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A different view of the valley

Drifter

Long-lived, one-eyed travellers from the spell weavers' home dimension. They float on rippling membranes and would rather speak through telekinesis and glowing tentacles than with their mouths.

The adventurer’s field guide

Drifter scorecard

Attribute aptitudes

Higher aptitude means cheaper training and greater racial potential. Humans have 4 in every attribute. Your actual stats grow with levels, training and equipment.

  • STR5/10

    Strength

    Carry more, hit harder with heavy weapons, and gain endurance.

    Training cost 5
  • DEX2/10

    Dexterity

    Improve accuracy, dodging, attack speed and light-weapon damage.

    Training cost 8
  • CON6/10

    Constitution

    Gain health and endurance, and resist disease and stunning.

    Training cost 4
  • INT6/10

    Intelligence

    Gain spell points, strengthen attack spells, and learn skills faster.

    Training cost 4
  • WIS6/10

    Wisdom

    Gain spell points and strengthen healing and religious powers.

    Training cost 4
  • CHA2/10

    Charisma

    Get better shop prices and lead adventuring parties more efficiently.

    Training cost 8

Aptitude = 10 − racial training cost. Lower cost makes an attribute easier to train.

Racial abilities & survival

  • Deep-dark vision

    You can see in deep darkness without carrying a light.

  • Carnivorous digestion Major

    Raw meat and fresh kills make a safe meal.

  • Natural armour Major

    Hide or carapace soaks part of every blow.

  • Reputation penalty Major

    Meets deep distrust wherever it goes.

  • Fly Major

    Can take flight and travel the outworld by air.

Recovery & resources

Higher recovery ratings help refill your reserves. These are racial baselines; your stats, skills, condition and surroundings also affect recovery.

  • HP

    Hit points

    13

    Human baseline · Human 13

    Health keeps you alive when you take damage.

  • EP

    Endurance points

    14

    Above human · Human 11

    Endurance fuels movement and physical exertion.

  • SP

    Spell points

    26

    Above human · Human 15

    Spell points fuel your magic.

  • PSP

    Psi points

    20

    Above human · Human 10

    Psi points fuel psionic disciplines when you learn them.

Two guilds to explore

Two guilds that suit this race’s attributes. Their skills and abilities develop as you train.

Drifter mage

Drifter mage

Mages of Valkor

Build spells by combining their size, shape and element. Mages study offensive magic alongside useful spells such as light.

Explore the Mages
Drifter Earthpriest

Drifter Earthpriest

Priests of Earth

Follow Dhubr through the arts of earth and necromancy. Earthpriests learn to shape nature and raise undead servants to do their bidding.

Explore Earthpriests

Explore all guilds

Appearance and culture

A drifter's body is somewhat tear or pear shaped, wide in the front and narrowing into a sharp tip at the back of the creature. The front of the body is dominated by a single massive usually amber eye recessed under an overhanging protective brow that it uses to thoughtfully peer at things around it.

Drifters are very long lived and their age usually shows very well on their chitin plates that cover the front and top part of their body. A number of old scratch and groove marks are often cut into their shell in a mix with old growth ridges. These layers of overlapping chitin are usually slate-grey and dark umber in colour but spell weavers have told tales of drifters in many other colours as well. Their internal organs are held inside this protective shell. At the bottom side of their bodies the drifters have a multitude of ribbon-like membranes that undulate silently as they drift across the valley.

Drifters are quite poor at manipulating objects as they lack proper hands and fingers. Instead they use their four grasping tentacles that hang under their main body to grasp onto things. Mostly they use these tentacles to grab onto food that they then lift into their mouth located on the underside of their floating body. They also assist this with their natural telekinetic powers, and with enough effort and practice they have also learned to wield weapons and objects.

They prefer communicating through their latent telekinetic powers and bio-luminescent tentacles that they can control at will. Very few non-drifters though understand this weird way of communication. Their mouth is capable of producing speech but they consider communicating like this to be more primitive and reserved for lesser creatures.

Spell weavers tell that drifters originate from their home dimension and many of them arrived with the spell weavers in the past, but it also seems that more of them have found their way to Aegic at later dates as well. They also note that in their home dimension drifters did not use any tools, clothing or gear and they seem to have adapted this from the other intelligent creatures in the valley.

Drifters tend to be very amoral towards non-telepathic creatures and view them more as primitive creatures or complex tools to use and discard when not needed anymore. They often have big trouble integrating into communities and societies due to their very unusual looks that make people fear and shun them and how the drifters view most people. They mostly prefer solitary life of drifting across the valley learning new things and exploring magical things.

As they age their inborn psionic abilities develop and they can unleash these psionic abilities from their central eye.

Create a character

Explore race traits, professions and training choices in the builder.

Race reference in the wiki