decided what their start date was.
 
Ridiculous timelines are often a good sign that I won't enjoy some fiction, but one of the nice things about TTRPGs is you can just take the bits you like and leave the rest.
 
CHAPTER TWO: The Finesse System New
Not wanting to be shown up by Fatal and Friends, lets get into the nitty...and the gritty.

The system that underpins the Secrets of Zir'an is called the Finesse System!

We got STATS!

We got APTITUDES!

We got SKILLS!

We got SECONDARY STATS!

We got MADE UP TERMS! (Edit from future Dragon: They actually don't mention valdyrier in this chapter! huh!)

Lets start high, then work on low. First, all actions are just roll 1d10+Modifiers, against a DC of 10, 15, 20 and 25. Dirt fucking simple. But where does the modifier come from? And how does this system work at all when rolling a nat 1 is an instant failure? Like, you will notice, that is a 10% chance to auto-fail all checks. How can I say this is good? That shit's annoying as fuck in D&D, and that's only a 5% chance. What gives, Dragon? Will we, the readers of Sufficent Velocity, have to rip you apart, limb by limb, like we were the Ogre of Gormley Keep?

Stay your hands, fair readers!

Dice rolls come into play when the characters are stressed. When not stressed, you instead use the Finesse Level of any skill you're checking. Now, this sounds important, because it's what the entire system is named after...so, what is Finesse? Basically, Finesse represents book learning and training under ideal circumstances and it denotes what you auto-pass when unstressed.

So, basic passes DC10, while advanced passes DC15, and expert passes DC20, and finally, elite passes DC25 when unstressed. Furthermore, Finesse also unlocks greater and more potent effects for your successes. Like, an Advanced Pistoleer can shoot a guy, but an Elite Pistoleer can ricochet bullets around corners.

This gets us two evaluations on skills. The +Modifiers is how good you are in the heat of combat and a stressful situation, while the Finesse Level is how well trained you are. Both together makes for a more effective character, but each independently tells a different story. Are you a guy whose trained hard but never seen actual combat? You have Advanced Rifles, but only +0 Practice, meaning you won't be as accurate as someone with Basic Rifles and +5 Practice.

This also means the nat 1 fail rule is not nearly so dire as it sounds because, like, this doesn't even have the "oh, it takes more time" makarly D&D has. If you have Advanced Rifles, you always hit at 15 every time you pull the trigger, so long as you're not stressed. Stress can be removed or added as the GM remits, but combat is almost always a stressful situation, and the PC's actions can remove stress if you're clever and good roleplayers.

Say you want to break into a mansion. Normally, your Expert Athletics would let you climb with ease, but since it's raining, the GM says it is now a stressful situation. But if you do something to take away the rain with magic, or prepare for it using some cleverness (wetsuits? I dunno!), then the GM gets to go, "Ah, well, nevertheless."

Now, when you make checks, you can get a Superior Success, which is easy as getting 5 higher than the target DC. This does mean that an Expert character facing Advanced difficulties always gets a superior success. It's nothing as zany as x2 damage or anything - but in general, Superior Successes should make your next action a bit easier, or make your current action more flair-full-er.

Then we have some guff about Unskilled Checks (it's pretty generous out of combat, as it's just a normal check save you can't get a superior success, but once you're in combat, it becomes pretty alarming, you'll find out why later.)

Contested rolls are easy as dirt - higher wins, and the higher over the resisting roll you get, the better. This rarely if ever will be a straight Finesse V Finesse check, since competition is a prime creator of stress, but if you cleverly arrange it or roleplay well enough to justify that you're not under stress (one good example would be an Elite martial artist would never, ever, ever be scared of some Basic mook), then your Finesse becomes the target's DC that they try and roll over, and you are probably going to cromfuck someone up.

Now, you may ask: What happens if a nat 1 is rolled or a nat 10 is rolled in a contested roll!

This is one of Zir'an's weaknesses: Frustrating 1990s Vaugeness!

This pretty likely event has no rules written about it. So, here's some possible ideas...

  • The nat 1 auto-fails and nat 1 auto-succeeds rules are ignored for contested rolls
  • Nat 1 is its own reward, while nat 10 counts as always meeting the value the enemy rolls
  • Ditch the whole nat 1/nat 10 rule for the entire rest of the game, since it's really annoying!

Still, this is the basics of the Finesse System. But you may be wondering, where do the +Modifiers come for my d10?

Well!

All characters have FOUR STATS

Physique: your swoll
Mass: your size
Intellect: your brain
Acuity: your cleverness and charisma

These stats run between 3 to 10 for normal people, but, a lot of people are super normal! You may be a hyper-athletic guy with 14 Physique, or a huge giant with Mass 12!

All characters have SIX DERIVED STATS! Now, this is part of the game you're either gonna love or hate. Me? I love it! I love derived stats! I love doing math! It makes my brain juice HAPPY! Always round up.

Reactions: This is the average of your Physique, Intellect and Acuity and represents your skill in combat. The averaging is nice - it means even brainy/social characters can still get in with the biff popping and pew pew pew pew.
Speed: This is how many actions you can take per turn. It's your Physique+Acuity-Mass. "Wow, that sounds like Mass is bad," you may say. Yeah, it kinda is. They do try and balance it so Mass isn't a complete dead end stat, and their efforts are...heroic but not entirely successful?
Perception: The Average of Intellect and Acuity. This is for peepin', sniffin', listenin', ya know, normal perceptiony stuff.
Shadow: This is the Average of your lowest stat and your highest stat!
Hand to Hand Damage: This is your Physique + Mass divided by 4.
Vitality & Lethal Wounds: ...

...what the fuck is shadow? Also, you will note that I just skimmed right past Vitality and Lethal Wounds. That's cause they're complicated (but, also, where Mass begins to shine.)

So, first.

Shadow!

Shadow is your soul. It's also literally, physically, the shadow that you cast in the game. It's a fun bit of fantasy worldbuilding that I really love. Like, everyone can see everyone else's soul - it's quite literally just laying there on the ground, cast against the wall. When a foul beast rips a chunk of your soul away, they're literally tearing into your shadow. When a shadowmage throws a chunk of soul energy at you, they're throwing a bit of living shadow at you. If a Fane captures you and distorts you into a Shadowkin, they're doing it by cramming your shadow INTO your body and twisting it around. This is why Shadowkin don't cast shadows. It's just a really fun detail that doesn't really impact gameplay a lot, but it feels characterful and neato.

Now!
Hand to Hand damage, Vitality and Lethal Wounds are where having a high mass really starts to shine, and, having a Low Speed is where the XP system does show its advantage. We'll cover the XP system later, but, don't feel too badly for characters with High Physique, High Mass, and relatively low Speed compared to the High Physique, Low Mass, High Speed Twinks in the play group. They're not completely out to sea.

Vitality is basically your hit points - light scrapes and exhaustion that you can recover from with, like, a short breather. If it hits 0, you are knocked out! At 1/2, you are woozy and get -2 penalties to all your rolls and every roll is stressed. Lethal Wounds are actual physical damage to specific body party.

Yes.

The game has a little humanoid figure on your character sheet and you get to hit people in SPECIFIC places.

I love this shit. I adore it. It makes combat feel deliciously visceral for me!

So!

Take a deep breath.

Vitality is [(Physique/2)+5]x(Mass/2)

...yeah, I know, it looks terrible, but it really isn't that bad. And you do only need to do it once. But it also is why Mass has any value at all. Take a character with 5 Physique (human average) and 3 Mass (lil' skinny dude.)

That's 16 Vitality (5/2 = 3 +5 = 8 * 2 = 16)

Meanwhile, if he was super toned twink badass with 10 Physique and 3 mass, that's only 20 Vitality. ([5+5]*2)

However, average guy at average mass? That's (8 * 3), putting you at 24!

Lets be a big buff beefcake! 10 Physique, 10 Mass! Well, now, we're looking at 50 vitality.

Even better: You get 1 lethal wound per Mass/2 vitality damage. So Physique Twink (the one with 3 mass?) would take 1 lethal wound per 2 damage. Meanwhile, Big buff Beefcake takes 1 lethal wound per 5 damage.

So, Physique Twink with 20 Vitality takes 10 damage to the head. That's 5 lethal wounds! That's INSTNATLY a KO for the poor guy. But BIg Buff Beefcake? Not only is 10 damage only 1/5th of his vitality, but that's only 2 Lethal Wounds to the head - not even close to lethal, though it does hurt.

Now, someone who likes high Speed characters (like me) would point out that you can just avoid being hit. But Physique/Mass characters synergize really well with high armor (since Mass is also how much gear you can carry, so, like, a big buff beef boy can also wear big heavy armor, which makes them even more survivable.)

Oh, also, if you're curious: Heads have (Physique/2)-1, arms and abdomen have Physique/2, Legs have (Physique/2)+1, and Chest is (Physique/2)+2. If your Head, Abdomen or Chest hit 0 Lethal wounds, you're incapacitated. If your legs or arms hit 0 Lethal Wounds, they stop working. If you hit 0 LW on a vital area AND 0 vitality, then you are mcfuckin' dead.

So, in short? The Finesse System does actually support facetanking and lithesome DPS. Both sides are happy!

What's fun is, also, the H2H damage parity is a lot closer: Mr. Twink with (10 Physique+3 mass)/4 Hand to Hand is gonna be doing 4 damage with his fists of fury, while Big Beef Buff Battercake is gonna be doing...5 damage. This means that the game supports both big bruiser brawlers and lithe quick akido types in the martial arts. Which I always am a fan of!

Now that we're done talking about the Primary and Secondary Stats, we also have Aptitudes. These are...by far, the most extraneous part of character sheets? They're there for math reasons (by adding between +1 to +5 to rolls), and they TECHNICALLY denote extra levels of specialization, and they tie to the Finesse system...but, counterpoint: They're kinda boring?

Basically, you have a Knowledge, Physical and Social Aptitude. They all start at 1, and you can bring them up to 5. You need them at 3 to get Advanced Finesse, then 4 to get Expert Finesse, then 5 to get Elite Finesse in any skill they're a purview of. They also make up the dice roll, which we can now reveal in its FULL GLORY!

1d10+Stat+Aptitude+Practice
Voila!

Oh, Practice is a point value between 0 to 5, and it applies to just one specific skill.

So, to put it all together

Twink McGee has a Reaction of 10, a Physical Aptitude of 3, and 2 points of practice in Unarmed. He rolls 1d10+15 to punch! His Advanced Finesse skill means that he is equally good in a dojo as he is in the field of battle.

Now, the chapter wraps with...A SKILL LIST! These are mostly what you expect, but they also fill in some fun details about the Zir'an World

KNOWLEDGE SKILLS

Area Knowledge: this one lets you have particular knowledge about a specific area! The rule of thumb is, the tinier the area, the more precise the knowledge. So, if you have Area Knowledge: Zir'an, you can, like, name all the countries, but you won't find where to sell your illegal guns or where to find the revolutionaries, but if you had Area Knowledge: Thrace, you would know exactly who to give your smuggled bolt action rifles too! ...it would be the fishermen.

Healing: Okay, this skill is just...mean? It's using healing without magic. But, like, Zir'an's take on magic is basically "being a magician is roughly as unexpected and strange as being an electrician" ...like, yeah, it's a skill you gotta go to college to learn, you need to be certified, but it's not like you're going on an epic quest to find your local electrician, they're in the fucking google search engine. And, like, magical healing is REAL GOOD. It's like, "reattach limbs good." So, yeah, you can take non-magical healing. I guess. If you're...stupid.

Lore: This covers knowing about stuff. Reading the list of stuff you can know about sounds fun. We have airplanes, ancient history, criminals, current events, herbalism, lost technology, metallurgy, modern technology, naturalism, occult, posions, rune magic, Shadekin (I referred to them earlier as Shadowkin, but they're actually shadekin, ooops), shadowmagic, the Seven Gods...

Mechanics: This is your techy mechanical skill. Since there's no magical spell that just fixes machines, you actually need this skill. (Also, there's an airship you can get later that starts off shitty but for each finesse level the owner gets in Mechanics, the better it gets, and that's just really fun and cute. I love that.)

Rune Magic: The aforementioned magical skills. It gets its own chapter. Not to oversell it, but, Rune Magic fucking owns. It whips. It's so goddamn cool and fun to use. It absolutely is the coolest goddamn thing. I love it.

SCIENCE!: It's weird to me that there's Lore for Airplanes, and, also, Science for Airplanes. I think Lore: Airplanes is so you can go, "Ah, that's an Airvonne Glidewing!" While Science: Aeronautic is for "I can build an Airvonne Glidewing out of scraps in this cave."

Tracking, Urban: One of the few skills to use perception!

Tracking, Wilderness: Yes, they have two tracking skills for the two types of places you can track people.

PHYSICAL SKILLS

Artisan: This is the skill for making pretty art. I usually take Artisan: Lovemaking because I like it when my characters are really good at sex, it makes me feel happy!

Athletics: This is the skill for climbing, jumping, running. It's important for combat.

Awareness: Hear ye, hear ye, hear ye! This tis a white wolf game! Thy shall pay the AWARENESS TAX or FORFIET ALL ENGAGEMENT WITH GM PLOTS and THE POSSIBILITY OF NOT BEING AMBUSHED! I have my issues with both the Chronicles of Darkness but them ditching the idea of an awareness skill and replacing it with, like just a straight Stat+Stat roll? Very good idea. Though, at least in Zir'an, they give you a metric FUCKTON of skill points, so being decent at Awareness is not literally sucking away precious ranks in doing something fun.

Disguise: ...did you know there's, like, two different shapeshifting magics. Just get those, nerd.

Driving: The game has motor carriages AND funky interwar tanks. Not getting Driving is literally being homophobic to @open_sketch . You wouldn't want to be mean to Erika? Look at how cute she is. Why do you hate trans lesbians, dear reader???

Meditation: This is a weird one. So, each skill has a breakdown of what each finesse level does, and reading closely, Meditation gives you a ton of benefits that are, then, basically never mentioned anywhere else in the game ever. You just kinda need to rely on your GM to fiat this stuff?

SOZ said:
Many places teach varying techniques of meditation. They all
center around one's ability to focus internally for the purposes of
introspection, controlling metabolism, or achieving inner peace.
Mastering the arts of Meditation can be a powerful tool, bringing
the adventurer great benefits. Most Meditative effects require at
least an hour of quiet seclusion, any harsh disturbances bringing
them out of their trance.

Basic: The adventurer is capable of delving deeper into her
mind, reaching a deeper state of meditative calm. She can
remember minute details from their recent memory or use
meditation to quickly replenish her mental and physical energy,
energy normally restored through sleep.

Advanced: Being able to sink deeper into herself, the adventurer
can recall memories weeks old, review glossed over details in crisp
clarity, or mull over riddles and other conundrums with a greater
level of accuracy. She can gain a full night's sleep through several
hours of meditative rest. She is able to control her breathing and
heart rate, almost capable of lapsing into a catatonic state.

Expert: Their minds are highly disciplined, capable of piercing
the veil of years to inspect memories and details long forgotten.
A handful of hours meditating can be as refreshing as a full
night's rest. Perplexities can be solved after a number of hours
of meditative thought and their ability to control their metabolic
functions is great, stilling their heart and breathing to a point
that they may appear dead though they are fully aware of the
outside world.

Elite: A true master of the art, their lives are like an endless
panoply of images they may peruse at their leisure. An hour or
two of meditation is as fulfilling as a full night's rest and their
leaps of logic arrived at through meditative contemplation border
on the metaphysical. They have a complete control over their
metabolic functions and can remain in their meditative trance
through any disturbance, breaking the trance only when they wish.
They are fully aware of the outside world and may even be hyper
aware, their perceptions honed to nearly superhuman levels by
the supreme focus and serenity they have achieved.

...okay, wait, is this just being a weeabo? Are they being weeaboos? I believe this is the first WEEB COUNTER! (🐤: 1)

the little chick is as close as I could get to a chocobo, it'll make sense later

Melee (short, medium, long): There are three kinds of melee! For knife, for sworde, and for speare. The most important thing here is that if you want to roleplay a WW1 veteran, Melee Short is for the bayonet when it's NOT attached, while Melee Long is for when it IS attached. Make sense?

Occupation: This is the broad "uh, whatever you want to do for a job" skill. Priest? Sailor? Fisherman? Journalist? Go nuts. you may go, "Wait, but a lot of these occupations are knowledge or social based, not physical?" and then I gently put a pillow on your face. As you struggle desperately for air, i whisper...shh shh...shh...only dreams now...only dreams...

Pilot: This is the skill for flying BIPLANES! It's another skill you have to get or @open_sketch starts crying. It also covers airships, blimps, gliders, whatever!

Ranged Weapons: Small, Medium, Heavy, Fixed. It's a lot like the melee, but pistol, rifle, big rifle, machine gun. You only really want to go for heavy if you decide to play one of the Legally Distinct Fremen, whose cultural weapon is a rifle as tall as they are that hits like an elephant gun and has a range of, like, 3 miles. It's...really fun to use, actually. I highly recommend it. No fuckin' shields here, Harkonen. (That's a lie, there are 100% shields, magic shields, magical force fields that stop bullets.)

Riding: Hornse. Also, while Riding does not indicate it yet, the Riding skill is another WEEB COUNT! (🐤: 2)

Security: Lockpicking and traps. It's for when you're robbing mansions, secret labs, ancient dungeons.

Shadow Magic: The OTHER sickrad cool as hell magic. I don't want to oversell it, but did you ever want to be Dr. Manhattan in the 1920s? Well, good news, Friend!!!

Slight of Hand: See, if I was making this game, I'd just squish this into Security, cause if anyone's gonna be picking pockets, they're ALSO going to be undoing traps and picking locks, that's just common sense.

Stealth: Well, duh.

Survival: Another pretty obvious skill.

Unarmed: This skill is amazing because it allows you to be both Indiana Jones and Bruce Lee, depending on how many points you're willing to sink into it. It comes into its own (as a lot of the combat skills do), as we get further into the game.

SOCIAL SKILLS

Connections: This is a genuinely cool piece of game design I actually love a lot. Basically, Connections are how you get your starting Gear (the more connections, the more Gear you get), but also, in game, they're...Connections. At higher Finesse levels, this denotes more of a leadership position due to the level of influence and pull you have, but the general rule of thumb is that if you're in an area where a Connection is, you can just get the favor you need...buuuuut it always demands a commensurate favor in return at some point. If you're NOT in the area where a Connection is, you have to roll - and if you succeed (at a difficulty modified by how unlikely it is), you just happen to run into them! I really like how this both demands that PCs are a part of the world, with friends and family, allies and comrades, but it also serves as an excellent plot engine as you can always use connections to throw hooks to players, and...finally...it's player facing? The fact you can just run into Sallah while out on an adventure because you rolled your Connection: Family Friend and succeeded is really fun!

Connive: Lyin!

Conversation: this is the most often rolled social skill since it covers "conversing with people in a way that charms them." If you're not actively doing the other skills, you're using this one. It's like Diplomacy, or Persuasion. Ya know how it is.

Intimidation: Spookin!

Intuit: This is your rapport/sense motive skill.

Leadership: It's Leadership. Like, I don't...need to explain more than that, do I?

Seduction: While the game does repeatedly, REPEATEDLY, say that this isn't just for getting into someone's bed, it's also for convincing people to get camaraderie and fellowship with you - you can use seduction on someone without the same sexual orientation as you to have them be your closer platonic friend, which is neat. Also, I appreciate that they say "this doesn't have to be used on someone of the opposite sex, only of the appropriate sexual orientation", like...back in 2005, that's a pretty nice thing. Sadly, seduction has a connection to a future incident of 1990s Casual Racism which we'll come to when we come too...

Also, it has this baffling fucking sentence, which isn't racism, it's just...bizarre.

SOZ said:
The adventurer does not need to be beautiful or
devastatingly handsome (although it helps); they could be simply
witty or mentally engaging (not so much as a conversationalist,
see Conversation skill above). Even a Neolli could be Seductive
— using its primal animal nature to entice those into its web.
As most of you haven't read the Secrets of Zir'an, you're probably like: "What's a Neolli?"

And, like...

Neolli are fucking gorgeous bat people!? The drawing of one later one is like what if Lae'zel from Balder's Gate 3 was also a bat?



BEHOLD! She's...hideous???

No! She's fucking gorgeous, what are you talking about??? Primal animal nature, Neolli can get doctorates, man. Fuck off, lol.

Anyway, final skill is Socialize.

I...

I don't know what Socialize does, I've never used it any game ever.

SOZ said:
More than the simple rules of polite society, adventurers skilled
in Socialize flow through social situations with an instinctual ease.
It also grants the adventurer a measure of crowd awareness, being
able to intuit the mass social dynamics around them. Adventurers
with Socialize can sense the general state of a crowd and through
interacting with it may be able to even direct it.

Basic: They have some experience with cultured society and
have grown up in a social atmosphere. Well mannered or sociable,
they have little difficulty fitting in with the crowd as long as
they are in familiar surroundings. They still have some difficulty
sounding out unfamiliar situations.

Advanced: Truly a social animal, the adventurer can blend into
nearly any situation, getting an instinctive feeling of the mood of
the crowd. They can feel comfortable even when surrounded by
the unfamiliar and quickly pick up the general rules of conduct
when confronted with a foreign situation.

Expert: A master of the people, they can get a clear picture of
the dynamic of any social gathering. They adapt quickly to any
unfamiliar situation and after a short while are able to intimately
understand codes of conduct and other prevailing social mores.
They also know the best way to alter the mood of any large
gathering — be it through the spreading of rumor or by drawing
certain people together.

Elite: Moving through any gathering as though they belong
there, they seem to instantly understand the motives, moods, and
character of any social gathering. Their influence over a crowd
borders on the mystical, the adventurer's moods seem to flow
through those around them like ripples in a pond. With a glance
they see the social web that binds everyone around them.

Like...I dunno, it just reads as basically being "more conversation", which fits all that bill just as well. Still, if you're making a social focused character, you might as well use it and then bug the GM into letting you unleash your Expert finesse levels at any time.

So

That's the Finesse System! It's basically a more sophisticated, more forgiving "take 10/20" from D&D combined with a fiddly but satisfying stat-array that rewards various kinds of physical/mental types, while still gently nudging all characters into action-adventure, because pretty much everyone is going to be in thrilling mile high gunfights on airships. Like, you CAN make a non-combat character, but they're not useless, they're just not as good as the shootists. The skill list is pretty beefy, but it doesn't go nearly as far as some heartbreakers i know, and most skills have a purpose.

Really, I'd just cut, like...eight? Tracking Urban and Wilderness should be combined, Science and Lore should be rolled into one (Student of X), Security and Slight of Hand should be combined, and Socialize and Conversation should be combined. Compare that to GURPS, where I'd cut...like...several hundred at minimum!

Next chapter: CHARACTER CREATION

Or

How I learned to stop worrying and love lifepath systems
 
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Big breasts barely contained in a cleavage-exposing top makes me recoil in horror, agreed.

And I see they fell into the trap I most often associate with D&D 3.5 but is in other places, where you can sink points, take feats, buy equipment and make your entire character revolve around something the wizard does with one spell of the twenty-seven he can cast each day.
 
Big breasts barely contained in a cleavage-exposing top makes me recoil in horror, agreed.

And I see they fell into the trap I most often associate with D&D 3.5 but is in other places, where you can sink points, take feats, buy equipment and make your entire character revolve around something the wizard does with one spell of the twenty-seven he can cast each day.

I will argue that zir'an alleviates this a LOT by just making wizardry insanely common

It is genuinely kind of hard to avoid becoming at least some kind of Rune Mage. Which is good, because there's a LOT of runes and it rewards specialization in grabbing runes, so, like, it makes sense for your soldier to also have a few war-runes to bolster their war-ness, while the more dedicated Rune Mage might be better at casting them...it's still good to be able to be able to scribble the Knockback rune on your rifle butt and then knock an enemy 50 meters away.

Honestly, the hard part is that PCs are going to be able to maximize their rune use since they can keep track of all their specific charms and effects, while a GM needs to remember all the NPC's magical effects, which can be quite tricky.
 
CHAPTER THREE & ONLY CHAPTER THREE New
So, Chapter Three is the CHARGEN CHAPTER. So remember how I said I was going to do Chapter 3 and only Chapter 3? Well, I lied. You are now strapped to a chair. You cannot leave. I have a gun.

See, this chapter? It requires bouncing around as you make your character, and each time it bounces, I'll go and tell ya some' somethin about that them there chapter. See, this book is not actually laid out that well, so I'm going to be using my immense knowledge of the book to show you how I use it - which is a more useful way of engaging with the text as a game. Because, and here I'm putting on my crankiest @StrigaRosa voice, back in the day, RPGs were played and not just expensive artbooks?

...okay, that's a lie, they were expensive math books, BUT STILL! The principle is the thing! The principle is playing the game!

CHARGEN!

There are three rough campaign power levels: T...Tyroic?

Well, google says that "Tyroic" is

Google said:
Your thyroid is a small, butterfly-shaped gland located at the front of your neck under your skin. It's a part of your endocrine system and controls many of your body's important functions by producing and releasing (secreting) certain hormones.

...wait, no that's my thyroid. I have no idea what Tyroic means. Because I think the authors just made it up. Either way, it is basically rank newbies. Then you have Heroic, then Legendary. These give you different spreads of starting statpoints (10 primary, 2 derived | 12 primary, 4 derived | and 15 primary, 6 Derived) and "character customization points" (50, 75, 100.)

Yeah! Multiple point values! Modern games like to have points, when they use points, be interchangeable in some way. And it is usually better for math. but there is something kinda fun in the constraints of where you put what stats. It forces you to think about your character in a unique way. I'm not just old, I'm also slightly deranged!

Now, for fun, lets start making a character alongside running through this chapter(s) because I need to add more work for myself.

Example: We'll stick with Tyroic level for now, due to its funny spelling and being the lowest level. This means the least choices, right?

So, after you pick your power level, you choose your RACE and your ORIGIN. Here is where we zoom...to chapter Fouuuuuuur! Ooooh!

CHAPTER FOUR
Chapter four introduces us to the five different peoples of Zir'an. The first are the Ianer. They're literally just humans - though they live about 40-50 years longer on average than us. Their racial ability is Adaptability: They get 4 bonus points for merits and flaws, and they can take one skill package from a land that isn't their origin, representing the fact they travel around a lot and have diverse backgrounds.

But they also, sneakily, have a much more important ability. See, remember how you choose race and origin? So, race is your...like, species. Human! Batlady! Elf! Your ORIGIN is where you COME from, your nationality - or, what we'd call race in the real world (because racism is stupid.)

Ianer get a whopping eighteen origins. Eighteen! most other people get five.

Speaking of!

The next race is the Dolonorri. They're Zir'an's version of dwarves and because I hate dwarves and my eyes glaze over any time I try and read anything about them, this Lets Read will be my first exposure to the Dolonorri beyond knowing they exist. How exciting! They can see 30 feet in darkness without light at all, get +2 to Mechanics, and get +1 to their Mass and -1 to their Acuity and +10 years to their starting age. So, so far, they're dwarves.

After them, we have the Gogachi. These are big tall fellas and they're a bit more interesting than the Dolonorri: They get +3 Mass, -2 Intellect and -1 Acuity...however, their special ability is like, 'no, they're not actually stupid.' Basically, it lays out that the Gogachi have a very different way of thinking involving spatial reasoning and non-linear thought. They have what most people assume is a simple game that they play with specially crafted shiny rocks called Mree Tiingk - if they use them to puzzle over a problem for a few minutes, they get a whopping +5 (!!) to any roll involving spatial reasoning or math: Gunnery, visual puzzles...and Rune Magic. I really like the attempt to acknowledge and include neurodiversity, but it's hampered by the fact they don't really engage with the fact that non-Gogachi are entirely capable of thinking in similarly different ways. Still, I appreciate what they were going for.

Next, we have the Neolli - the aforementioned sexy bat people. They get +5 to their free movement, +2 to all athletics checks (with an additional +2 for climbing), +5 to all awareness checks, normal vision in near darkness (not total darkness), and +2 base damage and +1 armor piercing to their hand to hand attacks. Cause they have clawsies! They also get +5 to perception, but -5 to perception in urban areas, and -5 to all social rolls with non-Neolli due to FANTASY RACISM. Also, regardless of the normal starting age for the region they're from, their starting age is 8 years old, cause Neolli live very short lives.

And, finally, the Zhalanti. The Zhalanti are elves! They're immortal, from one region, and their ability is to get +2 to all knowledge checks when not Stressed, which...gonna be honest, seems of only mild use. They can also see in low light like the Neolli! They're also immune to all diseases, which can either never, ever matter, or matter a lot depending on the GM. usually, it never matters.

But once we get the mechanical breakdown of the races, we then get some FLUFF!

ZHALANTI FLUFF
SOZ said:
The Zhalanti are the only living beings that remember the faces of their creators: the Seven Gods. Born into existence even before the World itself had been constructed, the Zhalanti lived alongside the Seven Gods on the first world: Arelas. Tutored by the gods themselves, they were a grand experiment in social engineering. The Ylar, the wellspring of life and the powering force of all magic, was created for the Zhalanti. The Seven Gods did not instruct their children on its use, forcing them to devise their own solutions. Their answer to this test was the creation of
Rune Magic. The Zhalanti were the first Runemages.

Sick. So, the Zhalanti learned more and one day, demonstrated their powers by building their own world. It was kinda small and shitty, but the Seven Gods were like, "Aight, we're impressed!" and built Zir'an in response. The Zhalanti moved onto Zir'an, and built a utopia called Thallysia, then stagnated. Then the Ianer arrived. The Zhalanti declared them "very cute" and then went even more isolationist, concealing their home using magic and ceding the world to the Ianer. Now, modern Zhalanti come to the lands of the Ianer to travel around, explore, see what's happening, then eventually head home after a few centuries of bumming around.

Physically, they're about 7 feet tall, have skin ranging from green to pink to purple, with hair that tends to white, silver, or black.

So, in short, they're preposterously sexy space elves who bum around Europe getting into scrapes before heading back to the First World. As a certified Elf Liker, I think this is a fun riff on elves. It has enough new bits in there to make them feel interesting, but it's not like...trying too hard. Basically, as Elf Liker, I don't like it when my elves are tryhard different, like how in Divinity they're weird cannibals, like, no, Larien, you're trying too hard.

IANER FLUFF
SOZ said:
Long after the Zhalanti secluded themselves from the growing world around them, the Seven Gods crafted from the void a being wholly unlike their first children. Where the Zhalanti were born into the hands of their creators, tutored, and cared for, the Ianer would be born into ignorance and savagery. The Zhalanti had their home gifted to them, while the Inheritors would have to scrawl, scavenge, and survive. The Seven Gods revealed nothing of their presence; the Zhalanti too, hid themselves from the primitive Ianer, and the eons would pass as they flourished, spread, and developed.

Now, onto the Ianer! They were an experiment, it seems, in "what if we let our children just do whatever" from the Seven Gods. The Ianer, all by themselves, cracked the basic physics of rune magic and, using it, were able to find the Seven Gods. In a fun inverse of Pillars of Eternity's awesome twist, they pushed so hard on magitech science that they FOUND god, rather than finding no gods. This turned out to be wildly discomforting for the gods - because while the Ianer were pleased to know that they were created by something, they also then started to be all...human about it.

SOZ said:
Each culture gave the Seven new forms and new names. To their dismay the Seven found they were mutable, and the Seven became the Forty-Nine became the Two-Thousand Four-Hundred and One. The Seven Gods had opened themselves to their children only to be fundamentally changed by the experience.

I just dig this? I think it's really fun. The rest of the Ianer section lays out that, basically, the Ianer have this worrying habit of...exploding themselves and the world. The Endwar was one such example, and the Ianer are faintly aware that another, similar war is going to happen in the future - human nature and all that.

DOLONORRI FLUFF
SOZ said:
It is believed that late in the First Age, the first Epoch that saw the rise of the Ianer upon the world, the Dolonorri were born from the mind of Drandlur, who crafted them from stone and lit within them the spark of life. Through the arteries of the world flows the life-nurturing Ylar and the Dolonorri were to be its caretakers. In those distant ages, the Dolonorri lived beneath the surface, building massive cities, and exploring the hidden beauty of the Deeper World. They mapped the pathways that could take one to the glowing heart of the world, where the Ylar
itself resides. They remained hidden from the violent Ianer who ruled the surface above. They watched as their brutish cousins warred with each other, engulfing the world in their madness. But the Dolonorri were safe in their hidden underground domains.

Hmm hmm...

So, reading this, would you say that you'd expect the Dolonorri to be in decline, crowded out by the more numerous Ianer, and that they like mechanics and gold and building mountain vastness's AND THEY'RE JUST NORMAL GODDAMN DWARVES. My disappointment is immense and by day has been ruined. I will once more continue to never think about them ever again.

NEOLLI FLUFF
SOZ said:
Of the Young Races that have appeared since the Endwar, the Neolli still elicit fear and prejudice from the intolerant and ignorant. Cannibals they call them; fiends, Shadekin. Most of the world views them with distrust, for it is difficult to see past the claws, the body clothed in fur, or the feral gaze and fanged mouth. But anyone who knows the Neolli knows that lumping them in with other Shadekin is a mistake. The Neolli actually have a culture. Only once scholars from the Treaty Nations had witnessed the depth of Neolli society, its devotion to the Seven
Gods, its icons and rituals, jewelry, its tribal artwork was this realized. All spoke of a race that had transcended the bloodthirst of their Shadekin lineage. But one cannot dismiss the bloody history the Neolli have with the rest of the civilized world.

So, basically, the Neolli started off as creepy mutant people, but transitioned into being just normal-ass people. The 'bloody history' refers to a constant state of war between them and their neighboring Ianer kingdoms, which was only called off thanks to the emergence of the Fane being a much bigger deal. Considering modern Neolli mostly just want to be left alone in their home and most of the ones to be found in non-Neolli homeland regions are there because slavers enslaved them, I think that their whole bloodthirsty threateningness has been a bit exaggerated.

But, this bit amused me.

SOZ said:
But for the most part the Neolli want to have little to do with the rest of the world. They sense the doom that hangs over the Ianer and are unimpressed with their "great society" and their "great accomplishments." And so long as there are Ianer who refuse to see the Neolli as nothing but the brutal savages they once were, forever shall the two peoples remain divided.

This is actually pretty true to hunter gatherers in the 19th and 20th century visiting Europe. Like, people judge places by their own contexts, not your context.

GOGACHI FLUFF
SOZ said:
During the time of re-building after the plagues of the Endwar had dissipated, a new race emerged, the Gogachi, a race whose massive bodies, whose language and even mindset were alien to the other races of Zir'An. Before the War of the Fane and subsequent arrival of Valkan the Gogachi were scattered tribes of people living on the various tropical isles of the Fire Reaches. At that time the Fire Reaches were much harder to navigate because there were many more small islands; their jagged shores formed a maze leading to the main island chain, and heavy
volcanic mists obscured the safest path. So the Gogachi existed alone and undisturbed, their culture, though primitive, thrived until one day a strange tribe of small men came to their shores in "iron fish."

I find it interesting that the Gogachi and Neolli are two races that are explicitly stated as not being created by Gods, but instead, simply emerging naturally after the Endwar. So, I think they're pretty closely related to Ianer. Either way, the Gogachi history is a bit like the Neolli one but less Racistly. Like, the writers seem to actually recognize that it is bad when the Ianu Voss (the same slavers from before, hmm) showed up and manipulated the Gogachi into being their slaves. However, a Fane rose from their ranks during the time of the Fane, named VULKAN (quite a reach to come up with that name, right, considering they're from a volcanic set of islands) and he...liberated them, then formed what amounts to a trade union with Vulkan as the god/union boss.

I think that makes Vulkan the second good Fane after Kah? Seems like it.

Also, fun fact, Vulkan is one of the Fane Kah didn't depose or kill!

CHAPTER THREE AGAIN
So, now that you've picked your Race and know what they're like, you now choose your origin! Which means

CHAPTER FIVE!
We're onto Chapter Five: Character Origins. This covers all the nation-states and regions that your character can actually be from. These give you a second starting merit, your starting age, some starting skills, starting aptitudes, starting STATS! They're kind of a big deal. Almost a bigger deal than your species. In fact, one might say that the selection of your species matters more for what country selections you can be from than any inherent stats.

And you know what?

Good! This still has some bioessentialism, but it's one step better than how D&D does it, where racial modifiers are basically half the modifiers, and the other half is your class. What is more, you can actually get a merit called "adoptive homeland" later, which lets you get even more culturally mixed. It's not perfect, but it is still a huge step ahead of other RPGs at the time which hadn't even hit the 'is it racist to give all orcs -2 to intelligence? ...no, no, this is fine' stage. Like, they weren't even asking the question, they were just doing it. Dark ages, man. Dark ages.

Still, your origin gives you a spree of starting skills at Basic finesse level and you can get 2 points of practice to put into one or two skills, as you see fit.

LETS GO DOWN DA LIST! You will learn more about each nation-state later. Lets see what we can learn about them now!

Arivonnean
They have relatively high physique, intellect and acuity and lowish mass. Their special merit is Weather Sense (you can sniff out what the weather is gonna be like a few days in advance with a DC15 awareness check.) Every single Arivonnean starts with Piloting, Mechanics, and Lore: Airplanes. And their country sounds like "Air-Vonne." Yo, @open_sketch I found Himmilguard! Their starting connections are to pilot guilds, trade guilds, or "resistance movement." Ooh!

Ba-Durai
Average down the line for all stats, and their merit is "Fires of bin Sa'la." They're NEVER AFRAID. Ever. Literally, all intimidation and magical fear checks just fail, and being threatened is never a stressed situation. Combat still counts, though. Their skills are some combat stuff, some riding horses. THeir connections are to merchants, the "Ben'Sha'oud", or to some kind of royalty (there are apparently many royal families.)

Ballinorian
Average down the line for stats, their merit is "Mechanical Affinity." They get to just know about machines with a relatively easy check, including their innerworkings. Their skills are, this is gonna shock you: Mechanics! There's also a pretty hefty spread of ranged combat, melee combat and survival skills, with connections to things like "mechanics guild" and "Militia party."

Bhuketi
Very high physique, average elsewhere. Their special merit is "Lhar's Will" - apparently, some guy named Lhar dominates the will of his people...and that means no one else gets too. +5 to resist all forms of mind control, but -5 to resist Lhar's mind control - which includes that cast by his slavers, disciples and priests. Oh no! Skills include unarmed and meditation, while connections are things like "Shree Kat Underground" and "Slave Traders" - so, it looks like you need to pick whether you are pro or anti-Lhar. ...I'd say be anti? Anti sounds good.

Cyrooni
Oh noooo! It's time for the...1990s Casual Racism! They have really low physique, low intelligence, and preposterously high acuity. They're also have the ability to...ahem...literally smell gold. They can SMELL gold with their...BIG NOSES. Oof...OOF...OOF I SAY.

Drakani
These guys are bigger than most (higher mass), but are otherwise average. Their innate ability is the charmingly titled "Life of Agony", which makes them immune to uncomfortable environments because their home sucks so much. They have connections with things like "Bazhna-Zi" and "Tilandri Resistance Movement." A lot of resistance movements in the connections throughout Zir'an. Which is something I really love, the 1920s revolutionary vibe is strong, which drives a ton of plots!

Edyssian
These guys have low physique, low mass, high intellect, high acuity. What's fun, though, is their merit: Learning Knack! They have 4 floating points of Practice that they can add at any point to any skill they have no finesse level in PER session! The idea is they just picked it up reading a magazine or as a hobby some day. It's fun. They have no starting combat skills, but their connections are to university, professors, and adventurers.

The Fire Reaches
Hey, this is where the Gogachi are from! Since it's the Gogachi home, they start with preposterously high physique, mass, and relatively low acuity and VERY low intellect. THeir starting merit is Environmental Tolerance: They double their already massive Mass for resisting poisons and toxins and ignore extreme heats - and toxic environments are never a stressor for them. Pretty nice! They start with mechanics and some combat skills and connections to pit fighters, the Fire Reache's priesthood, or Edyssian Professors (hi Edyss!)

Harakyri
Average statline, but their starting merit is an instinctive understanding of Fate such that they CAN SNIFF OUT PLAYER CHARACTERS - they can tell if someone is Chosen on sight. Also, all socialize rolls are made one step easier if they're not stressed, thus, making it far more likely that they'll get a superior success. Neato! I think someone fucked up on the typing because their connections are the exact same as the Fire Reaches...but, also, who knows, maybe the Harakyri are also being studied by Edyssian sociologists for the fact they can literally smell main character on people. ...okay, now that I mention it, that does sound like something a sociologist might be interested in.

Ianu Vossian
Heyyy, we've heard of these guys, they're the ones who were mentioned as enslaving both the Neolli AND the fucking Gogachi! Their connections are to Industrialists, the navy and nobility, and their starting merit is "The art of the deal" - they're raised with an eye towards legality and using that legality to fuck other people over, allowing them to use their Intuit skill at +1 finesse level if they're engaged in dealmaking, wheeling, and fucking people over.

Illestani
These guys are tuff and massive and have a BATTLE TRANCE ability that lets them ignore all negative effects from damage until they're either dead, unconscious, or combat is over. And their connections are to "war priests", "Infantry", or "Mercinaries." So, I think these guys might be...from the fight country. Of fightstania.

Kleshti
Average stats save for high acuity, and, uh, hoo boy! Guess what it's time for...1990s Casual Racism! Their special merit is the ability to speak with lying duplicitous words to twist the minds of foreigners so much that they'll believe aaanything! Literally, with an Elite (DC25) conversation check, a Kleshti can convince someone the sky is pink for a little bit.

An Aside: the real issue is, despite me saying that this is better than the D&D method of chargen...that's not saying much. This framework, while it is trying to communicate the diversity of Zir'an and its people, has the unfortunate byproduct of just...smooshing physiological differences, cultural tradition, and straight up magic into a weird mishmash. It's also not entirely clear if only some people in a region can do these things - like, are all Kleshti wormy sneakwhisperers? Are all Illestani battlefighters? Or is it just the heroic PCs that come from those areas that pick this stuff up. The moments where I bring out the casual 1990s racism counting gag is where...things verge away from the "silly fantastical" and into "oh that's just...like...antisemetism" vibes, ya know? Like how (spoilers) the Kleshti are all from the land of evil betrayers who betray people, and their racial ability is to convince people to believe anything, like...Jesus Christ, man.
Merchant Islander
The sailing land people! With sailing land skills, and connections to sailing ships, and pirates, and yar har fiddle de dee! Their special merit is fun, though: They can automatically locate where they are anywhere in the world with generalities using an Awareness DC15 check, and anywhere within a few hundred meters with a DC20 check. They can make it one step easier if they have an Area Knowledge of the area they're in. That's fun!

Mikeshi
Low physique, high mass, high acuity, and skills of survival, tracking in the wilderness, and connections to shamans, tribes, and Edyssian sociologists, okay, does everyone on Zir'an have a fucking Edyssian taking notes about how they take a dump? (The answer is yes, Edyss is France.) Their special ability is they can mimic animal noises using Lore: Naturalism. At DC15, they can mimic noises so other Mikeshi can understand it as a signal for sending messages, while at DC25, they mimic it so well they can TALK TO ANIMALS, which is fun!

Neoll
Shocking news, but this is where the Neolli are from! They can make a DC15 intimidation check and if they succeed, everyone in 15 feet becomes DEAF. Non-magically deaf, they need to be healed using the normal healing rules. It's a hypersonic roar, which means yes, I was right, they ARE bat people! I imagine it like Toph in the Ember Isles players.

The Periphery
High physique, high acuity, low mass, low intellect. Their connections call out that they have archeologist friends (remember the opening?) and their innate ability is to be basically immune to heat, dust storms, desert, and they can retain water twice as long as normal people, making survival one step easier in a desert. Think the Periphery might be a desert? I think it might be a desert. Some subtle hints here that it's a desert.

Talusian
Straight average stats, but their special merit is...okay, yes, technically, I think it is casual 1990s racism, since it's "The art of Love and War", and it lets them determine if someone they're talking too is motivated by love or hate, allowing them to better manipulate them because every Talusian is a hot blooded Spaniard who is full of passionate intensity. But can you be racist against people from Spain? Debate in the comments! (...yes)

Thallysian
This is where Zhalanti are from! Anyway, did you know that every single Zhalanti leaves their home with a magical shapeshifting sword that is attuned to their innermost thoughts and, as they grow more and more adept with it, becomes sharper and shaper? And if they lose this SILVER BLADE, they'll do ANYTHING to get it back WOW, yeah, I know, I love Dak'kon too, you fucking NERDS. You fucking NERRRRRRRRRRRRRRRRDS! We will now all throw rocks at The Secrets of Zir'an and bully them. Oh, they also start with Rune Magic as an innate cultural skill, being one of the two people that do this. That's pretty nice!

Thraycean
I admit, I always forget these guys exist. Average stats, they have sailor skills and connections, and their inherent merit is that they get access to a special lore skill called "The Canticle" which records everything that ever happened in zir'an, ever. "With this skill the user can gain historical insight into nearly any situation or locale. This nsight can occasionally be prophetic, or reveal secrets that have long since been buried. Thraycean storytellers are renowned across Zir'An." This ability sounds neat and, like, entirely useless if the GM is lazy.

Tilrandi
Oh what's that? It's...1990s Casual Racism!? Again? So soon after tje Talusian (i decided you can be racist against Spaniards.) I...just...just fucking read this...

SOZ said:
The Tilandri have an aura of mystery, a powerful allure that many find irresistible. The individual Tilandri character chooses to emphasize either Connive or Seduction, and regardless of the situation, the character is never considered Stressed for the use of the chosen skill. The Tilandri are in complete control of their demeanor, so attempts to read their motives, etc, through the use of the skill Intuit, will result in a false impression dictated by the Tilandri character.

If you think 'well, that's not too bad' uh, the Tilandri are all wandering, roaming travelers who live in wagons and have their own language and culture and oh goddamn it White Wolf, goddamn it. Again! You did it again! Was World of Darkness: Slurs NOT GOOD ENOUGH FOR YOU!?

Though, to be a bit two faced, a bit Janusesque if you will...I think that while the "racial abilities" are cringe as fuck and extremely un-cool, the general presentation of the Tilrandi are actually kind of rad. Their plight as a racialized and persecuted minority in the Dominion of Drakan is really quite sympathetic, and they're the out and out heroic resistance fighters for freedom and good. Like, the game does want you to be on their side, in a clueless Hunchback of Notre Dam sort of way.

Vallueneian
These guys are straight average down the line, and have very boring skills (occupation skills, connections to 'family friend', knowledge: Vallueni and Zir'an, that kind of thing) and their merit is even more boring still, it just gives you 4 more languages. I call it the "excuse to take the 'i no longer have my regional merit' flaw for 10 free points" merit!

Vandalusian
The only non-Zhalanti homeland that begins with the rune magic skill! These guys are...literally part of a hive mind. I think that's neat!

SOZ said:
Through the use of Meditation, Vandalusans can tap the collected unconscious of other Vandalusans. While more effective when within their own borders, Vandalusans can hear these "voices" through meditative exercise from anywhere. Vandalusans use this great unseen cacophony of voices as a means to gain answers to questions. The answers are never straightforward but will be in riddles, further questions, or interpretive imagery. Often a Vandalusan will have to spend at least three hours in deep meditation to get any sort of recognizable answer or dialogue. While inside Vandalusa, this is an Advanced (15) Meditation skill test, an Expert (20) Meditation skill test when outside of it. With a Superior Success, the clarity of the answers or information gleaned will be greater (at the Hand of Fate's discretion).

Like, that's just cool. It's why I still do love this game, despite its problems, like, it genuinely has creative and fun and player centric abilities that give the power to do cool and flavorful things TO THE PLAYERS in a way that feels very bold and forward looking - the kind of thing you see in good PBTA, like Flying Circus, or Flying Circus, and, also, Flying Circus.

CHAPTER THREE...AGAIN!?

Now, we distribute all our stats, since our origins give us our minimums and maximums. Remember how I was doing an example, like, 1,500 words ago? Lets check in on him!

Example: So, our Tyoric level character! What shall they be? I've decided I want to make a kind of sexy wizard. So, Vandalusian sounds like the best bet. Only Ianer can be from Vandalusia, so we note that down. Vandalusia's starting stats (and maximum stats) are 3(10), 3(10), 7(14), 6(14). Since we have 10 primary stat points, lets pop the physique and mass to average (he's average) for 2 points each, then split the remaining 6 into Intellect and acuity, for a statline of.
PHYSIQUE: 5
MASS: 5
INTELLECT: 10
ACUITY: 9
This gives us derived stats of...
Reactions: 8
Speed: 9
Perception: 10
Shadow: 8
Hand to Hand: 3ap1
We get 2 points to add to those and since we don't wanna be useless in a scrump, we'll put 2 points into Reaction (bumping it to 10.)
He has ((5/2)+5)*(5/2)) Vitality, which comes out to 24 vitality (remember, round up!), with 3 damage per lethal wound. His head has 2 lethal wounds, his arms have 3 lethal wounds, his legs have 4 lethal wounds, his chest has 5 lethal wounds and his abdomen has 3 lethal wounds.
Bingo bongo!
Next, you are given a number of CCP (Character Customization Points) to buy skill packages...because this game's also a LIFEPATH SYSTEM BABYEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE! YEAAAAAAAH! OBNOXIOUS AIRHORN NOISES. Which means it's time for-

CHAPTER SIX, SERIOUSLY?

So, I cannot go into depth on every single skill package in the game. I will instead give you a basic outline of how they work and their basic vibe. So, each nation/origin area has special skill packages, representing being a part of something in that region. So, you can be an Edyssian Journalist, or an Arivonne Pilot, or a member of the Drakkani Violet Circle an order of secretive shadowmages that quietly torment the poor and desperate of the Dominion in their unending quest for power and dominance. you know, normal stuff. There are also a large number of universal skill packages, as you can only take skill packages from your home and you may want to dip into something else!

Each package has a cost, years spent, aptitude points provided, languages provided, and then a large list of skills and skill points. You will never have as many skill points as there are skill options, so you choose how many you place into your character sheet! Once you've spent as much CCP as you want on Skill Packages, you convert those skill points into Finesse Levels or Points of Practice.

So, say you take Gier L'Avonce Nacionall - the Edyssian Defense Forces twice, putting 2 skill points into Ranged: Medium (you'd have more than just 2 skill points, I'm just being basic for ease of understanding.) You can now EITHER spend 1 point to get Basic and 1 point to get +1 practice (you never trained in expert school, but you did get lots of field practice), or you can spend both points to get Advanced skill, but have +0 practice.

Make sense?

Cool!

Lets see how I do it!

Example: So, I wanna make a wizard! First, we take a peep at what Vandalusa has to offer. Since I start with Rune Magic at Basic, and I put both ranks of practice you get for your origin into it...and I want to get it at least to Advanced with +5 points of practice, that means I need at least 1 for finesse and 3 for practice, so, I need 4 ranks of Rune Magic to really fit my ~vibe~ Eyeballin' my choices, I see that one of the skill packages is "hermit of the hinterland", wherein I spend 1 year for the low low cost of 12 character points meditating about ancient mysteries on a rock. This gives me 6 skill points and, most interesting, Rune Magic (x2), meaning I can smack down 2 of those points PER PURCHASE onto the Rune Magic.
So, for 2 years, our 12 year old (our start age) Vandalusian sat on a rock in the wilderness and thought a lot of deep thoughts about Lore: Rune Magic (**), Rune Magic (****), Athletics (**), Awareness (**), and Survival (**). Okay, this implies there was a lot of scrambling, climbing, and generally roughing it. The Hermit path also gives +1 Aptitude points, so we can bump Knowledge (which starts at 2 for Vandalusians) to 3, and Physical to 2, but Social is still at 1. As a note, you cannot put Aptitude points into anything that doesn't have a skill choice in the package - so, a Vandalusian hermit cannot get better at their social mores. Weird, I know?
Still, that leaves me with 26 character points and a character that, legally speaking, cannot drink, drive, vote, or have sex, several things I enjoy doing as my characters. So, looking around, I see that there are also Vandalusian Custodians. These guys, according to the descriptions, protect the magical knowledge of Vandalusia with their fists of fury and remarkable rune magic, but...I dunno, it doesn't vibe with me. Plus, as an Ianer, I can take a skill package from anywhere else! Just one, though.
I peek around and see that the Bhuketi skill packages include something called MEMBER OF THE SCREAMING FIST and, like...how can I not join the martial artist magicians who live on the mountains and seek to overthrow the tyrannical god-king of their hermit kingdom using their mighty scissor kicks and psychocrushers. It costs 24 points, takes 4 years, but gives me 2 aptitude points, which I can use to bump Physical to 3 and Social to 2. It gives me 2 language points so I can speak something OTHER than Vandalusian (yay!), and 12 skill points. I nab Connections: Screaming Fist (*), Connection: Koba Priests (*), Unarmed (**), Area Knowledge: Hidden Koba Temples (*), Lore: Koba (*), Lore: Lhar's Minions (*), Intuit (*), Intimidate (*), Security (*), Stealth (*), Meditation (*)
So, ages 12-14: Sitting on rock.
Ages 15-18: Killing Slavers With His Bare Hands.
What a king.
Now that we have the skill points arranged, we can begin turning them into finesse/skill ranks. He has Basic on everything with one asterisk, Advanced on anything with two, and then Advanced +5 total POP for Rune Magic. Oh, and his Meditation is advanced, since a Vandalusian starts with Meditation basic. Good for him!
CHAPTER THREE AGAIN ARE YOU KIDDING ME DRAGON

So, we're back to Character Creation and in this step we choose...VALDREYR!

It is here I reveal that i was a big fucking liar. Remember when I said races have merits? and origins have merits? I was lying to you. They don't have merits. They have...Valdreyr~

SOZ said:
A Vandalusan term that does not lend itself well to translation, Valdreyr is that which life has given one that makes you a unique being. It may be you are rugged as the mountains of Bhuket, or have the finest technical mind in Edyss, or weave Runes like a prodigy. Perhaps your will matches the steely one of the Voivodh himself, or you might even be one of the Fane, cursed with limitless power. Valdreyr is all of these things and more. When creating a character, Valdreyr defines the talents, abilities
and characteristics that single your character out from the majority of Ianer. You may buy beneficial Valdreyr with Character Creation Points, or take detrimental Valdreyr to add to your Character Creation Point pool. The total number of CCPs that you use, both positive and negative, is limited by your character's age. Your total value of your positive and negative Valdreyr must therefore be equal to or less than the Character's starting age.

In other words they're fucking merits and flaws you goddamn nerds. I can't decide if this is genius or stupid, but I think it may be fucking stupid. Just call them merits and flaws, guys! However, I do think that the limiter being your age is actually pretty clever - putting a hard cap on how wiggy whack your character can be. The merits and flaws are actually...better designed than I expected, save for a few that are completely whacked out...but even the ones that are whacked out are, like, balanced out by you having to cram them into your age!

It's neat, I think it's neat.

And, like, I enjoy fiddling with characters at this level of granularity, even if the results are silly.

Speaking of-

CHAPTER SEVEN??? YOU HAVE TO STOP, DRAGON, PLEASE, I HAVE A FAMILY

So, the merit and flaw list is pretty robust. But here, we see why Zir'an is kind of big brained. Lets look at some of these flaws.

Hunted: Someone is trying to kill you, and they're big and important
Outlaw: You're wanted by bounty hunters
Enemy: You have a specific big bad after you
Dark Secret: There's a dark secret in your past that enemies are trying to uncover
Debt: You owe people lots of money and they'll send goons to break yer legs

Why are these flaws so great? Well, in exchange for getting more skill packages (thus, making your character more effective at everything you want them to do) and more positive merits (which are cool), you give the GM plot hooks. As the GM, if you go, "My character stole the mask of Mire'ka from the Cult of the Fane and they are sending masked assassins to kill him" I go, "oh! Got it!" AND NOW I CAN THROW NINJAS AT THEM ANY TIME I WANT! Players are happy! GM is happy! Game continues to have adventures!

It's great.

Is it balanced?

Fuck no! Not even slightly. Your trade agreement is "having a cool plot" and in return you get "more busted powers." But, counterpoint, it's imbalanced in a way that favors the campaign being exciting and fun and against being boring.

Now, there are busted ass merits. Specifically, Alacrity! Alacrity costs 10 points (meaning I think it's literally impossible for my example character to get...no, not quite, he has 2 CCP and can take 8 points in flaws and still have 10 "years" with which to buy alacrity) and it reduces the speed cost of every action by 1 to a minimum of 1 and HOLY SHIT ARE YOU INSANE!? There is an adding cost to doing repeat actions, so, if you want to punch three times, it costs 2, then 3, then 4 but, counterpoint, NOW IT COSTS 1, 2, 3!? Like, fuck. Jesus.

Another fun merit I like is Nimble. Nimble gives you a second free five foot step, so as a free action, you can step out of cover, shoot someone, then five foot step back into cover. It synergizes well with the Neolli racial ability of moving 10 feet instead of 5 feet per free movement, if you just really wanted to fuck with melee centric characters.

Example: ...so, remember that thing I said I could do? Well, anyway, my punchman gets the Wanted (-8) flaw representing that he's been so troublesome over the last 4 years that Lhar has a specific bounty on his head, and hunters from across Zir'an, eager for the gold rewards of the God King of Bhuket are eagerly searching for this happy warrior. This gives him enough CCP to get Alacrity, cause it's mcfucking busted, and gives him a total amount of Merits/Flaws as his age (18.) He also gets 4 FREE merit points for being Ianer. Because I am shallow and will always, always, always buy any merit that says I am pretty, I bought the Beautiful (+2) merit and that leaves 2 points, which I will spend on Quick (+2), which adds +1 to his initiative. Neat!
CHAPTER THREE HERE WE GO ALMOST DONE RIGHT?

Now, here, if we had CCP to spend on Battle Arts - which are special combat moves for punchkicks, we would. But we don't! So, we go on to the next stage of Equipping the character. This is based on your Connections!

Basic Connections lets you get 2 common or 1 uncommon
Advanced lets you get 4 common or 2 uncommon or 1 rare
Expert lets you get 4 common AND 2 uncommon, or 2 rare, or 1 Very Rare
Elite lets you get 8 Common AND 4 Uncommon, or 2 rare AND 1 very rare, or 2 Very Rare

So, you know what...stop struggling, the restraints are quite tight.

CHAPTER EIGHT

There's a fuckton of gear in this game and, gonna be honest, I think the rarity and the cost (they have both) are kind of...like, they clearly just made stuff up that felt right, and went to bed. The rarity works extremely well for starting chargen...but, you can also take a "rarity level" of currency (called flats). So, like, you could take 1 Rare Amount of Currency and start the game with 5d10 x500 coins. Which, like, that's easily gonna be close to 7,000ish coins? The most expensive, incredibly rare as shit, impossibly good Talusian work of art rapier, the Xopana? It costs 4,500 flats.

There are no real rules about spending flats in chargen but my hard and fast rule is Fuck No!! The rarity system is really quite elegant, and if you build yourself with tons of connections, you get lots of gear and it's pretty reasonable.

I'm going to do a closer read on the gear later, because I think it's neat. I just wanted to bring it up now as part of this chargen flow chapter.

Example: Our wizard has three connections as Basic (two from being in the Screaming Fist, one from his Vandalusian origin.) This means he can get 6 common or 3 uncommon items. Being a wizard, he'll take a Rune Magic kit (uncommon), a collection of books on rune magic (uncommon) and a tent and camping kit (common and common.)
CHAPTER THREE ONCE MORE

Finally, we pick our Languages. Something really fucking cool about Zir'an, if you ask me?

There's no Common. There are, instead, 22 goddamn languages, ranging from Common to Very Rare ones (haha, see what I did there?)! There are three relatively common languages most people speak: Empyriar, the native language of the Vallunei, the largest country on the main continent of Zir'an. Erimani, the native language of the Ianu Voss, who taught a lot of people it at gunpoint...and then LaVass, the native language of Edyss, who taught it to people the same way the French did, at gunpoint (frenchly.) Uncommon languages are stuff like the native language of Bhuketi, Ba-Dur, and Ballinore, while Rare languages gets into the battle language of Ilestan (BATTLAN), and Kleshti's lanugage of Savastri. The Very Rare languages are either from hermit kingdoms that have no trade, like the speech of the Fire Islands or the Zhalanti, or...like, humans genuinely cannot make all the noises, like Riakh (the Neolli language.)

I love this. I really hate how most games treat language, but this games whole hog into creating a big thriving linguistic blanket, and then gives characters who are polyglots a huge excuse to lean into it. It's a good idea in character creation for everyone to, like, choose a Lingua Franca to speak.

Also, like skills, Languages have finesse levels - basic is an accent, advanced is no accent, expert starts getting into "you can affect regional accents" which is fun, like, if you speak LaVas (Advanced), you will always sound like Fantasy Parisian, but if you get LaVas (Expert), you can start imitating, like...Corsica or something. I don't know what Europe is.

Example: So, our wizard can speak Vandasul, the native language of Vandalusia, natively. He also can speak Empyriar as a native, because Vandalusians get TWO native languages to start with due to their focus on learning. So, since he has 2 ranks in any language and it'd be EXTREMELY RUDE to join a secret order of militant monks and NOT speak the language after 4 years, so, he'll take Pa'Daskret at Advanced.
Finally, we have a little chart of Age, rules for Encumbrance (all gear has a encumbrance, which you can carry Mass x3 amount of, fortunately, all he's carrying is relatively light weight), and...

We're...

Done?

Well, not quite. The rest of the chapter is like: "That's a lot! Lets talk it over." And it goes over how to talk over characters with your GM - get an idea of the game, talk about how you can fit into a group with your character. There's also some fun sidebars throwing out archetype ideas. Combat characters get suggestions like being a soldier in the Vallunei army, a WHIRLING DERVISH warrior from Ba-Dur, or a gladiatorial pit fighter from the Fire Reaches. Magic characters get ideas like being a Battlemage of Illestan, or a Gogachi volcano cultist, or a Vandalusian mystic (hey, that's me!), and some Underworld suggestions (street thief's from Cyroon, wandering Tilrandi tricksters, and revolutionaries from Thrace.)

Next, we have CHARACTER ADVANCEMENT!

Now, one important part of character advancement...is in the eratta. Because they forgot to tell you how much Finesse Levels cost!

So, Finesse Levels cost 8, 4, 8, 16 to get Basic, Advanced, Expert, Elite. It's hard to pick things up, but it gets easier, then harder again.

Advancing an Aptitude costs the new level x2. So, going from 2 to 3 costs 3x2 or 6 XP.

It costs 1 more than the Practice to raise it. So, going from 0 Practice to 1 costs 1 XP. You have to have used the skill in a session to do so, and can only do so once per session.

It costs 1 more than a stat to raise it. So, going from 9 Physique to 10 Physique costs 10 XP!

And finally, there's two pages that break down the character sheet, but the character sheet is ugly and I never use it. However, reading it now, I see it's also a step by step checklist of CHARGEN too! It includes some steps I skipped like "Choose your character's Faith" at Step 5 (fill out max age?), and hte bizarre idea that you...add up your CCP at step *9* rather than just having them at Step 4 (which is when you ostensibly pick skill packages) and subtracting them there. There are steps telling you how to write down the combat stats for your chosen weapons, armor, and such. But we can deal with all that later.

Hilariously, at no point does it mention that Chapter 11: Magic is where you go to learn how many spells you start with. it DOES say to go to Chapter 11: Magic to learn "what you roll for Rune Magic" which is...nuts, because, uh, you roll the same thing for Rune Magic as you roll FOR EVERYTHING ELSE, it's 1d10+Apptitude+Stat+Practice.

Still!

We do have to name our character.

Suggest a name in the comments!

Tomorrow? We're on to Chapter...

E...Eight?

I think?

Yeah, chapter Eight.

The restraints have been unlocked.
 
Okay, beyond your writing style being Great As Ever, I do (theoretically) love the idea of building this mix and match of species and culture and life experience into a person, though I do also agree the execution has Flaws.
 
As a first exposure to a lifepath system, this seems really cool. I like the way it naturally grounds the character in the setting. All the language stuff is rad too, and my immediate Goblin Instinct is to make a character who speaks only Rare languages so I have to have another party member translate all my dialogue like I'm Chewbacca.

Also hold up you can play as a Fane?!?!?
 
As a first exposure to a lifepath system, this seems really cool. I like the way it naturally grounds the character in the setting. All the language stuff is rad too, and my immediate Goblin Instinct is to make a character who speaks only Rare languages so I have to have another party member translate all my dialogue like I'm Chewbacca.

Also hold up you can play as a Fane?!?!?

Yes, but not until the right splatbook came out.

Sadly, this was never to be, as Paragon Studios went...

Wait...

No!? Wait!? They put the rules for playing a Fledgling Fane in the GM's Guide? Which exists?! That I have? And plan to read as part of this lets read??? And not only are the Fledgling Fane rules completely busted, they also reveal why and how Kah was the only good one and the reason is both prosaic, obvious, and kind of hilarious!
 
CHAPTER SIX (Part One) New
EDIT: Last night I said, "We don't have to do every skill package" but then, while I was out for my evening constitutional, I met a strange man from an obscure land. Robed and shrouded in darkness, he approached - and then his coal bright eyes transfixed me. Terrified, I froze on the spot. His voice, sibilant and snakelike, hissed: "Youuuu have to do the ssskilllll packagessssssss!"

And I said, "no...no! I don't wanna! I wish the skill packages chapter was already written!" and he chuckled, then said: "Gran-ted!"

And I woke, and this post was already written? An uneasy feeling settles over me - what foul pact have I unknowingly entered into?

***
So, the chapter opens with a short description of what skill packages do and how one buys them, which is good! Then it jumps STRAIGHT into the packages themselves and while mechanically, they're all interesting...they're also fun tidbits of lore and worldbuilding that we can check out! Also, we get to add a NEW COUNTING GAG: How common is rune magic? How easy is it to get Rune Magic practically by accident? Lets see how many skill packages let you grab Rune Magic!

Lets goooooooo!

We begin in Arivonne!

Pilot
SOZ said:
Arivonne is well known for its people's skill as pilots. Due to a combination of necessity, tradition, and natural talent, Arivonne is home to the most skilled pilots in all of the Kingdoms. Many Arivonnean pilots have left their country to receive high paying jobs as pilots for everything from commercial to military aircraft, as well as teaching flying in such places Edyss, Ballinor, and the Kingdom of Vallunei.

So, it makes sense that the pilot land of airplanes has piloting as one of their choices. Skills include Pilot (x2) and ranged weapons for pistols and fixed machine guns and nothing else, which...makes sense. Get your daring up! Connections are to other pilots and pilot organizations. A circus, if you will. In the air! Some kind of Flying-

Mountain Trooper
SOZ said:
Guarding the various patrol booths of Arivonne's mountainsides are the Aibo Maru. Not only acting as the first line of ground defense, they are also snow patrols, rescue teams, and minor law enforcement for some of Arivonne's more remote villages (of which there are plenty).

The only Arivonne skill package that does not fly a plane, the Aibo Maru instead covers the getting around on mountains on your feet with Occupational Skill: Mountaineer, Athletics, Tracking: Wilderness and Survival.

Engineer
SOZ said:
As important and desired as pilots are the Aeronautical Engineers and Air-ship designers of Arivonne. Often skilled pilots as well, Arivonnean engineers have secured lucrative positions in many lands, most notably Edyss and Vallunei.

You can fly, but you can fly 1/2 as well as the Pilot, but you balance that off by also getting Rune Magic. (x1)

Underground
SOZ said:
The current generation of Arivonneans is the first to truly grow up in the shadow of Ianu Vossan imperialism. Though generations have come before them who worked to loosen the yoke imposed by its powerful neighbor, the current generation is becoming more involved than any that preceded it. Many organizations exist that run the gamut from militant to merely mediagenic and despite the current crackdown on such organizations by Arivonne's own government, one need not go far to find one. The three most prevalent of these groups are the publicly demonstrative Delru Arivonnis, the secessionist Seddi Kovar, and the highly secretive militant L.A.O.

Now we're cooking with gas. Firstly, what the fuck does mediagenic mean? The answer: They look good on TV and radio! Still, I really love that the underground movement pushing back against Ianu Vossian imperialism runs a wide range and all of them are joinable and cool for player characters to be in. On the whole, I think The Secrets of Zir'an has a pretty cool take on resistance movements (that they're good, join them, here, take this gun.)

Next, we zoom to Ba-Dur!

Walker of the Steel Path
SOZ said:
The Sha'taaz Fahrouk are the guardian sword-masters of Ba-Dur royalty. While the beliefs of the Walkers of the Steel Path demand that they remain close to the Holy Emperor Orar, they have often been allowed to accompany traveling Sudar as bodyguards. On rare occasions they will be sent abroad at the behest of the Holy Emperor. Most importantly, they are the guardians of Ba-Dur, patrolling its every acre.

Not sure how I feel about the fakey Arabic-ish names, but I do love each of these for both their skill packages and the society they represent, it seems cool as heck to me. The Steel Path gives us Melee: Medium (x2), making them extremely good swordsmen extremely fast. They are also a clear fulcrum point between the city and the land, as the have connections to both the Sudar, the royal families of Ba-Dur that have been mentioned before, and connections to the tribespeople of the desert. That's neat!

The Brotherhood of the Sapphire
SOZ said:
The people of Ba-Dur are determined never to fall under the power of any Fane, ever again. The Brotherhood of the Sapphire is the group of Runemages and Shadowmages who work to protect Ba-Dur from this possibility. They are highly ranked among Ba-Duran society, very often at the side of many important Sudar or Umir, but their true loyalty is to the Brotherhood and Ba-Dur. Pick either Rune Magic or Shadow Magic when purchasing this skill package.

So, there's no law preventing you from taking this twice, once for Rune Magic (x2) and once for Shadow Magic! There are loads of Rune Mages who are also Shadow Mages, if you want to be a tryhard, like my girlfriend, who always double dips, then never uses Rune Magic, because Rune Magic gives you a headache and she doesn't want her character's to have headaches. I like that the Brotherhood of the Sapphire also has Lore: Ancient Technology and Lore: Fane, since, like...to me this implies that Ba-Dur is riddled with weird contraptions the Fane left behind. Love it.

Soul of the Court's Intrigue
SOZ said:
The A'habir are the players in the highly intricate game of politics and power in the upper echelon of Ba-Dur. They are courtiers and courtesans; Sudar and Umir rumormongers who know a well-timed whisper or an innuendo of a family secret can be just as effective as an assassin's blade.

These guys do still get a combat skill (knife), but their social connections are huge and extremely broad. Literally, they get Connections: Choose (x3), which means you can either go hard, fast into one connection, or you can spread broad, and they're open to anything. It seems the courtly intrigue can span far beyond Ba-Dur's borders, as you can get connections in other lands. Also, you get seduction, always fun!

Fremen Tribesman Ben Sha'oud
SOZ said:
While they seldom leave their beloved, yet dangerous land, the Ben Sha'oud nomads might journey from time to time as bodyguards for a Ba-Durai merchant caravan, or be out on a vision quest, seeking the deeper truths of the teachings of the Prophet. The Ben Sha'oud are proficient riflemen and horse riders. They are survivors extraordinaire, in any clime. Don't think it doesn't snow in some parts of Ba-Dur.

The Ben Sha'oud are fun wilderness warriors - riding, survival, tracking, swords, knives, and...very long rifles. Spoilers for the gear chapter: Their signature weapon, once again, is a rifle as long as they are tall that shoots, like, three miles and hits like a mack truck. Also, they are devout followers of Islam. Good for them!

Honestly, considering this was written in 2005, I'm...probably more impressed than I should be how normal and fine the Ba-Durians are. We're in the era of writing muslims as if they're weird space aliens, but, like, these guys are just classic Arabic fantasy tropes combined with eminently respectable goals of "maintain independence from evil godlike monsters."

On to Ballinoria!

Militia
SOZ said:
Every adult Ballinorian citizen, men and women alike, are expected to fight in defense of their country, but some Ballinoreans choose to go the extra step and volunteer for a tour of duty. Most often they are sent to patrol the Volleanu Wall, keeping ready for any possible invasion by the Dominion. The Ballinorian Militiamen are highly revered in Ballinor and well respected beyond their borders, earning their reputation in bloody and victorious combat against the Dominion's forces.

We haven't gotten the map, but we have learned that two of our origins (Ballinoria and the Drakan) are at war. Also, Ianu Vossian and Arivonne too, now that I think about it. That can lead to what we call 'exciting player dynamics' that I suggest any GM playing this game should, uh, talk about. Still, these guys have a broad spread of combat abilities: Rifles, pistols, driving tanks, mechanics.

Engineer
SOZ said:
The spread of ancient Dolonorri engineering sciences through the Ballinorian culture has created a disproportionate number of Engineers and technological craftsmen. There is a complex cycle of apprenticeships, moving from school to school, workshop to workshop, until eventually an engineer sees employment at a Kraftwerk or exploration abroad as a journeyman Engineer.

Oh nooo they're German. But, also, Rune Magic (x3)!

Runemage
SOZ said:
Following the same origin as Ballinor's technological strengths, old Dolonorri Rune Magic has quietly insinuated itself into the Ballinorian society. And while Ballinor generally uses about as much Rune Magic in daily life as any other developed country, secret schools of Dorallian Rune Magic permeate Ballinor. While the vast majority is not diabolical in any sense of the word, they do guard their secrets and knowledge jealously. Rivalries are common among Dorallian Runic societies and espionage among them is not uncommon. Rune Magic is taught in the greater Ballinorian universities, which often serve as covert recruitment centers and proving grounds for the Societies.

You might have doubted me when I said you can get Rune Magic (x4) all over the place, but, look at that! Engineers learn rune magic to use runes for their engineering, but, also, there are just straight up Rune Mages, running around doing espionage at one another. I do like the secretive nature of it (which is why you get both Conversation and Intuit for socials.)

Explorer
SOZ said:
Ballinor is heir to a great many famous explorers, independent souls who braved the unknown to return with fabulous stories. They travel the globe looking for mountains to climb, caves to spelunk, and deserts to cross. Museums the world over pay handsomely to fund the exploits of these intrepid adventurers, so naturally the attrition rate is very high. It's a dangerous world out there, but someone has got to map it.

The game has a pretty good handle on resistance movements and imperialism (it thinks one is good, the other is bad), but it is completely unable to connect those together to the adventure media it's pulling on - like, being an "explorer" is just a neutral-to-good thing that people do cause we love Indiana Jones, but at the same time, "explorers" are those who found the Neolli and immediately decided to enslave them. It's a weird bit of tension in there that I think a more mature set of writers could engage with better in future editions which are totally going to happen once I find the creators and demand they let me write it.

Still, the Explorer skill package gives you your choice of weapon both ranged and melee, unarmed, survival, and connections of any choice. It's a good...generic like, "I'm a fighty/talky/knowing stuff" package to take a few times. You won't be amazing at anything, but you can do a lot.

And with we are leaving Fantasy Germany and heading to what I think is Fantasy Fictional Country from Far Cry 4 Which means It's Just Tibet With the Names Changed

Member of the Screaming Fist
SOZ said:
Lhar's greatest foes, the members of the Screaming Fist are fanatical in their desire to depose Lhar and return the land to its people. Followers of the great Sahlru Ne, they generally come from Bhuket's most remote villages where the freedom to practice their beliefs is greater. From these hidden villages they strike out in a never-ending campaign to disrupt Lhar's gold, slavery, and drug enterprises, and free dissidents while opening the eyes of the populace to the tyranny of Lhar's rule.

So, going off what the book has said so far, we don't know much about Lhar, beyond he's the enigmatic god-king of Bhuket, but he seems like he sucks, which means the SCREAMING FIST (which is just a sickrad name) are cool? Well, they are! They get tons of Unarmed, and, hey, look at that, Rune Magic (x5).

Phillisopher of Koba Teaching
SOZ said:
While all Screaming Fist members follow the teachings of Koba, not all Screaming Fist are Koba priests, or Vedics. Following the example of their founder, Koba Vedics live an austere lifestyle, abstaining from "false" pleasures while pondering their connection to the land and its people. They see Lhar as a cancer, destroying the people's wills and thus denying them the paths to spiritual truth that all Koba Vedics feel is the sole right of every living being. Pick either Rune Magic or Shadow Magic when purchasing this skill package.

Rune Magic (x6)! Take a drink! You will die if you do this drinking game. Still, the Koba sound like a religiously motivated, Buddhist styled anti-Lhar taskforce. What is either a typo or a weird choice? They get Rune Magic (x2) or Shadow Magic...once. This either means that while the Koba accept shadow mages as members, and can teach them, they're much better at Rune Magic. Or it's a typo! Debate in the comments!

Will of Lhar
SOZ said:
Forming the basis of Bhuket's police, priests, assassins, and criminal underground, the B'hai Lhar is both a shining example of Lhar's beneficence and his tyranny. The B'hai are characterized by a fanatical zeal regarding their living god, their fealty to the bloated Fane being total. It is the B'hai Lhar who corral and maintain Bhuket's swelling ranks of Ing Sha, rounding up "volunteers" and escorting them to the "Palace of Filial Remuneration" for the conversion process. The B'hai Lhar seldom leave the country except for the times when they are used as guards for one of the many caravans that leave Bhuket on the Hidden Paths of Gold.

TAKE A DRINK! Rune Magic (x7)! So, these are the first bhuketi skill packages that don't have unarmed as a skill choice - instead, you use spears, daggers and swords. Also, this package sounds evil as shit - I think it exists for both people who started as a member of the B'hai Lhar and then broke away in a dramatic moment (good reason to have Wanted and Dark Secret, eh?) or as a way for the GM to make villains using the same hero generator as the PCs. Or, you could be playing an evil game where you sexily enslave pretty ladies. but, like...that doesn't...sound sexy, like...you can be a big butch lesbian enthralled by Lhar who captures pretty ladies and uses magic to encorcell them...

...anyway, on to the next one, which is- AH MAN

Bhuketi Slaver
SOZ said:
Forming the basis for Bhuket's illegal trade, the Slavers traverse Zir'An unseen upon the Hadha Da Toh, their "Hidden Paths of Gold." Operating under Lhar's direction, they are a bane to lone travelers everywhere. Not subsisting upon the sale of flesh alone, they also transport much of Bhuket's lucrative drug trade abroad. As official sanction from such lands as Vallunei and Edyss prohibit the sale of their wares within allied lands, much of Bhuket's trade is centered in the Merchant Isles.

In a yearbook, there'd be "Cooler Bhuketi Slaver" and "Bhuketi Slaver" side by side, and this is the one without sunglasses. I do kinda love that apparently there are magical invisible roads that run everywhere throughout Zir'an, so, like, you can have these guys just show up for your heroes to facepunch! Also, Rune Magic (x8)

Bhuketi Urashi
SOZ said:
Many stories exist, all of them different, about when the enmity between Koba and the Urashi began, but they have been bitter enemies since before even the advent of Lhar. The Urashi have devoted themselves to the destruction of the Shree Kat and all Koba teaching. Often covered head to toe in runic script, the Urashi have perfected a technique involving complex physical movements and contortions that turn them into living runes from which they are able to manifest powers heretofore unseen or even attempted by the Shree Kat, who know well the ultimate
price the Urashi must pay.

Okay, tattooed with magical runes and given awesome power but with an unusual and mysterious price that only the Shree Kat know? ...oh, also, in case it wasn't clear: Shree Kat is the bhuketi name for Screaming Fist. What i find interesting is nothing in the Urashi write up says that they actually follow Lhar? Which is a fun little wrinkle, i bet you can get Urashi and Shree Kat punch-fighters to decide to instead go after L Bison over here for a short time before getting back to punching one another.

oh, also? Rune Magic (x9)

On the whole, I really like the Bhuketi skill packages - they're flavorful and cool and have a good vibe and difference between one another. But we now must leave the land of Lhar and travel to Cyroon. Now, the merit provided by Cyroon's origin was kinda antisemetic, but I think their skill package does swerve things away to something more charming and interesting.

Grudger
SOZ said:
For young Cyrooni, growing up usually means running with the packs of other street hooligans and urchins through Cyroon's murky, smog-choked urban areas. Life was brutal and often very short; those who survive either leave these gangs behind to join with one of the Thief guilds if they're lucky, or even end up running a gang by themselves. These gang leaders are known as Grudgers, commanding anywhere from a few to a few dozen young street toughs. Engaging in mugging, stealing, extortion and all manner of criminal activity with names like the Boghal
Road Uglies, the Black Rabbits, and Mubbuh's Mobbers, they terrorize Cyroon's darker streets.

So, here's where Cyroon establishes its character: It's the City from Thief by people who didn't seem to realize that Garret is actually kind of a weirdo. Like, it's going to just keep going with the "everyone in Cyroon is a thief" theme in a way that just feels absurd to me, contrasted against Bhuket, where the "everyone is a martial artist" felt a lot more like...like, there were non-martial artist people in Bhuket, they referenced as existing in the skill packages (and you can be one, if you want, by buying universal skill packages!) but, these skill packages make it sound like every Cyrooni is born into a Dickensian child gang, grows up to join a thieves guild, then dies in a blackjacking gone wrong.

I can't decide if this is stupid, hilarious, or stupid and hilarious.

Kagda Dova Emissary
SOZ said:
Lucky Cyrooni find themselves in the employ of the nation's Ambassadorial arm, the Kagda Dovra. Kagda Dovra emissaries are sent abroad on missions relating to affairs of state, be they formal diplomatic affairs or the management of their nation's criminal exploits. While their membership grants them strong backing and support, life in the Kagda Dovra is cutthroat, with members continually trying to outdo the other as they jockey for position up through the organization's labyrinthine hierarchy.

The one thing that isn't about stealing! Well, not using your hands at least.

Guild Thief
SOZ said:
Commonly, the average enterprising Cyrooni will become a part of or rise to maturity in one of the nation's many Thief Guilds. Sometimes comprising a large extended family, as in the Talusian guilds, others are extensive cabals of cooperative Cyrooni working for the benefit of their organization. These Guilds often serve dual roles, providing a mundane trade while operating their darker agendas behind closed doors. It is an accepted practice that has the tacit support of the Kagda Dovra.

Like, can a nation really support a BUNCH of thieves guild? doesn't anyone, like, fix the plumbing?

Independent Thief
SOZ said:
Whether having served their terms in a Guild or the Kagda Dovra itself, or unable to find employment in either, many Cyrooni take off on their own to seek their own fortune. For many Cyrooni, having grown up on Cyroon's rough streets, their only viable option is through thievery or other illegal pursuits. Independent Cyrooni thieves are most often found abroad, for they receive little respect in their own country, and in fact, risk a sudden arbitrary death at the hands of one Guild or another.

And, most annoying of all, this interrupts by drinking game! None of these skill packages have Rune Magic or Shadow Magic. Gonna be honest, while other people might find the land of Everyone Steals All The Time fun in an absurdist, Adventure Time kind of way, I have to give Cyroon a D on the Zir'an Tier List for Skill Packages. They're not terrible, but they're brought down by being kinda samey and boring.

...also, they have a surprising number of typos, like, Independent Thief puts slight of hand in social, while Guild Thief puts disguise in social! Those are both personal skills, ya goofballs.

Lets go to the Dominion.

The Talons of the Dominion
SOZ said:
The Voivodh's elite military, the Talons are soldiers of high order who swear unyielding fealty to the Voivodh and to the Dominion. Unlike the standard Drakani infantry, the Talons serve as elite fighting force, police enforcers, royal guard, and personal fetching hounds of the Voivodh. Drakani citizens shudder in their beds when they hear the crisp marching of the Bazhna-zi at night.

Oooh, spooky land gets a spooky first skill package. Russian feeling, what with the name Voivodh. Seems Russian to me? I'm stupid and don't know anything. But they get sword skills, gun skills, being spooky skills, connections to other members of the Bazhna-Zi. Also, way earlier in the book, there was a picture of them and they wear the most hilariously, ostentatiously evil armor ever.



Dominion Beuracrat
SOZ said:
Though the Voivodh commands absolute obedience from his subjects, he cannot be expected to personally carry out every order or enforce every law. Working below him is the governing apparatus known as the Doyan. The Doyan carries out the day-to-day work of running the country. Many end up working in the offices of the Doyan, as they encompass a blistering array of departments and branches. Some believe that working in the chambers of the Doyan will be easier than trying to make a living in the factories or the military, but the life as a Doyan bureaucrat is incredibly cutthroat, with any number of coworkers ready to accuse one of treason if they think it'll get them higher in the
Doyan hierarchy.

The Doyan is 100% a Russian term, isn't it? It's close? Duma? It was called the Duma, I think. This skill package is fun because I believe it is the only skill package that gives Operational Skill: Manager, so you can micromanage your fellow PCs. It also has plenty of connections - to the Violet Circle (as we'll see), the Doyan, and of your free choice, so they're excellent for a socially connected scary land. See, this place is also big on its evil theme, but at least they're more creative about your character options than just "everyone is a thief", I'm marking Cyroon down another letter grade just for this.

...also, this has a weird feeling like, "What if Tzarist Russia was also Stalinist Russia and ruled by an immortal vampire vibe" that seems fun, in a goofy, over the top sort of wicked way. Like, remember how the Dominion's origin merit is 'you are never stressed about terrible environments.'

The Violet Circle
SOZ said:
The modern remnants of a secret cabal that aided in the downfall of Casseonae, the Tzerte Viazhe now are the terror of the Dominion, the darkest specter of evil in a land of shadowy forces. Distinguished by the ring-like mark of burst blood vessels that adorns their brow, the Violet Circle are the primary ambassadors, inquisitors, advisors, and secret police of the Dominion. Their organization is very loosely run, with constant infighting and assassination diverting much of the Circle's energy. They act unquestioned within the Dominion, so great is the fear of their cruelty, power, and raw malevolence. Only the Voivodh's vigilance and their own disorganization have kept them from successfully
usurping the Voivodh's power, something they have attempted twice before since the Dominion was born. For now they wait and consolidate their influence.

Ooh, we now know what the Dominion was before it became "of Draka" and...wait, @Geckonator, is that a...do you think they deliberately named this after S.M Sterling's??? ...however, the Tzerte Viazhe are one of the few skill packages that give you Shadow Magic (x2), which means these guys get the radcool shadow magic abilities, with connections to the government and a great deal of lore skills for things like...torture and occult and ancient history? Spooky!

I choose to believe, since this named after S.M Sterling's work, they're also all weird fetishy dommy mommy lesbians.

Dominion Infantryman
SOZ said:
Most Drakani males drafted into the military either at 16, or starting after their duties to the Statz Doîm are complete they are "graduated" into military service. The common soldier of the Dominion is responsible not only for the frontline but is the border guard and the city police as well, often rotating these duties many times a year... if they live so long.

Just like training video! How they are supposed to get a carrier into the lake? It would take many men and hours to carry! They have guns too...?

on the whole, I like the Dominion, ludicrous evility notwithstanding. Excellent place to begin at and then run away from.

Now, we zoom to Edyss. Lets see how France does it!

Expeditionary
SOZ said:
From nearly the moment the refugees of LaVansien settled on Edyssian shores, many of them immediately spread off to strike out ahead and explore the new land. Even after three thousand years, there are vast tracts of unexplored territory in Zir'An, some of it even in Edyss, and Edyssian Expeditionists live to seek those new territories out. Often funded by a university or government sponsor, there are still a large number of independent and solo explorers, going alone into the unknown, like their predecessors did in the beginning.

Hey remember all that stuff about Ballinorian Explorers? This is that, but...even more so? Like, Edyss is explicitly a settler-colonial state (don't worry, the violence inherent in this gonna get expanded on when we get to their army), but, ya know...it's fine? It's just fine. I feel like a game written using these tropes and concepts today would, at the very least, engage with the idea more.

Journalist
SOZ said:
Rivaled only by Vallunei, Edyss has the most advanced communications systems in Zir'An. This has allowed them to create a large number of circulating topical periodicals. The Madura Journal of the World, the DeMentan — these Edyssian publications are known throughout Zir'An, bringing all that is through word and pictures to lands as far-flung as the Periphery.

...okay, being Fantasy Tintin does sound kind of rad, but, remember all that stuff I said about Expeditionary? Don't read certain Tintin comics.

Technologist
SOZ said:
Edyss's technological prowess makes their scientists a valuable commodity all over Zir'An. The possibility of lucrative employment coupled with the Edyssians' natural intellectual drive steers many of Edyssians toward this calling.

What's kind of interesting is this is the FIRST technologist based skill package that doesn't offer Rune Magic! I think that says something fun and interesting about Edyss's relationship with magic and technology - less holistic and more separate?

Shadowmage
SOZ said:
Edyss has one of the smallest populations of Shadowmages in the Known Lands. On this small number, the government keeps close tabs, and so organizes them in close knit groups that remain largely unrecognized by the general populace. Edyss' Shadowmages are used as specialist agents in a variety of operations that carry over from the military, to internal security, to counterintelligence. Edyssian Shadowmages who do not wish to be a part of their Government's plans often leave the country to travel the world, or take up residence in Vandalusa.

I do love the worldbuilding detail that Edyss has very few Shadowmages, thus, making the ones that ARE there very important - which is why they're singled out like this. Also, I do like that this one finally actually recognizes that the Edyssian Government may not be entirely hunky dory and actually has semi-shady things going on. I approve.

National Defense Soldier
SOZ said:
The l'Avonce Nacionall is Edyss's military, though they focus entirely on protecting Edyss's borders and its sovereignty. The l'Avonce Nacionall encompasses every branch of the military: its army, air defense, and navy. The Gier patrol Edyss's borders, its coasts, and its skies, and have in the past moved into Vallunei to support Treaty allied forces. The l'Avonce Nacionall had their origin in the War to Reclaim the North against the Neolli.

The...War to...Reclaim the North, huh? Against those, uh, people that have mainly been enslaved so far? Hmm. Okay. I feel like Edyss is extremely arrogantly proud of how much better they are than Ianu Voss but, like, if you look at them, they're not actually that different and- oh right I already said they're French this joke doesn't work anymore.

Universitei d'Yssien
SOZ said:
All Edyssians are expected to continue from their childhood schooling into University. The greatest of these schools is the Universitei d'Yssien, located in the capital. Covering over ten thousand acres, the Universitei campus is a city district in itself. A student's life there is grueling but ultimately rewarding, offering arguably the best instruction of any university in Zir'An. People of many diverse lands come to acquire their higher degrees at the Universitei, but only Edyssian citizens can attend the primary course of education. Most Edyssians encountered abroad will be recent graduates, traveling to other countries in search of employment or for the mere experience of it.

I declare thee oui oui oui hon hon hon! ...also, finally, Rune Magic (x10)!

Now, we head down south (i have a map) to the volcanic islands of the FIRE REACHES!

Factory Worker
SOZ said:
Virtually all Gogachi living in the Fire Reaches are Factory Workers. They tend the refineries, the smelters, the kilns, and the various other duties the nation requires in its never ceasing extraction of iron from the lava flows of their land.

What's weird is, sometimes, it feels like skill packages are written from the perspective of "what kind of people are from these lands?" And others are written from the perspective of "what cool dudes are from these lands?" Like, bhuket is entirely dominated by their magical kung fu monk warriors, while here, we have the humble Factory Worker. You know mechanics, some metallurgy, you can brawl a bit, and you're good at glowering at people (intimidation), but on the whole it's...a very mundane skill package.

Gladiatorial Fighter
SOZ said:
What little avenues for entertainment there are available for the Gogach, pit fighting is the most popular. Boucha fighters can earn great renown in their homeland if they survive for an entire year or more as a gladiator. The competition is tough, however, and few ever live to see a second or even a third bout, which occur every week like clockwork. It is not uncommon for a Gogach Boucha to leave the Fire Reaches in search of employment upon the mainland, where disreputable types hire them as bodyguards or simple intimidating muscle.

Classic combat package, but what's INTERESTING, is their one connection is to Valkan? Who is their immortal fane godking. That means that, like, the gladiators of the Fire Reaches are often personally associated with the immortal solar godking of their domain? That's...interesting? Like, I wouldn't expect that.

...also, there's this entire rant about how real gladiators RARELY died because they're expensive as fuck, and it's stupid to go, 'oh they usually die after their third bout', no! It's the slaves who die in their first bouts, can someone please read a history textbook at some point?

Factory Foreman
SOZ said:
The Volka are those workers who have demonstrated uncommon skill and resiliency. They have proven themselves a credit to the Gogachi and so are made into Foreman, leaders of work crews who serve multiple roles in Fire Reaches society. Besides supervising labor groups, they are the shop stewards and the head Priests for their residential block's Valkan Temple, performing the rites and adjudicating Valkan's Law. They are also the first ones sacrificed when things go bad.
Hey, guess who gets Rune Magic (x11) because it's these guys. They're basically just the Super Factory Worker (the same factory skills) with a few extra connections and, again, Rune Magic!

BRIDES OF VALKAN, MATRIARCHAL VALKAN CULT!!!!
SOZ said:
It surprises many that the only standing army possessed by the Fire Reaches comes from the ranks of the all female Mamba Brolo. Devoting themselves to Valkan and Valkan alone, these Gogacha women adorn themselves in thick armor of wrought iron plates, guarding their land and lord from outsiders.

...oh come on man, you can't introduce your skill package with BRIDES OF VALKAN, MATRIARCHAL VALKAN CULT and give me, like, a sentence that doesn't even tell me about them. Still, they're a decent combat focused skill package, with connections to the cult and to Valkan directly - Valkan seems pretty directly related to his subjects in a way Lhar isn't, like, no one gets Connection: Lhar, they get Connection: Lhar cult or Slavers or Fellow Secret Policeman, but all these Fire Reaches people are like, "Yeah, I can just ask the living god of my people for help, can't you?"

And now we're on to...

GALLIOSI!?

What the fuck is a Galliosi? That's not an origin I mentioned? well, the skill package explains.

SOZ said:
The Galliosi accept membership from all nations and races, provided they are men. Regardless of what Race or Origin players have chosen, they may purchase as many Galliosi skill packages as they desire, circumventing the Ianer Valdreyr of Adaptability that limits them to 1 skill package from a nation not of their origin. A Dolonorri character from Ballinor is normally required to only purchase Ballinorian and Universal skill packages, but is not limited from purchasing Galliosi packages if he so wishes.

Ah, the no girls allowed country, I see. If I remember right from the worldbuilding chapter later, they're basically a collection of big buff bearded men who like sitting around thinking about how manly they are, oiling each other up, practicing wrestling, and generally tapping into fonts of masculine power through esoteric methods. You can decide if this is horribly sexist, wildly transphobic, or incredibly gay, but I say it's all of the above.

Initiate
SOZ said:
All Galliosi are from somewhere else. When they first arrive, they are sent to one of the monasteries and instructed in the ways of Omaru and set on the path of enlightenment, toward the state of Gonshim. Once they have finished their four years as initiates, they fashion their own weapon, a Tosh, the signature weapon of the Galliosi. When making a Gallosi character, choose an Origin from elsewhere and then use the skill packages below to round out the character.

So, one thing we can learn that is of interest from this otherwise fairly mundane "some craft skills, some combat skills" package, is they have connections to the Arivonne Underground, so, at least the Gallosi are also punching Ianu Voss in the face, so...they have that going for them?

Pilgrim
SOZ said:
Some argue that there are more Galliosi wandering Zir'An than there are back in their homeland. Though this is debatable, quite a large percentage of Galliosi spend their lives wandering the world. Given many names and many explanations, this quest often follows an aimless course directed by whim and Fate, the Galliosi dedication to their beliefs being their sole guide.

These guys add a Connections: Choose atop their Connections to the Arivonne underground, but are basically just the Initiate but moreso.

Monk
SOZ said:
Not all Galliosi are monks, most are journeymen initiates on their own quest for truth. A few decide to make service part of their journey, becoming monks, helping others to achieve enlightenment while learning the way themselves. Most monks reside in the scattered villages of Gallios, having set aside the wandering of the pilgrims.

And guess what? Take a drink! Rune Magic (x12). How many drinks does it take to kill a man? Either way, the monk is the only one that doesn't actually get connections to the Arivonne Underground, but instead has connections to Gallios itself - meaning there are actually communities there, even if they're relatively sparse.

On the whole...I remember now why I always forget about these boring weirdoes.

On to the land of Harakyri!

Fellowship Guild Member
SOZ said:
In Harakyr (as in Talus) guilds are the main influence of the land. Young boys and girls are chosen at the age of fourteen by the heads of the guilds (the Wine-makers, the Carpenters, the Woodcrafters, the Ozañao or the Tale-singers, and others) and serve their apprenticeship for six years, then choose the guild or pursue another career.

See, now we're fucking baking shaking here! See, Cyroon, this is how you have guilds you fucking weird 0451 fanatics. Also? Take a drink! Ontop of crafting and artisan and occupation skills (chosen to reflect your Guildship), you also get...dun da na na! Rune Magic (x13)

Runemage of Harakyr
SOZ said:
Because the belief in the Padam is universal amongst Harakyri, naturally there are some who decide to devote themselves to its study, and through it the study of Lyiss and her domain. Many of the Padama Pria are female, but there are the occasional male practitioners, the Padama Prio. The Padama operate singly, often taking residence in quaint cottages on the outskirts of Harakiri communities. They offer their services as soothsayers and fortunetellers, but their true purpose is to protect Harakyr by looking into future possibilities for danger and ill fortune.

So, fun fact: Lyiss is the goddess of Fate, Chance, Luck, and other such and such. Oh hey, and we can also tell that Harakyr is a land of gendered language - Pria for female, Prio for male. And since we already know Talus, their neighbor, is Spain, this means Harakyr is Portugal? Also, Rune Magic (x14)!

Hand of the Saints
SOZ said:
The Tor Vudao act as missionaries who travel across Zir'An to lend aid where they can. Most come from one of the Fellowship guilds. They help rebuild houses lost in a war, refurbish what would be ruined fields, and provide healer duties where needed. There's no limit to where they have traveled, some venturing into forbidden lands like Bhuket and the Dominion. The Tor'Vudao are great survivalists, choosing to travel by foot, roaming over some the harshest climates to get to their destinations.

Another drink! Rune Magic (x15), with a lot of mechanics, craft, and connections (which you can choose freely, representing who you've helped out as you've walked around. On the whole, I really like the concept of traveling itinerate wizards who just help people who need it. They're also one of the rare Skill Packages that have a randomized range of years, being 1d10 rather than, like, 4 or 10 or something.

Harakyri Duelist
SOZ said:
Duelling in Harakyr dates back to the time it was part of Irimor with Talus, which is also well known for its duelists. Unlike Talus, though, Harakyri duels hardly ever end in death. All Harakyri know how to use a Zabados, but the Zabador hones his skill with the blade in many first-blood duels with other Zabadores. Zabados fighting is fluid and graceful, the duelists' bodies contorting in acrobatic dodges to avoid getting cut. It also incorporates some traditional martial arts maneuvers: low and high kicks, leg sweeps, and grapples. Champion Zabadores are famous throughout Harakyr, since it is the country's most popular sport.

Zabadore is just fun to say. But this is a solid combat choice with a focus on a Zabados (not sure what that is), and also, I like that they're...normal about this and DON'T duel to the fucking death. And, like most duelists, they have seduction, because...admittedly, it is kinda hot.

With that, we leave behind this sun-drenched land and continue on. Finally, we get to all point and boo at the much mentioned and oft maligned Ianu Voss!

Robber Baron
SOZ said:
It would seem to many that Ianu Voss's main export is venture capitalists. Traveling across Zir'An in search of lucrative business arrangements, these Robber Barons have been known not to limit their deals to legitimate enterprises, freely associating with everyone from the Carousel to Bhuketi Slavers. Most of these merchant Ianu Vossans work for a Merchant Guild or other corporate body, few having the resources necessary to be able to compete with other industrious robber barons and their deeppocketed backers.

Oh starting off strong. Why be a thief who steals from one man when you can be a thief who steals from a million? These guys get a few knowledge skills (area and lore in trade law), and they know how to ride the Ianu Voss national mount (you...can't possibly guess what it is, but it's not a horse), but their real value is that, for a relatively low cost, they can just rack up Connections, Connive, Intuit, Socialize and Leadership. They're a social character for the amoral, who wanna wear nice coats and hob knob with Gilbert Bates.

Knight
SOZ said:
The pride of old Ianu Voss still burns within a few whose hearts and minds have not been clouded by greed. Though not outlaws, the Knights of Arsinor are viewed with some suspicion by the ruling elite. The Code is passed down through the generationswith a reverence that borders on the religious, but as the world changes, so must the Knights of Arsinor. Fewer generations are being taught the Code and its true adherents are dwindling.

At last, we have to bring up the weeb in the room. Because, while I have abandoned the weeb counting joke because I'm super fucking lazy, IANU VOSS KNIGHTS RIDE FUCKING CHOCOBOS YOU FUCKING WEEBS



Still, as we all know, the noble chocobo does not abide slavery and capitalism, so, it's good to see the knights of Arsinor are getting that locked in tight.

Navy
SOZ said:
The pride and the power of modern Ianu Voss is its navy. With strict observation of title and rank, rising up through service in the Navy is often the only route open for many Ianu Vossans of common birth. Though serving as the protector of the Empire, the navy also fills the roles of merchant ships and escorts for Ianu Vossan shipping.

Fascinating for a world with airships and magical flying machines and lots of love for science fantasy: The Ianu Voss has a gigantic wetnavy. Like, this is just a sailor package, with nautical skills and nautical abilities. Remarkable!

Prefect
SOZ said:
Information is a treasured commodity of Ianu Voss and the Prefects gather it through any means, always watching for threats to the state. What constitutes a threat to the state often varies from Prefect to Prefect. On the surface they are the escorts of nobility as well as royal advisors, but once you scratch their esteemed shell you will see a bloody-handed agent lurking within the shadows of the law.

These guys get more connections than the Robber Barons (one more) but they can only choose one - the other two are tied to your fellow Prefects and the Ianu Voss Aristocracy. But they have more combat functionality and espionage abilities. A pretty good sneaky shady choice.

I think Ianu Voss hits a good middle ground between the ludicrously over the top wickedness of the Dominion of Draka and the "gee wilickers" fantasy france of Edyss: They're not completely evil, but that just makes their realistic imperialism all the more shitty - since it's less absurd and over the top. I give them S tier for characterful and interesting skill packages. But no native rune magic, so, they drop to F tier.

Next, we go to Illestan - the land of battlefights, fightbattles, and warfights.

Soldier
SOZ said:
Upon reaching the age of maturity, all Illestani begin a two year tour of duty with the infantry, moving along the northern border from post to post, rotating in squads and occasionally being sent into the Tilerian Empire for hunt and kill training missions. Any soldier can opt to continue on another tour or transfer to one of the other branches.

So, we start off with the utterly expected Soldier. The Tilerian Empire has been mentioned - it's the alliance of Fane under the biggest baddest Fane that oppose the Treaty Nations. So, these guys go from school to the trenches in Cadia. I mean Illestan.

(They're Cadians.)

Technician
SOZ said:
With the caches of Gondolon weaponry dwindling, lost to disrepair and battlefield casualties, the Illestani are only now beginning to investigate the workings of the old Gondolon manufacturing facilities. It is the very zeal of Illestan and its neverending fight that has kept any real effort at research unsupported. Any Illestani not directly involved in the fight against Mirkule is seen as a waste of effort. Illestani technicians have to constantly justify their efforts and produce results or they are rerouted into the infantry.

THEY'RE JUST CADIANS! HOLY SHIT. Also, Rune Magic (x16).

Warpriest of Paran
SOZ said:
Illestan's Battlemage Corps is known throughout Zir'An for its skill with destruction and its mastery of Rune Magic. The Battlemage Corps is an elite unit dispatched to the most dangerous of fronts, often sent to augment an already sizable battalion. It also serves as the major religious arm of the Illestani hierarchy, performing the rituals and saying the rites, devoted tothe War Bride, Paran. Pick either Rune Magic or Shadow Magic when purchasing this skill package.

Imagine how much more effective Cadia would be if they treated their psykers this politely. Of course, like, a rune mage or shadow mage could fucking body a psyker from 40k, like, purely on reliability and mass production quality, you can learn to be a rune mage, it's just a job, anyone can do it. Also, take a drink! Rune Magic (x17)

Priest of Kah
SOZ said:
Being a militaristic country locked in an eternal war, there is little time left for religion in Illestani society. What religion there is, centers primarily on the worship of Paran, the War Bride. Surprisingly, however, there is a rather open contingent of Kah worshippers operating, with official sanction, within the military. These are the Avasanti. While there is no specific role they play in the military, a large number of them can be found in the medical and tactical branches. Following the Church of Kah's standard of religious dress, the Avasanti enamel their armor in white and feature the customary shaven head and bleached white goatee for men and the long white scalp lock for women.

Firstly: The fact they're clad in all white armor, with required white bleaches hair is kind of cool, I think that's rad. Also, Paran may be the goddess of war, but Kah is the Fane who kicked Mirkule in the slats before returning to his home planet, so, I feel like they are pretty appreciated on the "Constantly Attacked by Mirkule's Foul Monsters" front.

Also...

Yes, take a drink, Rune Magic (x18).

Like, see what I mean about Rune Magic? you can be the combat focused Illestani character, the technician focused Ballinorian, and the philosophical Bukheti, and each of them will have the same level of rune magic.

Overall, I like the Illestani because...I like morally uncomplicated Cadia. I like Cadia with bolt action rifles and trenches, and I like that they're living out of ancient arcologies built by an unfathomably powerful precursor civilization and they're barely know how any of the war machines they're using to stabilize the front even works. It's what makes the 1,500 year "interwar" pierid of Zir'an feel kinda shitty, because...using up war machines happens kinda fucking fast, bro.

Still, we must leave the Illestani now and travel on, to...Kleshti. Oh boyyyyyy...

Ambassador
SOZ said:
Though it is ruled by a Fane who threatens the lives of billions, the Hegemony does have a political presence in the world stage, albeit a limited one. But it has fallen to the Kleshti to act as the Ambassadors of the Hegemony, delivering statements and proclamations from Mirkule to the world. Mirkule seldom makes any statements, and so the Kazimir also negotiate trading rights and other legal matters. Kleshti encountered in the Treaty nations are generally of the Kazimir, for only they are allowed to operate in Tready lands. In Kleshti society, the Kazimir fall somewhere below the merchants in importance, but they take their role very seriously, considering the larger stakes of statecraft far more
stimulating than the bartering of mere goods.

I'm of two minds here on the Kleshti ambassador thing. On the one hand, I like that even Super Immortal Demigod Hitler, Mirkule, has ambassadors and does trade, it makes the 1,500 year long detent feel SLIGHTLY more reasonable if one imagines that it kinda rises and falls and there's probably been smaller wars in the interim. But it still feels...weird. Like, most other lands of the Fane have a mixture of people who are eager to work for them and people who feel exploited or who are resisting their influence, but, as we'll see, the Kleshti just...fucking don't. They're all just kind of evil?

Like, even the diplomats, the connection that is pre-set, isn't to the Kleshti government, it's to the Carousel, the super-evil underground crimelords of evil, man!

Merchant
SOZ said:
The most common occupation in Klesht, the vast majority of Kleshti encountered abroad will be merchants. The naturally mellifluous tones of their voice have been known to sell almost anything and their steady supply of rare items and much sought after contraband nearly ensures their success. Kleshti merchants are not prone to gather in concrete groups or guilds, most of them operating independently, using their accumulated wealth to supplement their solo operation. Thus, competition between Kleshti merchants is fierce and sometimes deadly.

This bit just kinda feels like reading an oil slick.

Cultist
SOZ said:
While some Kleshti turn their lives toward the rewards of trade, some have devoted their lives to the service of their cult. They could be a part of a huge, world spanning organization or thefounder of their own sect, the Kleshti Cultist operates secretly within the society, carrying out enigmatic rituals.

It annoys me that they don't even say what the cults are doing. Like, there is a Cult of Mirekule and it's one of the few good evil cults in games because I actually feel like it has a way to sell to people and a rationality behind recruitment beyond just "we bring in craaaaaazy people that are now legal for you to murder." But the Kleshti, despite being directly in the Tilerian Hegemony, under teh thumb of the Fane Mirkule...just...don't have to worship him? They can engage in their own mystery cults? It's a bit slipshod, I say, ontop of being weirdly gross.

Shadowmage
SOZ said:
Where Rune Magic is common, and even flaunted, in Klesht, its Shadowmages are few. They form a loose knit underground, much like the cults that can be found throughout Klesht, practicing rare Cardinals of shadow magic. Klesht's shadowmages are a powerfully corruptive influence even in their own country, with goals that may run counter to those of their leaders. They are feared greatly throughout Zir'An, rumored to be able to use their powers to gain influence over anyone, at any time.

...Rune Magic is common!? *goes up* Oh shit, EACH of the prior skill packages all get Rune Magic, ooops! Take drinks! Take three drinks! We're up to (x21!) Anyway, again, this feels like a more boring vibe than the Dominion's much cooler evil shadow mages, like, very half assed.

Assassin
SOZ said:
Whether part of a cult or acting under the direction of a powerful merchant employer, Kleshti Assassins are known far and wide for their ability to kill without leaving a mark upon their subject. It is believed they are masters at concocting poisons with no known antidotes, which kill in excruciating, yet outwardly unnoticeable ways.

The most interesting thing about this otherwise mundane assassin class, which does assassin things, assassinfully, is that it, also, gets Rune Magic (bringing us to x22.)

Fhew.

So, we're almost at 5,000 words and I still have the Merchant Isles, Mikeshi, Neolli, Periphery, Talusians, Thracyian, Tilandri, Valluneian, Vandalusian, Zhalanti AND frigging Universal packages!? I guess I'll take a break now and you can get the rest tomorrow!

***
EDIT: ...the wish didn't even FINISH THE CHAPTER i need to find that fucking djinn
 
Now, for the silliest part of the timeline!

...THE GAME'S START DATE IS 3020 PD.

THREE

THOUSAND.

TWENTY

POST

DIETY

Fuck offfffff! Fuck OFF, that's fifteen centuries. The Treaty Nations and the Tillerian Hegemony have been in a perpetual cold war for FIFTEEN CENTURIES.
"Hey, boss. You know how a lotta fantasy settings have basically nothing happen for the first half of their timeline? Things stay the same for centuries or millennia, and only change within a couple generations of the present day? Isn't that dumb?"
"Yeah, but I don't know why you'd bring that up here."
"What if we did the opposite?"
"You mean, fill the distant past with events as diverse and disruptive as the recent past?"
"No, even more opposite. We could write a fantasy setting where basically nothing happens for the second half of its timeline!"

Shadow is your soul. It's also literally, physically, the shadow that you cast in the game. It's a fun bit of fantasy worldbuilding that I really love. Like, everyone can see everyone else's soul - it's quite literally just laying there on the ground, cast against the wall. When a foul beast rips a chunk of your soul away, they're literally tearing into your shadow. When a shadowmage throws a chunk of soul energy at you, they're throwing a bit of living shadow at you. If a Fane captures you and distorts you into a Shadowkin, they're doing it by cramming your shadow INTO your body and twisting it around. This is why Shadowkin don't cast shadows. It's just a really fun detail that doesn't really impact gameplay a lot, but it feels characterful and neato.
This is a lovely little detail. It isn't unique (a connection between the shadow and the self can be found in all sorts of literature, ranging from ancient legends to Jungia psychology to Thriller Bark), but it's not common. It's not a cliché. Little non-cliché details go a long way towards making your fantasy setting not feel like a bundle of Tolkien or Dragon Quest clichés.

Healing: Okay, this skill is just...mean? It's using healing without magic. But, like, Zir'an's take on magic is basically "being a magician is roughly as unexpected and strange as being an electrician" ...like, yeah, it's a skill you gotta go to college to learn, you need to be certified, but it's not like you're going on an epic quest to find your local electrician, they're in the fucking google search engine. And, like, magical healing is REAL GOOD. It's like, "reattach limbs good." So, yeah, you can take non-magical healing. I guess. If you're...stupid.
More fantasy RPG designers need to be willing to let characters use magic without casting spells. Let the warrior have superhuman strength that lets her tear trees out by the roots, let the thief climb the morning mist, let healing be a combination of a doctor's magical aptitude and their anatomical study.

Rune Magic: The aforementioned magical skills. It gets its own chapter. Not to oversell it, but, Rune Magic fucking owns. It whips. It's so goddamn cool and fun to use. It absolutely is the coolest goddamn thing. I love it.
Also: Magic should never be a single skill.

Awareness: Hear ye, hear ye, hear ye! This tis a white wolf game! Thy shall pay the AWARENESS TAX or FORFIET ALL ENGAGEMENT WITH GM PLOTS and THE POSSIBILITY OF NOT BEING AMBUSHED!
Perception or Awareness or whatever you call it should never be a single skill, either. It's too broad, too important in too many situations. The only RPGs where "being aware of something" isn't the most important Basic Skill Roll are ones where you don't control a single normal character or where "being aware of something" isn't a single Basic Skill.

...okay, wait, is this just being a weeabo? Are they being weeaboos? I believe this is the first WEEB COUNTER! (🐤: 1)
It's definitely some kind of orientalism, but I'm not sure I'd call it weeabooie. Though since it's a TRPG from 2005, weeabooie is likely.

Conversation: this is the most often rolled social skill since it covers "conversing with people in a way that charms them." If you're not actively doing the other skills, you're using this one. It's like Diplomacy, or Persuasion. Ya know how it is.
I won't say that this should never be a single skill. However, if it is, you shouldn't pretend that interacting with non-hostile NPCs is a significant part of your game.

Neolli are fucking gorgeous bat people!? The drawing of one later one is like what if Lae'zel from Balder's Gate 3 was also a bat?



BEHOLD! She's...hideous???
There's this really weird trend in (mostly) fantasy literature where authors will write a story about a woman becoming HIDEOUS and DEFORMED and then not follow through. Not only is it more likely for a woman-turned-monster to have the physical ugliness of her new form highlighted, it's less likely for the author to actually follow through and make her look fully monstrous instead of just being a supermodel with a few inhuman touches. Or maybe just pointy ears and a face that doesn't match conventional beauty standards.

I don't know what the deal with that is. Well, okay, it's clearly some form of misogyny, but it isn't polite to point that out.

Sick. So, the Zhalanti learned more and one day, demonstrated their powers by building their own world. It was kinda small and shitty, but the Seven Gods were like, "Aight, we're impressed!" and built Zir'an in response. The Zhalanti moved onto Zir'an, and built a utopia called Thallysia, then stagnated. Then the Ianer arrived. The Zhalanti declared them "very cute" and then went even more isolationist, concealing their home using magic and ceding the world to the Ianer. Now, modern Zhalanti come to the lands of the Ianer to travel around, explore, see what's happening, then eventually head home after a few centuries of bumming around.

So, in short, they're preposterously sexy space elves who bum around Europe getting into scrapes before heading back to the First World. As a certified Elf Liker, I think this is a fun riff on elves.
Whereas to me, an uncertified Elf Disliker, the elf tropes it the Zhalanti are riffing on are the elf tropes I like least. You don't need to be a tryhard when you're a race of awesome immortal magicians who built their own world which they sometimes deign to leave so they can gawk at lesser races who the author didn't like as much.

(You can also tell that the author has a bias for elves because of how boring the dwarves are. At least dwarf fans try to make their elves interesting instead of just making them the same elves as every other dwarf fan!)

We're onto Chapter Five: Character Origins. This covers all the nation-states and regions that your character can actually be from. These give you a second starting merit, your starting age, some starting skills, starting aptitudes, starting STATS! They're kind of a big deal. Almost a bigger deal than your species. In fact, one might say that the selection of your species matters more for what country selections you can be from than any inherent stats.

And you know what?

Good!
Quoted for truth. I'd rather make your position within your nation of origin the most significant thing; an Kleshti farm-boy and a Ballinorian farm-boy should have more in common than a Ballinorian farm-boy and a Ballinorian mechanic. In particular, it's a little silly for all (say) Ballinorians to have mechanical training. It's not like they live on a giant airship or something, most people should be able to get through life without needing to learn how to fix their gizmos.

(To be clear, most origins have something like that. Ballinorians were just the first to jump out at me as absurd. I'm willing to assume that Arivonne is located somewhere where personal aircraft are as common as cars in American suburbs, but the mechanical aptitude thing cracked my suspension of disbelief before I got to the 1990s Casual Racism.)

I get that Ballinoria is presumably known for its mechanics, but New Zealand is known for sheep, and there are a lot of kiwis who don't know the first thing about herding sheep.

Average stats save for high acuity, and, uh, hoo boy! Guess what it's time for...1990s Casual Racism! Their special merit is the ability to speak with lying duplicitous words to twist the minds of foreigners so much that they'll believe aaanything! Literally, with an Elite (DC25) conversation check, a Kleshti can convince someone the sky is pink for a little bit.
Isn't this something one of the Bad Races could do in Racial Holy War? Asians get bonus attacks in melee combat, N-words are smelly, Gypsies or something are really good at lying?

...have kids these days heard of RaHoWa? It's what grognards online made fun of when they got tired of making fun of FATAL. It's like FATAL, except its rules are a bit more coherent (and way more concise) and the xenophobia is a lot more obvious.
Wait, have kids these days heard of FATAL?

The Periphery
High physique, high acuity, low mass, low intellect. Their connections call out that they have archeologist friends (remember the opening?) and their innate ability is to be basically immune to heat, dust storms, desert, and they can retain water twice as long as normal people, making survival one step easier in a desert. Think the Periphery might be a desert? I think it might be a desert. Some subtle hints here that it's a desert.
I don't have the PDF, but I find it interesting that you're saying "the mechanics imply that the Periphery is a desert" and not "the flavor text describes the Periphery as a desert". I get the sense that these "origins" are defined more by the bonuses and penalties they apply to a character than actual descriptions of where these places are and what they're like.

Vandalusian
The only non-Zhalanti homeland that begins with the rune magic skill! These guys are...literally part of a hive mind. I think that's neat!
They aren't Asian-coded, are they? Because if they are, that's more 1990s Casual Racism. Even through the 21st century, casual racists keep implying that East Asians in general (and Chinese/North Koreans in specific) are either literally hivemind-ish or just devoid of individuality and agency.

In other words they're fucking merits and flaws you goddamn nerds. I can't decide if this is genius or stupid, but I think it may be fucking stupid. Just call them merits and flaws, guys!
Much as I think the souls-are-shadows thing is a mark of good/creative fantasy, assigning Fancy Proper Nouns to normal concepts is a mark of hack fantasy.

I am again questioning whether Rune Magic should be a single skill.

I like Cadia with bolt action rifles and trenches, and I like that they're living out of ancient arcologies built by an unfathomably powerful precursor civilization and they're barely know how any of the war machines they're using to stabilize the front even works. It's what makes the 1,500 year "interwar" pierid of Zir'an feel kinda shitty, because...using up war machines happens kinda fucking fast, bro.
The "interwar" feel of Zir'an is a good quality for a TRPG setting.

On one hand, the world is in flux, caught between the disruption of last generation's crisis and the looming crisis which this generation will face. That's a great way to let GMs take whatever parts of the setting catch their interest and spin off any of a dozen potential plot hooks casually scattered through the flavor text.
On the other hand, the world is in flux, so nothing about the status quo needs to 100% make sense. If one polity's political system or economy or strategic considerations or conspiratorial plots seem unsustainable, that's not a plot hole—it's a sign that that aspect of the polity was probably thrown together in the wake of the last crisis and will fall apart with the next.

Notably, both of those benefits vanish when the "interwar" status quo lasts roughly long enough for Rome to be founded, rise in prominence, claim a sea-wide empire, fall, and be reclaimed once or twice by the Roman Empire that isn't centered on Rome any more.

It annoys me that they don't even say what the cults are doing. Like, there is a Cult of Mirekule and it's one of the few good evil cults in games because I actually feel like it has a way to sell to people and a rationality behind recruitment beyond just "we bring in craaaaaazy people that are now legal for you to murder."
I think we need to accept that the Cult in mid-oughts fantasy media (also older fantasy media) (also most modern fantasy media) has little in common with modern cults of personality and less in common with premodern mystery cults, instead being inspired by the archetype of the Wicked Satanist which has held a deathgrip on the Western mind from early modern witch trials to QAnon.

Cults aren't high-control groups founded to gain or maintain control over other people, and they're not enigmatic sects who are nonetheless a crucial part of the community. They're evil people who serve an evil god because the world is full of sin and some people are just Like That.


As a first exposure to a lifepath system, this seems really cool. I like the way it naturally grounds the character in the setting.
It's definitely simpler and less luck-dependent than something like Traveler, and also less likely to saddle what you intended to be a medical specialist with a dozen extraneous skills that make you less of a specialist (and potentially let others intrude on your specialist).
But I still like when life path systems are fiddly (says the guy who has rarely convinced anyone to play a game more exotic than Pathfinder).

More serious critique: It sounds like you can only pick each skill package once? So you can easily build a dilletante, someone who either did half a dozen things and learned a wide variety of skills from them or did half a dozen things which all use similar skills, but you can't really build someone who spent more than one term of service in the army. If I understand correctly, that seems like a bit of a flaw.
 
They aren't Asian-coded, are they? Because if they are, that's more 1990s Casual Racism. Even through the 21st century, casual racists keep implying that East Asians in general (and Chinese/North Koreans in specific) are either literally hivemind-ish or just devoid of individuality and agency.

They're not, thank god, lol. It's a cosmopolitan peaceful research land built into giant mesas above a huge, flat desert ringed by mountains.

Much as I think the souls-are-shadows thing is a mark of good/creative fantasy, assigning Fancy Proper Nouns to normal concepts is a mark of hack fantasy.

Shemps, shemps all the way down!

I don't have the PDF, but I find it interesting that you're saying "the mechanics imply that the Periphery is a desert" and not "the flavor text describes the Periphery as a desert". I get the sense that these "origins" are defined more by the bonuses and penalties they apply to a character than actual descriptions of where these places are and what they're like.

EDIT: Oh yeah, in a brilliant example of this game's wonk ass layout you get a short sum up of each country in CHAPTER 3, then, you get their mechanics in Chapter 5, then you get the actual full write up and lore details in Chapter 9. Which, btw, is one chapter before combat. What!?

More serious critique: It sounds like you can only pick each skill package once? So you can easily build a dilletante, someone who either did half a dozen things and learned a wide variety of skills from them or did half a dozen things which all use similar skills, but you can't really build someone who spent more than one term of service in the army. If I understand correctly, that seems like a bit of a flaw.

Oh, no, you can buy a skill package as many times as you want, I even do in my example! Like, if you want a character that just does one set of connected things VERY well, you can go, "I spent 12 years in the Shield WAll shooting shadekin zombies and that's why I have Ranged Weapons: Medium with +5 to hit"
 
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No!? Wait!? They put the rules for playing a Fledgling Fane in the GM's Guide? Which exists?! That I have? And plan to read as part of this lets read??? And not only are the Fledgling Fane rules completely busted, they also reveal why and how Kah was the only good one and the reason is both prosaic, obvious, and kind of hilarious!
Oh you HAVE to post that, please, the moment you mentioned that it's possible to take Fane as a merit Valdreyr I knew it would be hilariously busted.
EDIT: Last night I said, "We don't have to do every skill package" but then, while I was out for my evening constitutional, I met a strange man from an obscure land. Robed and shrouded in darkness, he approached - and then his coal bright eyes transfixed me. Terrified, I froze on the spot. His voice, sibilant and snakelike, hissed: "Youuuu have to do the ssskilllll packagessssssss!"

And I said, "no...no! I don't wanna! I wish the skill packages chapter was already written!" and he chuckled, then said: "Gran-ted!"

And I woke, and this post was already written? An uneasy feeling settles over me - what foul pact have I unknowingly entered into?
Eh, that was probably just your future self, going back in time to help make this Let's Read better :)
 
CHAPTER SIX (Part Two) New
It's ONE NIGHT IN THE MERCHANT ISLES AND THE WORLD'S YOUR OYSTER!

Skruller
SOZ said:
Skrullers are those Merchant Islanders who do not make their living on or by the sea. They get by however they can, be it grifting foreigners, pushing a Jounka (a garishly decorated cart used to sell many kinds of goods), or working for local merchant or underworld concerns. Skrullers tend to be very well connected and very knowledgeable of the island goings-on.

An interesting detail about Skrullers is they get 2 language points but HAVE to take them either from Common languages or languages from the Southern Empire. It's a fun bit of restrictions that reminds you that, like, only a certain kind of people are going to be in the Merchant Island ports. Also, the name Merchant Island is so...blatantly on the nose that I kinda dig it. It's the kind of name you'd slap on a parody map of fantasy cliches.

Merchant Sailor
SOZ said:
The backbone of the trade economy of the Isles, the Merchant Sailors constantly try to find a new item, a new port of call, or a new angle to beat others out of a profitable import or export. Their far-ranging travels and easygoing reputation give them the ability to negotiate with the most inhospitable port authorities.

This is the boring pirate.

Pirate
SOZ said:
With ability to always retreat to the safe anonymity of the thousands of Merchant Isles, the pirates who founded the country have never really died out. Ranging from truly brutal cutthroats to sophisticated idealists who target only particular ships or trades, the pirates all are consummate sailors with a mind for navigating the Isles secret byways.

This is the exciting sailor. Like, it's 2 points more, but it gives you more combat ability choices. Interestingly, it swaps Leadership for Connive, so, like, if you wanna be a Neolli pirate Queen of the high seas and skies, you should actually take BOTH skill packages, since you do need to bark orders to your crew in a demanding way, no?

On to the land of Mikesh!

Drandlur's Brood
SOZ said:
There are precious few Shadowmages in Mikesh. Those who are form a collective who believe themselves to be chosen by Drandlur herself. For the time being, they exist to protect the land of Mikesh and its people from all threats. But to the Mikeshi themselves, the Dasell Essa are mistrusted, their power seemingly independant of Drandlur. And the collective seems to have a deeper purpose, one that remains hidden.

So, first, Draundlur is the goddess of life, nature, wilderness, that kind of thing. Second thing, all the runes in this game are based on one of the seven gods, since rune magic is literally just using the written language of the Seven Gods. This makes it so interesting that these guys, the Dasel Essa, use the non-rune magic magic, Shadow Magic, to do what the long absent Drandlur wants them to do. As you note, there's also a mystery there, about what their deeper purpose is.

The Secrets of Zir'an wasn't just named because it's a...rad as hell title, it was deliberately written with a bunch of ???? that the GMs could fill in as they saw fit. So, if you have a Mikeshi shadowmage in your party...start thinking up something cool!

Tribe Member
SOZ said:
Most Mikeshi live out their lives as part of their functioning tribe, usually within one of Mikesh's villages or tribehomes: small settlements composed of a single tribe. They hunt, fish, tend their crops, and protect their tribe from Mikesh's more ravenous creatures.

Once again, we have the not-quite-decided on vibe of the skill packages, wherein this one's just...being a normal guy or gal from Mikesh. It's a dangerous place though, you do get some combat abilities. I do find it funny that Ranged: Medium covers rifles AND bows, there's no distinction. Probably for the best, skill creep and all.

Spiritual Councilor and Healer
SOZ said:
The Moshta Weh are not just shamen, they are dreaminterpreters, tale keepers; they not only deliver all the children of their tribe, they take into their care all who are orphaned, to train them to be Moshta Weh. Together with the Tribal Chiefs, they form the foundation of the Mikeshi tribal system. It is rare, but some Moshta Weh leave Mikesh, often on a journey to Vandalusa. Others depart as the result of a prophetic dream, whose answer lies in the distant lands.

We have yet another Rune Mage that gets Rune Magic (x2), I won't do the counting gag anymore, I'm lazy.

Swamp Guide
SOZ said:
When foreigners were traveling great distances to Mikesh to meet the elusive Mikeshi people, the more industrious Mikeshi were prompted to offer their services as guides through the dangerous land. Ong Manung also serve as go-betweens for native Mikeshi and the rare foreign trader who comes to barter for Mikeshi art and craft items. Each Ong Manung has his own territory, and tries not to trespass on the territory of another. It is common for explorers visiting Mikesh to be guided by a series of Ong Manung, each leading the team through his territory until
handing them off to the Ong Manung of another territory.

Devil of the Bog
SOZ said:
Mikeshi society is not without its criminal element. The Sung Modun are bands of Mikeshi who operate as highway robbers. Common ruffians, they are a tribe unto themselves, formed from the outcasts and lost orphans of other tribes. Though nowhere near as far reaching as the Carousel or the Kagda Dovra, within Mikesh they are well organized and very dangerous.

I like it when the skill packages show a wide range of people from an area, LOOKING AT YOU CYROON. They have poison knowledge, fun fact.

On to Neolli, the beast people's homeland!

Tribesman
SOZ said:
Most Neolli spend their lives in service to their Tribe. They are its hunters, gatherers, farmers, craftsmen and general laborers.

Well, that just about says it all, doesn't it?

Warrior
SOZ said:
By their nature, all Neolli are warriors, but some devote a portion of their lives to the defense of the Tribes. It is rare that Neolli Tribes go to war against each other, but occasionally they do. They also are occasionally attacked by the dangerous predators of their land. In the more sacred lands, Neolli Warriors prevent the uninvited from making it any further. Warriors of allied Tribes will often form a single war party that patrols the land and performs other duties requested of the Warrior class, who are both male and female Neolli.

So, like, it's weird to say that both male and female warriors exist because while there are gender segregated skill packages, that's...not enforced anywhere. In the mechanics, nothing says, "MUST BE GIRL TO JOIN X." It'll say that oh 'this is all boys' or 'this is all girls' sometimes, but you can just take it, and come up with a creative story, if you want.

Tribe Patriarch
SOZ said:
When a Neolli male reaches the age of 30, he may join the ranks of the Rukhaz, the Tribal leaders who make decisions concerning the day-to-day existence of the Tribe. Important issues such as the distribution of food, what to plant and when, plans for expansion of the community lands, and the execution of tribal laws all fall to the Rukhaz. They gain advice from the tribal elders and are always counseled by the female shamans.

It's funny to me that, mechanically, you can just start snapping up Patriarch skill packages right at age 8 (Neolli start at age 8, being short lived, rapidly maturing creatures.) Like, nothing's STOPPING you, mechanically speaking. I think this is to the game's benefit - what if you're being groomed to be patriarch in your tribe, before you were captured and sold as a slave? What if you then have to win your freedom, and travel across the whole of Zir'an to get back home? What if? Huh? What IF!?

Shamaness
SOZ said:
All female Neolli, upon reaching the age of maturity, are guided by the Shamans to learn the skills they will need to become a Tribal spiritual leader. As they grow and learn, their role and status rises until they join the Rukhaz in leadership of the Tribe, but their day-to-day role is as healer and spiritual advisor, seeing to the needs of the tribal members.

Interesting, Neolli get Rune Magic (x1) not Rune Magic (x2), so they take longer to get more Rune Magic than the Mikeshi.

On to the Periphery!

Periphery Tribesmen
SOZ said:
Formed by the slaves and conscripted laborers imported by the Ianu Vossans thirteen centuries ago, the Anazoulo are the tribe and clan groups that call the land's deep deserts their home. They trade with the other Tribes and with the Hantsu in the cities, patrol their tribal lands, and seek out lost treasures to increase the power and security of their clan. The Anazoulo are extremely loyal to their tribe and rivalries between tribes can last for centuries. The Anazoulo are infamous for carrying grudges.

FUCK OFF WITH THE TIMELINE, oh my god. So, 1300 years ago, so, the Ianu Voss slaving/exploiting/exploration empire has been around LONG enough that the descendants of the people they brought to the Periphery are functionally indigenous. This means that not only has Ianu Voss not changed, but Neoll hasn't changed at all, despite the two being in contact for THIRTEEN...CENTURIES. Like, Ianu Voss is clearly meant to be this British style empire, whose oppressive weight hangs over everywhere from Neoll to the Periphery to Arivonne, with active insurgencies running against them. Those insurgencies are all three times older than America.

Like, I do like the idea of the Periphery - a desolate land of desert islands covered in ancient ruins, populated by former slaves and city-states that buy and sell the artifacts. This timeline is just, as the kids say, Wiggedy Whack.

Desert Scavenger
SOZ said:
Sometimes, the quest to uncover the secrets of the Periphery becomes an obsession. Those who are overcome with this desire wander alone through the dangerous wastes, in search of ancient ruins and the mysteries they hide. Some keep what they have found to themselves, a secret. Others make routine visits to the cities to sell off what they have found. Working singly, they are able to avoid the larger Anazoulo clans, for the Anazoulo take very unkindly to poachers in their territories. But few people know the wastes better than these lone scavengers

I like how the Desert Scavenger is basically a cheaper Tribesman, primarily cause they get almost no social skills. Cause, of course they don't, the only people they talk to are the city-folk traders (which is their only connection.)

City Dweller
SOZ said:
There are three major cities along the eastern coast of the Periphery: Tekkili, Protekia, and Vitgar Tu Aquir, which was founded by the land's discoverer, Drekin Varulo. Much of city life revolves around commerce: the trading of the Periphery's treasures, either between the Anazoulo and the Hantsu, or with visiting merchants from distant lands. Though they spend their time in the cities, with all the traffic that passes through, the Hantsu are very well informed about the state of their land. They hear all the gossip from all the Anazoulo tribes. Along with all the equipment, lodging, and supplies that the Hantsu provide to visitors, the information they have is worth every flat.

This is one of the VERY FEW times that zir'an actually gives city names, as the gazetteer is woefully lacking in important city names. But guess what! This is an extremely good Rune Magic/Social skill combo, with a bunch of connections to ply on. So, if you wanna play a magician with a social edge, check these guys out.

Periphery Marshal
SOZ said:
The famous Periphery Marshals are the only recognized legal authority anywhere in the Periphery. Judge, jury, executioner, and sometimes avenger, Marshals are not so much elected by the people of their territory as recruited by existing Marshals. Deputies are tested over a number of years and molded into relentless survivors and inflexible justiciars. People in the Periphery save their greatest respect and fear for these men and women, for it is a Marshal who will save a stranded caravan, who will adjudicate a claim dispute, and who will avenge a wrongful murder.



With that, we leave the sunblasted wasteland and head to the equally sunblasted paradise of Talus!

Fallen House Member
SOZ said:
The Fallen Houses of Talus are Assassin Houses who broke the laws of assassination in their land. Legal assassins are not allowed to pursue a target outside of Talus, assassinate a non-Talusian, or commit any assassination for political or monetary reasons. Fallen Houses, however, make it a business of assassinating anyone for the right price, damn the laws. Some Fallen Houses have so little honor left that they have no desire to redeem their name, others feel they were black-listed unjustly and will work hard to reclaim their lost honor. But regardless, all Fallen Houses are the constant target for elimination by legal Houses, and so operate in strict secrecy, sometimes outside of Talus' borders.

A fun sneak/fighter type skill package with a bevy of criminal contacts AND an in-built narrative throughline about redeeming or wallowing in dishonor. Nothing much to say beyond...neat!

Dilettante
SOZ said:
With a country made up of many rich and powerful Houses and Guilds, many of their family members live lives of leisure, with little concern for money or comfort. Talus is rife with the young and the rich; their daily cares revolve around stimulation and excess. Many of these young dilettantes find their way into other countries, looking for new experiences to feed their appetites. There is little by way of danger that can discourage a wandering Talusian from striding headlong into the unknown, so strong is the desire for anything new and exciting.

Do they get seduction? Of course they do. Don't be silly!

Assassin
SOZ said:
Though it is a beautiful and cultured society, Talus is also a society intensely bound to the concepts of honor, face, and justice. When petitioned, the House will consider the grievousness of the case, as it pertains to the subject's injury to their honor and their House. Talusian assassins follow a strict set of laws and guidelines in choosing their contracts, and failure to do so has serious consequences. Assassins may be executed or their entire House disbarred and persecuted if they violate the laws that have governed Talusian assassins for the last two thousand years.

I like how they have both white hat and black hat assassins. What's fun is the non-blacklisted assassins are actually slightly cheaper, since they don't get INTIMIDATION. Like, yeah, they may kill people, but they follow the rules, so how scary can they be?

Duelist
SOZ said:
Though the average Talusian may find herself facing another in a duel at some point in her life, there are some Talusians who take the role as their occupation. It is legal in Talus to have a proxy take your place in a duel, though to many this is nearly as shameful as the incident that may have sparked the duel in the first place. But Talus is filled with stories of simple folk being unjustly challenged to a duel by someone clearly more deadly with a Xaopana than they, only to have an honorable duelist step forth and volunteer to be their proxy. Some may even take on a
specific House or Guild as a client.

This is if you wanna be good with swords and kinda good with Rune Magic

Runemage
SOZ said:
In the ideological schism that split Talus and Harakyr, the alliance between the Assassin Guilds and the Talusian Runemage Societies tipped the civil war heavily in their favor. The Talusian Runemages approach their craft like Talusians approach everything about life, with passion. They are perhaps the most artful Runemages known, seeing in the weavings of magic all that is true and beautiful about the universe.

Interesting bit of backstory! But, also, more importantly: This is if you wanna be good with Rune Magic and kinda good with Swords.

On the whole, the Talusian packages are all really fun, but also, they're not exactly surprising. They what you expect when you hear about Fantasy Spain. But as they get the sexiest swords in the game (the xaopana is basically just a basket hilt rapier), they have to be my favorite melee focused skill packages.

Now, we travel far to the north, to the land of Thrayce!

Sailor
SOZ said:
Thraycean sailors, mostly working upon merchant vessels, sail up and down the eastern coast, stopping at ports from the Dominion to Ballinor. Due to the recent creation of the Ballinorian Gate, Thraycean merchant ships have finally gained access to the lucrative markets of the central seas. Hard working and hard-bitten, Thraycean sailors are known to be some of the toughest swabs who ever hoisted a main sail.

Ooh, Ballinorian Gate! Kinda interested in what that's all about. But, really, this package is pretty similar to other sailor packages, just with different area knowledge and connections reflecting you're from Thrayce and not, say, Ianu Voss. I don't mind this, honestly, but I do feel like a lot of these "generic" ones like Tribesmen, Sailor, Pirate, could have been rolled into Universal and replaced with something more interesting.

Revolutionary
SOZ said:
It is very dangerous to be a revolutionary, in any country, but in the mouth of the Drakan, Thraycean revolutionaries must be especially careful; one dangerous mistake could imperil their entire country. Operating through a number of fronts, the Thraycean resistance movement seeks primarily to destabilize Dominion shipping in Thraycean waters. They leave the Dominion garrisons to the Tilandri.

Team up between Thrayce and Tilandri? Good for them! This package is a good combat/sneak package, with connections between both Thrayce and Tilandri.

Scholar of Casseonae
SOZ said:
The Socrati are the primary chroniclers of the new Canticle and its foremost contributors. The Canticle has taught them much about the lost empire of Casseonae, which in its time was a bearer of the Canticle. The Socrati have continued where Casseonae left off, adding much about The Voivodh's rise, the plight of the Tilandri, and the coming cycle of change.

So, we've had mention of Casseonae before - it was what the Dominion of Draka was before it was overthrown and replaced. These guys get rune magic, and, interestingly, while every Thraycian package gets access to Lore: Canticle (which makes sense, considering their origin merit), this one gets it x2!

Speaking of Tilandri and their plight, we now go to the Tilandri - who, like, geographically, are right beside the Thraycians! They're spread mostly throughout Dominion land, i believe.

Clan Member
SOZ said:
The Tilandri clans operate in the wild regions of the Dominion, finding homes for their roving caravans in the lush forests or sheltering mountains, away from the predations of the State. Growing up in a Tilandri clan is a dangerous, with the constant threat of Dominion troops descending at any time. Some Clans find a sort of refuge in Thrayce and Ballinor, but their minds are never far from the destiny they are said to have, that of tearing down the walls of the Dominion and laying the Empire bare.

Sorceress
SOZ said:
From the legend of the Witch Queen Dreza to Tilandri culture's founder, Farsa Canatu, the Tilandri have had a strong matriarchal tradition. Magic runs strong through the Tilandri Women, or Mer Dolzhe as they are respectfully dubbed, particularly in the Dreza, rune mages of a long lineage. Equally revered and vilified throughout the Dominion, the Dreza's ability to see the strings of Fate and manipulate them has sown legends stretching back three thousand years. It is said the Dreza are integral to the eventual defeat of the Voivodh and the return of beloved Casseonae.

Well, no shit they're vital to the eventual defeat, have you seen how bonkers Rune MAgic is? Wait, no, you haven't. It's weird to say that "magic runes strong" through their bloodline, like...rune magic isn't an innate, inborn trait, you don't get it because you were born with it, you get it by going to school and hittin' DA BOOKS! By READING! like a BIG NERD.

I guess it's cause the oral tradition of magic is strong, but still.

Anyway, you can take this as a man. Or you can be trans. No one can stop you, it's not a crime or anything.

Journeyman Lothario
SOZ said:
Tilandri men are born with a powerful wanderlust that they often are unable to ignore, leaving on an extended cross-country journey to points within the Dominion and to other lands abroad. Often belittled for merely venturing forth to sow their wild oats, the Gallanai take this sojourn seriously, returning to their Clans with a renewed pride and drive to see the Tilandri destiny fulfilled.

~1990s Casual Racism~

So, with that somewhat low note, we go on to Vallueni! So, see, here's the thing about Vallueni...they have the average statline, the most boring merit, and are basically just Fantasy America. So, why would I be from Vallu-

!!!!!!!!!!!NINE MOTHERFUCKING SKILL PACKAGES!!!!!!!!

No shit, the Vallueni get NINE SKILL PACKAGES. It can support nearly any character concept, so long as they're from Vallueni, it kind of rules.

Agent of the Seven Princes
SOZ said:
The center of power of the largest free nation in the world is crowded with those who earn, broker, and seize power in the complex of state organizations that surround the King. Younger members of a royal family sometimes become agents, couriers and messengers for their House and for the Kingdom. They exist in a rarefied world where force of wit is almost always more powerful and effective than force of arms, and their skill at navigating bureaucracy, making alliances and giving and calling in favors decides how far they rise in power. They say the closer to the King, the greater one's influence, but sometimes Agents must journey far from the Court of Artuan to prove their capability and valor
on a dangerous mission.

A bunch of connections, a bunch of social skills, and a plot remit to do POLITICS? Fun! But, counterpoint...

Black Knight of the Shade
SOZ said:
It is rumored that the members of this elite corps of Shadowmages are exclusively female, but since they are never seen without the intimidating black armor that is their hallmark this has remained unconfirmed. Fanatical worshippers of Kah, they are Vallunei's answer to the Tzerte Viazhe. They are powerful, efficient and feared even by their counterparts in the Valluneian military and domestic police.

You can be an ALL FEMALE band of Shadowmages who expressly exist to battle the evil forces of the Dominion of Draka, who are perpetually clad in intimidating midnight black armor? The Black Knights of the Shade are...pretty much the most expensive skill package, having wildly good combat, shadow magic, and a FUCKTON of connections - the government, nobles, law enforcement, and shadowmages. This means if you sink hard into the Black Knights, you will start off skilled, magica, and equipped to fuck. I love em!

Inabi Advisor
SOZ said:
Known for their expertise in creating peace by diplomacy or by force, the Magistrates of the Inabi states are specially trained diplomat soldiers who generally advise local warlords or military commanders. All have spent time in Bhuket "encouraging" the mountain tribes, Koba followers, and martial art orders of Bhuket to resist the rule of the Fane Lhar. The Crown sometimes recruits Advisors for military or covert operations that require finesse, and the best may find themselves offered a position as a SpecialOperative in Secret Section Seven.

These guys are fun because they get some rune magic, they get pistols, they get Lore: Guerilla Tactics, and connections to the Vallueni Government and the revolutionary movements in Bhuket. It's like...do you want to be an OSS operative specially targeting magical slavery? Operating primarily in the Inabi States, which is the place where Bhuket and Vallueni mix together - a boarder region simmering with tension and violence? I.E, the most interesting place FOR interwar period stories???

Hell yeah!

Priest of Kah
SOZ said:
As the primary religion of the Kingdom of Vallunei, the powerful Church of Kah has many full-time practitioners. They are outspoken dispensers of mercy and support for those without, often serving side by side with priests and priestesses of the Seven Gods as well. Many fully ordained Priests of Kah serve other roles in society and work other jobs. It is never surprising to find someone in the judiciary or law enforcement that also happens to be a Priest of Kah.

Lots of rune magic, some connections. Basic, simple. It's really funny to me that you can be a dedicated priest of Kah, a non-god, and then draw entirely on the magic of the Seven Gods, which are both real god, but also, departed. I feel like this religious feeling - certain knowledge combined with certain knowledge of abandonment - should be explored more. Like...like, Kah is a demonstrable guy who existed, he actually did stuff, and then he left. And the Seven Gods absolutely existed. But they're not here anymore - they just left behind what we now use. I dunno, it feels very distinct from even most fantasy religions.

Spice Land Alchemist
SOZ said:
Something about the Spice Lands enables the people there to grow and mix strange and wonderful substances that approach Rune Magic in their miraculous effects. Famous for its culinary and herbalist arts, some rare individuals go farther, harnessing their own talent and the secret recipes of their land to create miraculous potions and powders. Explosives were first created in the Spice Lands, and the foremost chemists of Edyss still journey there to learn. An Alchemist can find work in their homeland in the spice plantations, though many journey to far off lands
in search of the fame, fortune, and prestige that discovering and returning with a new concoction could bring them.

This is cool since it gives you lots of rune magic, but it's infuriating because THERE ARE NO MECHANICS FOR CRAFTING ANYTHING USING CHEMISTRY AT ALL. None! Auuuuuuugh.

The Steel Battalions of the East
SOZ said:
Every child born in the Steel Battalions is expected to take a tour of duty on the line, fighting any encroachment of the Dominion. The Steel Batallions are noted for their ability to use and maintain machines of war, from tanks to artillery. This contrasts with the Dolonorri ability to create implements of war — it is said those of the Confederacy have talent only for destruction. This they take to heart, and apply great strategic intelligence, tactical skill, and personal valor to everything they do.

Tank! Tank! Tank! Tank! Tank! Fight...and tank??? Tank! Tank! Tank Tank!

Vallueneian Noble
SOZ said:
With so many individual countries making up the entire nation, almost a third of the population of Vallunei claims one title or another. An administrative or military position usually accompanies a title; though for many, rising through the ranks of political power is the primary goal.

Lots of connections, as you can expect. Imo, this is one of the skill packages you dip into to add to your character - like, it's gonna be a rare player who just nabs Noble 3 times, like, you get Noble, then also, Black Knight of the Shade, or Noble, then Merchant Island Pirate because you ran away to be a pirate (remember, Ianer can take one skill package from their non-origin land!)

Vermilion Coast Merchant Marine
SOZ said:
Pirates and Ianu Vossans threaten the livelihood of the Vermilion Coast, and the Merchant Marine must use their knowledge of the sea and sky to out-maneuver, out-fight and out-sell them all. The vast appetite of the Kingdom of Vallunei depends largely on the skill of the Merchant Marine to satisfy the country's need for exotic items, commodities, and finished goods. In times of war, Merchant Marine galleys and ships become a support fleet for the forces of the Treaty. One can find the red sails and flags of the Vermilion Coast flying everywhere in the
southern seas, from the Periphery to the Merchant Isles and the coasts of Ianu Voss and Talus.

A generally good combat and sailing class, but also, it's interesting to note that Ianu Voss regularly threaten Vallueni shipping. Considering both nations are 1,500 years old, you'd think this would lead to resolution or something at some point but what do I know i'm not a scientist

Western Provence Wildman
SOZ said:
The vast wild lands of the west require a tough individual that may find themselves fighting off a Shadekin or Neolli attack one day and rescuing downed cargo planes the next. Each wilderman is responsible for many square miles of wilderness. The Western Province Wilderman must survive a strenuous 90-day hands-on practical test in the field, in addition to passing the tough General Service exams at the capitol. Some must return to the capitol and play the game of princes to ensure funds are dedicated to the western borders, and politic amongst the lumber, mining, and other interests who want pieces of the Western Provinces. Survival in this entirely different jungle comes hard to the Wilderman.

Survival tracking, guns, wilderness lore - they're a good Ranger type.

Yanush Rancher
SOZ said:
The Yanush are famous for their skill with livestock and agriculture, and many of that country are born with a special talent for caring for the domesticated flora and fauna, from barley and hops to horses and ponkos. These individuals usually inherit the lands and herds of the family ahead of their older siblings, though some forswear the ranch and farm life to explore the world and discover and catalog new living things, or take jobs caring for commercial and military livestock. The greatest veterinary doctors have all been Yanush, who are in demand in nearly all countries.

Ponkos are Chocobos :)

ON TO VANDALUSA WE'RE ALMOST DONE!!!!!!

Initiate of the Greater Mysteries
SOZ said:
Once achieving maturity, young Vandalusans move from being an Acolyte of the Lesser Mysteries, a rank held since the age of four, to becoming an Initiate of the Greater Mysteries, also referred to in Vandasul as a "Metirann." Initiates spend only a minor amount of time locked in a classroom; most of this period is spent as part of a traveling entourage of other Metirain and a single teacher. While traveling for up to five years, the group will explore other lands, visit with learned persons, and engage in a continuing dialogue with their teacher.

Wow, they start them early. Still, Rune Magic, Science, Lore, meditation, connections to other teachers. A pretty basic, but fun little character what what. It's unfortunately also kinda overshadowed by...

Hermit of the Hinterlands
SOZ said:
Quiet, soulful contemplation, alone and far from the comforts of society is a common practice among the Vandalusans. Their deserts are dotted with lone men and women all locked in deep thought. Eventually, they return to their lives, but many still go on to repeat the practice numerous times.

Cheaper, faster, and with RUne Magic (x2), you can spend, like, two years in the Hinterlands and just max out your Rune Magic, it's fun!

Scholar
SOZ said:
It is said that all Vandalusans are scholars, studying a variety of subjects. Cataloguing, researching, archiving, they are the backbone of Vandalusan society. Those who choose to devote themselves to the duties of a scholar serve many purposes, all in the quest for more knowledge to benefit themselves and society as a whole. Occasionally they are teachers, or spend large amounts of time ardently researching an important subject, but they are always at the behest of the Elder Scholars who guide most of the decisions made in Vandalusa.

This is basically just the Initiate of The Greater Mysteries but slightly more expensive and slightly better in every way? More connections, more Artisan skills, more Area Knowledge. If I was making this game, I'd just...combine the two.

Shadowmage
SOZ said:
The peaceful philosophy that permeates the activities of Vandalusa extends even to the troubled souls who have developed the Shadow Magic taint. Through a program that emphasizes meditation, control, and inner calm, the Vandalusan-trained Shadowmage learns to face his corrupt inner voice and put it to use.

Lots of shadow magic, relatively cheap, and it has some extra social stuff to go with it. It's fun to take, even if you're not from Vandalusa, since you can dip into this to add Shadow Magic to your character.

Custodian
SOZ said:
The treasured contents of the Knowledge Fortresses are not without guards — but the Custodians of Knowledge are no force of armed brutes. Highly trained in ways to resolve conflict with the least amount of force and the maximum amount of diplomacy, the Custodians spend years as apprentices patrolling the vast landscape of Vandalusa and confronting those who would seek to disturb the tranquility of the country. They use no weapons but their runes and their bodies, but these have proved to be enough to repel even fledgling Fane when used in concert.

This is basically a Bhuketi skill package, but in Vandalusa. They're not quite as good at face punching, but they get more lore skills in exchange.

The main issue I have with Vandalusa is, AS WRITTEN, it seems like...the Vandalusians should accept basically anyone who shows up, from Neolli to Gogachi, but the Vandalusian skill packages are all only for Ianer (either a Vandalusian or a Ianer from somewhere else taking their one package.) Now, the Universal skill packages DO have a "Vandalusian Education" package, but it's not as good...

Which...does kinda make sense, I guess. Nevermind!

And with that, we have the FINAL national package: Thallysia!

Social Observer
SOZ said:
The younger races greatly intrigue certian Zhalanti wanderers. Some Zhalanti spend years doing nothing more than studying their ways and learning the complex rules and mores that make up their social interaction. Such Zhalanti choose to involve themselves closely with members of the Ianer, the Dolonorri, and sometimes even the Gogachi and Neolli, though rarely. They take up residence among them and endeavor to speak and come to know as many people as they can.

Social Elf! You get rune magic here too, but it's mostly connections of your choice, seduction, conversation, intuition, all that!

Janissary
SOZ said:
Loosely translated Yehv'anesh means "Evolving Opponent". These Zhalanti travel Zir'An seeking out all the martial styles they can study and are allowed to document. They keep this document and have created a map of sorts, which connects the martial arts to its root system; being impartial they can approach their studies without the conflict of faith to school or master. Although time spent dedicated to learning a style can be long the Zhalanti have all the time in the world.

The fight elf! You get rune magic, but have sword sword, slash slash, sword!

Logian
SOZ said:
The Zhalanti are a race that prize knowledge above most else. They travel the lands of their younger kin in order to learn…something. They are not quite sure exactly what. But some devote themselves to the search for knowledge completely. They travel the land seeking repositories for ancient lore, libraries and universities to plumb and plunder, other scholars to debate and share information with. Their hunger for knowledge seems to have no limit or boundary.

The smart elf! You get lots of Lore, lots of Runes.

I like elves...but, like, these are just so broadly encompassing and obvious that it makes making zhalanti characters really kind of boring? I like the idea of wandering space elves from the future, but these skill packages just feel...obvious and less involved than all those other packages.

Kahlith Zhalanti
SOZ said:
There had not been Kahlith before the arrival of the Shadowmages. The Zhalanti possess a spirit quite different from that of the Ianer. In a sense the Zhalanti share a single spirit, or goes the theory, and this mass spirit is what sustains their immortality. When attacked by Shadow Magic, the effects are much the same as when targeting the spirits of the Ianer, but those Zhalanti who lose their shadow do not lapse into the well of despair that curses their younger kin. They become Kahlith. A Zhalanti does not need their spirit torn away by Shadow Magic to become a Kahlith. Often if he is subjected to a powerful mental or emotional shock, and the powers of Shadow Magic are involved, the synergy of the two causes the Zhalanti to become a Kahlith.

The Kahlith are amoral, unfeeling creatures who are shadows of their former selves. Many of the Kahlith sink themselves into lives of excess, hoping for any minute amount of feeling, but inevitably stop once they realize the futility of it. Many more become mercenaries or join the Carousel or other criminal organizations. They are cast out from Zhalanti society, and any Ianer and Dolonorri immediately senses the aura of gloom that surrounds them. Consequently they prefer endeavors that best suit such outcasts: prowling the underbelly of society.

Kahlith have the following abilities. They no longer need sleep and are unaffected by Shadow Magic spells that specifically target the spirit or Shadow. In fact creatures that target by sensing the Shadow of their prey cannot sense the presence of the Kahlith. Kahlith are invisible to the Shadowmage's Shadow Song ability. Kahlith have no social drive, and so their Social Aptitude is considered zero (0) and all Social Skill Tests are made as unskilled. But because they are so unfeeling, they are only Stressed when injured or when conditions are working against the character. Because of their generally gloomy outlook and lack of drive, all Kahlith are considered Cynical as the Valdreyr

So, this is NOT a skill package! It is a special Merit that is printed here for...god knows what fucking reason. It costs 10 character points to buy, and, like...while it makes you invisible to the Shadowmage's rad as hell intuitive empathy powers, it seems like having a flat no social ability fucking sucks.

Oh the whole, the skill packages and this special merits have dropped my opinion of the Zhalanti. Started off as a good premise on elves that I, the certified elf liker, liked. But they haven't delivered as much as they did on the rest of the skill packages.

Now, we move onto the UNIVERSAL SKILL PACKAGES! And while they're neat and I like them, I am not going to do the close read I did on everything else due to being incredibly lazy, but also, because they don't really have...lore in them? Like, you can get Academic (spending some time researching!), being an Artist, being a Criminal, being a Devotee of the Seven Gods (rune magic!)

But I do have to call out that for 7 CCP and 1 year, you can just fuck around.

SOZ said:
For whatever reason the character has chosen the life of a hedonist during this time. Spending their days and nights in pursuit of pleasure and intoxication, their reasons for this escapism vary, but eventually they must ascend above the fog of their sensualistic lifestyle and move on.

It's mostly just to rack your Seduction up and get some Connections, but i still find it really funny.

Then, just to make DOUBLE EXTRA SURE, there's like, three more universal skill packages that offer EVEN MORE RUNE MAGIC, lol.

Still, that brings us to the end of the skill packages chapter.

Overall?

I think it's really neat. It connects your characters into the world, and it keeps the system from feeling generic. you could use the Finesse System to run non-Zir'an settings, but you sure can't make a character in Zir'an, then put them in, say, Golarion. But, also, I kinda wish more games would do this? I feel like being a part of the world in meaningful ways makes your characters feel a lot more interesting and engaging.

Still.

Next chapter is coming soon! Valdyrier Merits and Flaws!
 
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Pirate

This is the exciting sailor. Like, it's 2 points more, but it gives you more combat ability choices. Interestingly, it swaps Leadership for Connive, so, like, if you wanna be a Neolli pirate Queen of the high seas and skies, you should actually take BOTH skill packages, since you do need to bark orders to your crew in a demanding way, no?
Nobody told that to Luffy.

Tribesman
Most Neolli spend their lives in service to their Tribe. They are its hunters, gatherers, farmers, craftsmen and general laborers.
Well, that just about says it all, doesn't it?
Well. That's generic and empty.

I get that it's fairly common for small agrarian or nomadic communities to be relatively unspecialized, but this is taking it a bit far. Hunting, gathering, farming, and crafting are all pretty serious commitments. If you want to be good at one, you won't have much time to practice the others.
Also, if this one skill package covers basically an entire society, surely you could spend more than two sentences on it? Explain what life is like for the typical Neolli tribesman and why they all learn all these skills?

Fallen House Member
The Fallen Houses of Talus are Assassin Houses who broke the laws of assassination in their land. Legal assassins are not allowed to pursue a target outside of Talus, assassinate a non-Talusian, or commit any assassination for political or monetary reasons.
I actually burst out laughing at this. First at the idea of "legal assassins," second at the fact that they're not allowed to assassinate people for political reasons or pay. Why do licensed assassins kill people, then?
Assassin
Though it is a beautiful and cultured society, Talus is also a society intensely bound to the concepts of honor, face, and justice. When petitioned, the House will consider the grievousness of the case, as it pertains to the subject's injury to their honor and their House. Talusian assassins follow a strict set of laws and guidelines in choosing their contracts, and failure to do so has serious consequences. Assassins may be executed or their entire House disbarred and persecuted if they violate the laws that have governed Talusian assassins for the last two thousand years.
So, basically someone outside the Assassin House asks someone inside it to kill someone. And if the person in the house decides that the outsider's honor and House were offended badly enough, they kill that someone.
But without being paid. I'm still not sure what's in it for them. Is it just expected that members of these Houses will vigilante-assassinate people who do bad things? Like someone dumped a barrel of Frank Castle juice into Spain's ninja factory?

It's weird to say that "magic runes strong" through their bloodline, like...rune magic isn't an innate, inborn trait, you don't get it because you were born with it, you get it by going to school and hittin' DA BOOKS! By READING! like a BIG NERD.
I interpret it as being kinda like how some fantasy sailing people will say seawater runs in their blood. Either they're being metaphorical or they're wrong.

No idea if that's what the authors had in mind. Maybe they think some bloodlines have an innate talent for C#.

The Steel Battalions of the East
Every child born in the Steel Battalions is expected to—
What do you mean, "born in the Steel Battalions"? Are the Steel Battalions an entire self-reproducing community that doubles as a military unit?? In the Fantasy 1920's???

A generally good combat and sailing class, but also, it's interesting to note that Ianu Voss regularly threaten Vallueni shipping. Considering both nations are 1,500 years old, you'd think this would lead to resolution or something at some point but what do I know i'm not a scientist
France and England couldn't stay at war for a hundred years, not even during the Hundred Years' War. There were at least 35 years of long-term peace, meaning they were were only at war for about 70% of the Hundred Years' War, which means that name is only 35% accurate. A failing grade!

Anyways, it's implausible that any international relations would be maintained for 1,500 years without interruption.

Western Provence Wildman
The vast wild lands of the west require a tough individual that may find themselves fighting off a Shadekin or Neolli attack one day and rescuing downed cargo planes the next. Each wilderman is responsible for many square miles of wilderness.
Oh, so basically a cowboy, at least half a century too late?
The Western Province Wilderman must survive a strenuous 90-day hands-on practical test in the field, in addition to passing the tough General Service exams at the capitol. Some must return to the capitol and play the game of princes to ensure funds are dedicated to the western borders, and politic amongst the lumber, mining, and other interests who want pieces of the Western Provinces.
Oh, just a normal sheriff playing cowboy then. Or perhaps park rangers, or Mounties?

Disappointed that these don't seem to be literal janitors.

This kind of elf can be kinda neat when elves are genuinely inhuman. When they're just Human But Better, not so much.

I know I've identified myself as an Elf Disliker, but in my opinion, Elf Likers don't just write the most boring dwarves, they also write the most boring elves. Us dwarf likers do weird stuff with elves, but at least we do unique stuff with elves!

To bookend this with One Piece references: Elves who turn into a specific element?
 
I actually burst out laughing at this. First at the idea of "legal assassins," second at the fact that they're not allowed to assassinate people for political reasons or pay. Why do licensed assassins kill people, then?

Oh my god, I didn't even notice that, lolll. Why DO they kill people???? Why do they kill people!?

(I wrote this while recovering from being double vaccinated, if I seemed a bit out of it.)

What do you mean, "born in the Steel Battalions"? Are the Steel Battalions an entire self-reproducing community that doubles as a military unit?? In the Fantasy 1920's???

You're gonna have to wait until the Setting chapter, I'm afraid! ...I don't remember the precise details, so, I'm just as excited as you!
 
SCIENCE!: It's weird to me that there's Lore for Airplanes, and, also, Science for Airplanes. I think Lore: Airplanes is so you can go, "Ah, that's an Airvonne Glidewing!" While Science: Aeronautic is for "I can build an Airvonne Glidewing out of scraps in this cave."
Disguise: ...did you know there's, like, two different shapeshifting magics. Just get those, nerd.
There are, presumably, ways to detect those magics, so it's not as bad as it seems. Or maybe those magics are an extension of the skill? Like how in Exalted Flawless Impenetrable Disguise requires you to be good at regular disguises first.
I don't know what Socialize does, I've never used it any game ever.
Gonna be honest, I don't either.
Compare that to GURPS, where I'd cut...like...several hundred at minimum!
I was about to say that GURPS doesn't have that many, then went and counted, and gave up somewhere around the E and the 70s.

How dare you be right and also shut up.

(Though GURPS also comes with the assumption that a whole bunch of skills are not going to be relevant to any given game, and more has them for when you want to do That One Weird Campaign)
Good! This still has some bioessentialism, but it's one step better than how D&D does it, where racial modifiers are basically half the modifiers, and the other half is your class. What is more, you can actually get a merit called "adoptive homeland" later, which lets you get even more culturally mixed. It's not perfect, but it is still a huge step ahead of other RPGs at the time which hadn't even hit the 'is it racist to give all orcs -2 to intelligence? ...no, no, this is fine' stage. Like, they weren't even asking the question, they were just doing it. Dark ages, man. Dark ages.
Seventh Sea.

Seventh Sea beat it by six years. Although even the new edition of 7th Sea has that weird bioessentialism. "not!Spaniards get +2 Dex, -2 Wis, +5 Rapiers, +5 Theology, and the Very Large Family merit" sorta thing. (Unless you grew up elsewhere, like, say, not!Paris, in which case you get +2 Cha, -2 Con, +5 Politics, +5 Fashion Sense, and the Couch Surfer merit instead)

Although it also has something I've never seen any other game do, where it costs you points to take a disadvantage, because those are a good source of XP and a way to make the plot about you.
what if you're being groomed to be patriarch in your tribe, before you were captured and sold as a slave? What if you then have to win your freedom, and travel across the whole of Zir'an to get back home? What if? Huh? What IF!?
Sounds like an interesting premise for a quest, no? :V
 
(Though GURPS also comes with the assumption that a whole bunch of skills are not going to be relevant to any given game, and more has them for when you want to do That One Weird Campaign)
Yeah. That's the thing about GURPS; it's written with the expectation that most of the core rulebook's content isn't gonna be relevant to most games. You can mix-and-match genres to run, say, a psychic-aliens-versus-wuxia-samurai campaign, and that'll mix the rules for psychic powers and supernatural martial arts and medieval-ish weapons and ultratech gizmos, but you probably won't need the rules for magic or firearms or computer programming or wild animals or PCs inventing ultratech.

And that's fine, if you want a generic universal roleplaying system for mixing and matching genres, or a familiar system that can be applied to any genre you want to play (better than something like D20 Modern). But if you're not looking for that, GURPS looks ridiculous.


...the other things about GURPS skills is that the skill system was designed by splitters, while most TRPGs these days tend towards the lumper end of the spectrum. Most game systems would lump Archaeology, History, and Sociology into one skill, if they didn't just have one skill covering all soft sciences. (To say nothing of how Brawling, Boxing, Karate, and often even Judo and Wrestling are usually lumped together into one Unarmed Combat skill.)
This isn't terrible; Wildcard Skills exist, and skills are cheap anyhow so at worst it's just slightly inconvenient. But it's slightly convenient a lot of the time.
 
And that's fine, if you want a generic universal roleplaying system for mixing and matching genres, or a familiar system that can be applied to any genre you want to play (better than something like D20 Modern). But if you're not looking for that, GURPS looks ridiculous.

GURPS is weird because it's...an incredibly long walk (mechanically) for what usually ends up being relatively little pay off, if that makes sense?
 
Once again, we have the not-quite-decided on vibe of the skill packages, wherein this one's just...being a normal guy or gal from Mikesh. It's a dangerous place though, you do get some combat abilities. I do find it funny that Ranged: Medium covers rifles AND bows, there's no distinction. Probably for the best, skill creep and all.
Ooh, Ballinorian Gate! Kinda interested in what that's all about. But, really, this package is pretty similar to other sailor packages, just with different area knowledge and connections reflecting you're from Thrayce and not, say, Ianu Voss. I don't mind this, honestly, but I do feel like a lot of these "generic" ones like Tribesmen, Sailor, Pirate, could have been rolled into Universal and replaced with something more interesting.

I think you could make an argument that adding pseudo-generic backgrounds to each place is supporting the fantasy of being an ordinary person who gets swept up in the high drama of adventure, while still letting you feel like your character is grounded in a specific place in the world?

I like how they have both white hat and black hat assassins. What's fun is the non-blacklisted assassins are actually slightly cheaper, since they don't get INTIMIDATION. Like, yeah, they may kill people, but they follow the rules, so how scary can they be?

Presumably you get a longer head start against the white-hat assassins as they're delayed by all the paperwork and meetings to determine if killing you is actually honorable.
 
GURPS is weird because it's...an incredibly long walk (mechanically) for what usually ends up being relatively little pay off, if that makes sense?
I get what you're saying; GURPS is almost never the best tool for any specific genre or premise. It doesn't do high fantasy as well as D&D or cyberpunk as well as Cyberpunk or cyber-urban-fantasy as well as Shadowrun.

It works best when you either can't find an RPG that does the specific thing you're looking for (I fondly recall using it to run a "space zombies in a generic fantasy setting" thing) or need a system that can do everything adequately (as with the standard "Infinite Worlds" setting). It was a lot more appealing when I was young and only knew a few systems than it is now, now that I have way more systems I'd like to try than players I think I can convince to try something that isn't D&D-adjacent.

But I've also never found any system that does what GURPS wants to do better than GURPS does. I've seen plenty of generic systems, and most of them are either rules-light without doing anything creative with that freedom (my decade-old impression of FATE) or just bad (most d20 system games).


I think you could make an argument that adding pseudo-generic backgrounds to each place is supporting the fantasy of being an ordinary person who gets swept up in the high drama of adventure, while still letting you feel like your character is grounded in a specific place in the world?
If I was designing this game, that's what the universal backgrounds would be for. An ordinary merchant in Harakyri isn't that different from one from Vanadlusia, and a Merchant Isles one would mostly distinguish themself with a fishy smell.
 
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